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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

FFT Patcher Animations Tab  (Read 4636 times)
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drbretto [Posts: 111]
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  • [January 23, 2012, 05:19:52 PM]
FFT Patcher Animations Tab
« on: January 23, 2012, 05:19:52 PM »
Whatup FFHacktics.

I've got a few questions regarding the animations tab on the FFT patcher. I can see that it's where you can change the behavior of the animations for each given ability, and I can see that most of the time if you want something to behave similarly to another ability, you can just copy the checkmark pattern from the other ability, but does anyone have a nice little listing of what each checkmark actually does? Or even some of them?

Basically, what I'm trying to do right now is create an ability that is auto-targeted around the caster like a draw-out. But even when copying the checkmarks, it ends up centering the cast around one of the secondary targets. I tried using the checkmarks from some other similar abilities and I get the same thing. Anyone have any idea what I'm doing wrong?
drbretto [Posts: 111]
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  • [January 23, 2012, 07:00:21 PM]
Re: FFT Patcher Animations Tab
« Reply #1 on: January 23, 2012, 07:00:21 PM »
Ok, nevermind the ability because I found a spell effect that looks better and works right to boot. But if anyone has any insight into the animation tab in general, that would be much appreciated.
ALL THE THINGS Official Caretaker.
RavenOfRazgriz [Posts: 3030]
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  • [January 23, 2012, 07:07:40 PM]
Re: FFT Patcher Animations Tab
« Reply #2 on: January 23, 2012, 07:07:40 PM »
You don't want to use the Checkboxes.  Why Melonhead even has those there, I have no fucking idea.  They refer to the two bytes used by animations in binary.  (Checked = 1, Unchecked = 0.)  The short is, don't bother, use the three Hex Bytes at the end instead.

The first byte is the initializing animation, and the animation the Sprite holds if the skill requires the unit to go into Charging or Performing statuses.  The second byte is the pose the Sprite actually uses when Casting the skill, such as the raised hands for Thunder Soul, the one raised hand for Yell, etc.  This second byte refers to the table used by the 11 UnitAnim Event Command.  Note that the lists used by MON Sprites, Flying MON Sprites, CYOKO Sprites, etc. all differ from each other, but since I'm assuming this is for a Human skill, I'll give you that list.  If you need the lists for a non-Human sprite, you can look at this post by Elric42 for the SEQ Lists and videos of each animation.  The third byte refers to the popup messages some messages display, such as "Must live as a vampire!", which you can edit the contents of through FFTacText.

Flagging-wise, for such a skill, you want Auto-Target, Target Self, and if applicable, Hit Caster all checked on your skill.

Animation-wise, you'll need to choose an animation that works with what you're doing.  You can't, for example, make an AoE Holy Spell that hits the caster but damages all surrounding enemies, as the animation isn't coded that way.  I can tell you if the chosen animation you want to use is a problem if you can tell me what it is.  If it's one that's not normally used in such an animation, such as a Draw Out skill, Spin Fist, Leaf Dance, etc., it likely won't do what you want regardless, because the way the animation itself displays is coded to the chosen animation, not to the byte settings of the skill.  To see the behavior of each animation when told to target an infinite-area around the caster, you can check out this Effect Video Compilation thread by R999 from a while back.

Byte value lists for the first two bytes in the Animations Tab:


drbretto [Posts: 111]
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  • [January 23, 2012, 07:19:35 PM]
Re: FFT Patcher Animations Tab
« Reply #3 on: January 23, 2012, 07:19:35 PM »
Awesome, awesome post. Thank you! I will bookmark this thread as a reference.

I ended up just using the masamune effect and with the animation values all messed up from experimentation, it actually ended up looking like a unique ability, so I lucked into that. I do have the proper check boxes on the ability tab though. The spell functions properly.

Thanks again!
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