Modding => Help! => Topic started by: drbretto on January 23, 2012, 01:19:52 pm
Title: FFT Patcher Animations Tab
Post by: drbretto on January 23, 2012, 01:19:52 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?
Title: Re: FFT Patcher Animations Tab
Post by: drbretto on January 23, 2012, 03:00:21 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.
Title: Re: FFT Patcher Animations Tab
Post by: RavenOfRazgriz on January 23, 2012, 03:07:40 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 (http://ffhacktics.com/smf/index.php?topic=7706.msg164015#msg164015) 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 (http://ffhacktics.com/smf/index.php?topic=4830.0) from a while back.
Byte value lists for the first two bytes in the Animations Tab:
00 Crouch Charging 01 Spell Charging 02 Summon Charging (bubble effect at end) 03 Spell Charging 04 Crouch Charging 05 Spell Charging 06 Crouch Charging 07 Crouch Charging 08 Crouch Charging 09 Spell Charging 0A Crouch Charging 0B Spell Charging 0C Crouch Charging 0D Sing Charging 0E Dance Charging 0F Spell Charging 10 Spell Charging 11 Kneeling 12 Crouch Charging 13 Crouch Charging 14 Spell Cast (game freezes upon animation 2) 15 Walk (normal speed) (game freezes upon animation 2) 16 Walk (haste speed) (game freezes upon animation 2) 17 Spinning Clockwise (game hangs upon animation 2) 18 Kneeling(poison trap, the actual graphical effect of the poison rising appears wherever the skill was targeted)(game hangs upon animation 2) 19 Walk (haste speed) (game hangs upon animation 2) 1A Defending (game hangs on animation 2) 1B Dodge (game hangs upon animation 2) 1C Walk (haste speed) (game hangs upon animation 2) 1D Struck Animation (game hangs upon animation 2) 1E Unconcious (game freezes upon animation 2) 1F Walk (haste speed) (game freezes upon animation 2) 20 Spell Cast (game hangs upon animation 2) 21 Similar to 2nd part of speechcraft but it looks like he's reading from a book. (No visible book)(game hangs upon animation 2) 22 Spell Cast with Poison needle trap effect (game hangs on animation 2) 23 Dance Charging switches to cast animation though if your turn comes up again before the spell/attack resolves (game freezes upon animation 2) 24 Raises arm like charging spell but then the animation keeps looping (game freezes upon animation 2) 25 Spell Cast (game freezes upon animation 2) 26 Spell Cast (game hangs upon animation 2) 27 Spell Cast (game hangs upon animation 2) 28 Spell Cast (game hangs upon animation 2) 29 Spell Cast (game hangs upon animation 2) 2A Freezes in place in whatever part of the walk animation they were in (game hangs upon animation 2) 2B Spell Cast (game hangs upon animation 2) 2C Spell Cast (game hangs upon animation 2) 2D Standing (game hangs upon animation 2) 2E Spell Cast (game hangs upon animation 2) 2F Spell Cast (loop) 30 Standing
SEQ Frame List: (Video of SEQ frames by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk) x00: Vanish x01: Standing x02: Standing x03: Walk x04: Walk Fast x05: Walk Slow x06: Walking Frame (Standing) x07: Walking Frame (Standing) x08: Walking Frame (Standing) x09: Float x0A: Float Fast x0B: Float Slow x0C: Walk Fast x0D: Run x0E: Walk x0F: Walking Frame (Standing) x10: Walking Frame (Standing) x11: Walking Frame (Standing) x12: Walk Fast x13: Run x14: Walk x15: Counter-Clockwise Spinning x16: Critical/Bow x17: Defend x18: Dodge x19: In Pain (Loop) x1A: Dead x1B: Raise Hands/Jump (Frame Only) x1C: Level Up (Loop) x1D: Job Level Up (Loop) x1E: Jump Animation (For use with SpriteMove) x1F: Flying? x20: Pickup (Stone, Not Treasure) x21: Charge x22: Charge x23: Walking Frame (Right Foot Out) x24: Bow/Critical x25: Confusion x26: Walking Frame (Standing) x27: Walking Frame (Standing) x28: Sing x29: Dance x2A: Charge Spell x2B: Chant Spell x2C: Found Item x2D: Walking Frame (Standing) x2E: Walking Frame (Standing) x2F: Walking Frame (Standing) x30: Walking Frame (Left Foot Out) x31: Walking Frame (Right Foot Out) x32: Vanish x33: Found Item (Hands Stay up) x34: Character Death (EasyVent says Horizontal Jump?, not sure why this is) x35: Bow then Stand x36: Bow x37: Struck + Dodge x38: Struck + Dodge x39: Raise Hands (Sticks) x3A: Walking Frame (Standing) x3B: Vanish x3C: Teleport From & Teleport To x3D: Attack High x3E: Attack Middle x3F: Attack Low x40: Attack High (With Temp Weapon) x41: Attack Middle (With Temp Weapon) x42: Attack Low (With Temp Weapon) x43: Throw (with Temp Weapon/Doesn't actually throw item)? x44: Throwing Frame 1? x45: Throw (with Temp Weapon/Doesn't actually throw item)? x46: Throw (with Temp Weapon/Doesn't actually throw item)? x47: Throwing Frame 2? x48: Throw (with Temp Weapon/Doesn't actually throw item)? x49: Throw (with Temp Weapon/Doesn't actually throw item)? x4A: Throwing Frame 3 x4B: Throw (with Temp Weapon/Doesn't actually throw item)? x4C: Throw (No Temp Weapon) (Throw Stone?) x4D: Throw (with Temp Weapon/Doesn't actually throw item)? x4E: Throw (with Temp Weapon/Doesn't actually throw item)? x4F: Throw (with Temp Weapon/Doesn't actually throw item)? x50: Throw (with Temp Weapon/Doesn't actually throw item)? x51: Throw (with Temp Weapon/Doesn't actually throw item)? x52: Spear? x53: Bow x54: Crossbow? x55: Gun x56: Book Strike x57: Harp x58: Upper Weapon Guard x59: Middle Weapon Guard x5A: Lower Weapon Guard x5B: Cast With Sword? x5C: Cast With Sword? x5D: Cast With Sword? x5E: In Shock, Step Back? x5F: In Shock, Step Back? x60: In Shock, Step Back? x61: Draw Weapon Back x62: Draw Weapon Back x63: Draw Weapon Back x64: Flip Switch On Ground x65: Raise Hands (Sticks until next Animation) x66: Raise 1 Hand, Cast x67: Spin Fist x68: Quad Strike x69: Cast Revive? x6A: Push out both hands x6B: Book Strike or Talk Skill? x6C: Talk Fast (less than 1 second) x6D: Slowly Bow x6E: Normal attack w/ Temp Weapon x6F: Pause during Dance x70: Spin, Dance Fast then Pause (Casting Dance) x71: Steal x72: Steal Heart x73: Draw Out (uses Temp weapon in Event) x74: Level Up freeze, slightly in air x75: Jump (Lancer Jump) x76: Land Jump (may need to have used Unitanim 75 first) x77: High Throw? (Buggy uses Temp Weapon) x78: Mid Throw? (Buggy uses Temp Weapon) x79: Low Throw? (Buggy uses Temp Weapon) x7A: Walking Frame (Standing) x7B: Walking Frame (Standing) x7C: Walking Frame (Standing) x7D: Gobin Punch (Spin then Punch)
Title: Re: FFT Patcher Animations Tab
Post by: drbretto on January 23, 2012, 03:19:35 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.