KH2FM: Project Aqua Mod - What If You Could Customize D-Link/Summon AI?

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Kingdom Hearts III
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Duration: 7:36
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**********MUSIC**********
1. Kingdom Hearts II - Olympus Coliseum (Nanashima's Project Aqua Version).

2. Kingdom Hearts II - Dance to the Death (Nanashima's Project Aqua Version).

**********VIDEO'S FOCUS**********
1. Showing off one of the customization features of the Custom Music Tool for Kingdom Hearts II Final Mix: Project Aqua.
2. Showing the different ways Kingdom Hearts's Ventus D-Link can battle while utilizing the customization feature.

**********OTHER**********
Alright, here's a feature I'm quite proud of with the tool: a form of customization for Project Aqua's D-Links, Summons, whatever you want to call them. On the technical side of things, they're just regular Kingdom Hearts II party members that you temporarily call into existence. Unfortunately, because of the way this system is set up, there is one flaw with it.

Kingdom Hearts II Final Mix is a game of many talents, even if it likes to screw with me. But unfortunately, the Kingdom Hearts II party system isn't quite set up for this sort of thing. Because of this, the normal customization features you can do for such classic Kingdom Hearts dudes like Donald and Goofy, when it comes to setting up their AI, is broken. For some reason, the Summon system is capable of reading everything in their equipment menu except for the AI's tactics like Technic Attack, Sora Attack, Relentless Attack, etc. Because of this, the KH2FM party AI will default to Technic Attack as a tactic no matter what, due to that being the normal response to their AI choice equaling zero. The real shame is that if they were legitimate party members, this would be an amazing feature; I was changing the AI tactics on the fly and they responded immediately, so you could command them mid-fight to go from Relentless Attack to Sora Attack. Alas, this is the nature of modding this game.

So, what's the next best thing? That would be creating about five moveset files for these wonderful Kingdom Hearts characters, then creating a customize list in the tool to swap between. You have to dismiss them if they're already summoned, then resummon them for the changes to take effect. Something something how Kingdom Hearts II Final Mix works. After that, it was a matter of placing different attacks in their animation slots per moveset that would fit the theme. I've already written down our friendly neighborhood Kingdom Hearts II styles in my tool, so I'll let the descriptions speak for themselves.

Default: "The AI will use its default style of choice. If you are unsure of what to choose, use this."
Balanced: "The AI will focus on a mixture of attacks and support."
Brutish: "The AI will focus on its highest damage attacks, but they will get tired and require moments to cool down."
Inhibitor: "The AI will focus on attacks that launch enemies far away, but this can interrupt your combos more often."
Unrelenting: "The AI will focus on chaining together fast attacks to keep enemies stunned for long periods of time, but they will add Revenge Value quickly."
Supportive: "The AI will focus on defensive abilities and item usage, but they will refuse to use attacks that add Revenge Value. Some Al have no defensive abilities or items, and will default to Balanced if this is chosen."

I've always been a fan of how Kingdom Hearts I allowed you to customize how your party members chose to fight. Kingdom Hearts I put a great emphasis on preparing yourself before many of the fights, and actually making your party members feel worthwhile. Kingdom Hearts II has Limits, but that's really just Sora's MP bar doing the work at the end of the day. Kingdom Hearts I lets you casually tell Donald to Gravity spam Xemnas, how cool is that? While this isn't a perfect system by any means, it's better than what we got in Kingdom Hearts II. Kingdom Hearts II's Technic Attack feels bugged anyways, because party members have to retreat until they're right on you before they start attacking again. If they're even an inch away, they won't engage in combat when utilizing the retreat function. I've always felt Relentless Attack should have been the default in Kingdom Hearts II, because they really don't stop attacking when that's active. It's a shame I can't give that to the D-Link too, but nothing can be done.

Alright, thanks for watching. Do all the shit YouTubers ask you to do if you enjoyed the video, or not. The power is yours! Currently, my power is eating some Mexican rice.

#KH2 #KingdomHearts​ #jrpg​ #KH2FM #Aqua​ #ProjectAqua #Mod #Mods #Gaming




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Tags:
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Kingdom Hearts II Final Mix
Project Aqua
Aqua
Anti-Aqua
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Kingdom Hearts III
Kingdom Hearts Birth By Sleep
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Mickey
Organization XIII
Xehanort
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Kingdom Hearts III Remind
Kingdom Hearts III Mod
Kingdom Hearts III DLC
Kingdom Hearts III Boss
Kingdom Hearts 0.2
Kingdom Hearts Aqua VS Phantom Aqua
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