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Effects Issues with new abilities created in patcher

Started by Kourama, April 25, 2009, 07:19:13 pm

Kourama

April 25, 2009, 07:19:13 pm Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Ok I finished a patch I made and I'm having some issues and I'm not sure what to do.

First off I made a few new moves for Archer and cloned/copied the exact same settings in the patcher for "Leg Aim" and only changed the status and X value. The move seems to work fine but there is no animation at all. For reference the animation I chose was "FFFF" which should be the attack animation but its not working.

I did something similar with other abilities but added weapon strike and the character never uses the weapon.

I'm wondering if things are just hardcoded to work with certain abilities, is there a glitch, I just don't know what I'm missing.

Archael

April 25, 2009, 07:26:31 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by Archael
FFFF isn't the attack animation

a spell having Weapon Strike enabled or not is what determines if the unit will do an attack animation

some spells have attack animation AND an FFFF as an animation working together (Sword Skills)

some abilities are indeed hard coded, like Summon Orbs are hard coded to summon spell slots

you will need to hex edit or pick a different base skill slot

Kourama

April 25, 2009, 07:28:16 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
So basically outside of Hex editing those moves are not going to have any animations similar to other moves by just using the FFT Patcher to edit them?

Kaijyuu

April 25, 2009, 07:31:14 pm #3 Last Edit: April 25, 2009, 07:32:33 pm by Kaijyuu
Yeah, you have to hex edit the animation. Melon may add the ability to change the animations with patcher sometime, but you can't right now.

Looking for the thread that shows where the hex offsets are to change this...
EDIT: http://www.ffhacktics.com/forum/viewtopic.php?t=888 Here.
  • Modding version: PSX

Zozma

April 25, 2009, 07:31:18 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah

if you select weapon strike, it will only show the weapon if the animation skill link is set to. but patcher wont let you change that, still its a pretty easy fix with hex editor

scroll down and youll see the addresses of every skill

http://www.ffhacktics.com/forum/viewtop ... c&start=20

a sword skill looks like this 07 00 00, whereas magic  looks like 01 2C 00... etc etc...
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kourama

April 25, 2009, 07:57:30 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Ok I see so the weapon attack animation is 07 00 00 and changing that on the animation offsets should change it properly.

Thanks for the info  :D

By the way is there a list of which animation is which and the third byte corresponds to the message shown after the animation right?

Zozma

April 25, 2009, 08:00:18 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
nah i dont think so, just look up a skill that uses the animation you want and mimic that. and yes i think thats what the third byte is

theres are all in "battle.bin" if i didnt mention it
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kourama

April 25, 2009, 08:13:06 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I've already changed the moves I wanted to change and am about to test them. Saw "Battle.bin" in the thread you linked as well.

Last question for now, I imported Vincent from FF7 portrait into WLDFACE.bin and the black in the portrait doesn't appear in formation screen or in battle formation but works fine when the sprite/portrait was imported during battle. Any idea what the cause might be?

Zozma

April 25, 2009, 08:14:55 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
if the "black" was the first color in the color or the 16 color palette then it will be transparent in game
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kourama

April 25, 2009, 09:47:09 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
'black' isn't the first color in the palette but thanks for the info

Kourama

May 03, 2009, 08:33:27 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
New issue. I've replaced Gafgarrion Guest version with a character of my creation and changed every instance in the FFT Patcher where Gafgarrion appears as his guest version to his enemy version. I also made it so that Gafgarrion doesn't appear as a guest in the formation screen and just appears as a guest in the story battles.

Now my issue is that whenever he's supposed to speak in the first few Chapter 2 battles, my new made up character is the one that speaks as opposed to him. The other big issue is that during the fight where he betrays you, my made up character speaks, disappears when you defeat Gaffgarion and leaves my party as well.

Now I don't think that can be fixed through the patcher, unless the "Unit ID" should just be changed to 11 for the enemy version of Gaffgarion. I'm guessing I have to hex edit that battle/event so that the enemy version of Gaffgarion is the one who's supposed to do all those actions is the one prompted to do them. I'm guessing I should be changing this in battle.bin at offset 0x080 but if anyone can point me in the right direction, I would appreciate it.

Zozma

May 03, 2009, 06:22:33 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
the other gaffy needs the same unit id as the original in the ENTD

but it might ignore that if you have both versions of gaffy there, its possible for it to ignore the set unit id and make the real job id do the talking. the best thing is to keep that character out of those event battles.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kourama

May 03, 2009, 07:09:50 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I guess I'll try that, my tester tried the battle without that character that was replacing gaffy and that character still ended up leaving the party after the battle.

Edit: well gaffy's unit ID is 17 and it still kicks my created character out of the party and has that created character do all of the talking. The only solution I can think of now is having the character join after Gaffy leaves.

Vanya

May 04, 2009, 08:14:29 am #13 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
What unit ID are you using for your custom character? If it's the same as Gafgarion I'd try changing it.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kourama

May 04, 2009, 10:54:43 am #14 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I replaced the sprite (17), name (17), job (17) and skillset (20) of guest Gaffgarion to the the new custom character. The character also joins as unit ID 80, and had left him with everything that Gaffgarion because he is also using his unit sprite as well.

I used Gaffgarion's guest sprite because it was the only one that I could replace as a Type 1 sprite and keep the unit sprite space. Would I be able to change it to a different job and name and have it still keep the same unit sprite?

Zozma

May 04, 2009, 04:23:31 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
you can change sprite type of a job with the hex editor so dont let that stop u
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kourama

May 04, 2009, 06:25:17 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
You mean change Gaffy to a type 2 sprite with hex editor?

Kaijyuu

May 04, 2009, 06:48:13 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
  • Modding version: PSX

Zozma

May 04, 2009, 07:14:41 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
basically u can put gaffy in any job slot u want, you're not stuck just because the default of the job you put him in might be type2
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Kourama

May 04, 2009, 08:06:21 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I guess my issue is that I wanted to add another character and have them appear in formation without messing with any other characters regularly in the game.

Having them appear in the formation screen is the restricting part, unless i'm not understanding what is linked to the sprites in unit.bin and wldface.bin. Basically my goal is to have two unique characters with sprites join at the beginning of the game, have them both appear in the formation, and not have any issues with them leaving my pt or disappearing.

From looking through the sprite lists/unit bin list, it seemed that one of the gaffgarion sprites could be used and one of the alma sprites, and it would work because I could replace their corresponding battle.bin sprites as well.

So maybe I'm missing something, or not understanding who I should go about fixing it.