Final Fantasy Hacktics

Modding => Help! => Topic started by: Kourama on April 25, 2009, 07:19:13 pm

Title: Effects Issues with new abilities created in patcher
Post by: Kourama on April 25, 2009, 07:19:13 pm
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.
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Post by: Archael on April 25, 2009, 07:26:31 pm
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
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Post by: Kourama on April 25, 2009, 07:28:16 pm
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?
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Post by: Kaijyuu on April 25, 2009, 07:31:14 pm
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 (http://www.ffhacktics.com/forum/viewtopic.php?t=888) Here.
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Post by: Zozma on April 25, 2009, 07:31:18 pm
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 (http://www.ffhacktics.com/forum/viewtopic.php?t=888&postdays=0&postorder=asc&start=20)

a sword skill looks like this 07 00 00, whereas magic  looks like 01 2C 00... etc etc...
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Post by: Kourama on April 25, 2009, 07:57:30 pm
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?
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Post by: Zozma on April 25, 2009, 08:00:18 pm
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
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Post by: Kourama on April 25, 2009, 08:13:06 pm
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?
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Post by: Zozma on April 25, 2009, 08:14:55 pm
if the "black" was the first color in the color or the 16 color palette then it will be transparent in game
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Post by: Kourama on April 25, 2009, 09:47:09 pm
'black' isn't the first color in the palette but thanks for the info
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Post by: Kourama on May 03, 2009, 08:33:27 am
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.
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Post by: Zozma on May 03, 2009, 06:22:33 pm
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.
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Post by: Kourama on May 03, 2009, 07:09:50 pm
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.
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Post by: Vanya on May 04, 2009, 08:14:29 am
What unit ID are you using for your custom character? If it's the same as Gafgarion I'd try changing it.
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Post by: Kourama on May 04, 2009, 10:54:43 am
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?
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Post by: Zozma on May 04, 2009, 04:23:31 pm
you can change sprite type of a job with the hex editor so dont let that stop u
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Post by: Kourama on May 04, 2009, 06:25:17 pm
You mean change Gaffy to a type 2 sprite with hex editor?
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Post by: Kaijyuu on May 04, 2009, 06:48:13 pm
Yup.
http://www.ffhacktics.com/forum/viewtopic.php?t=1527 (http://www.ffhacktics.com/forum/viewtopic.php?t=1527)
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Post by: Zozma on May 04, 2009, 07:14:41 pm
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
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Post by: Kourama on May 04, 2009, 08:06:21 pm
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.
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Post by: Kaijyuu on May 04, 2009, 08:20:33 pm
There's no easy way to do that. You could use Balmafula or Simon (neither are used in a battle), but the cutscenes where they appear would be messed up.
Or, you could kick guests from the formation screen and use their duplicates for characters, which seems to be what you're trying to do. That requires some event/ENTD editing to make sure they don't disappear or recite the lines of their base in story battles.
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Post by: Kourama on May 04, 2009, 08:35:14 pm
Yeah, you hit the nail on the head, that's the exact issue I'm having at the moment.
Title: Re: Effects Issues with new abilities created in patcher
Post by: RandMuadDib on July 10, 2010, 12:57:41 am
Hey i know this is pretty much a dead topic but i figure i'd try here anyway.

Was there ever a fix to this? i'm having the same problem with my character that replaced gaffgarion, disappears when he turns traitor. A solution, if found, would be greatly appreciated.