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Animation skill links

Started by Xifanie, August 27, 2008, 11:54:31 pm

Zozma

September 10, 2008, 07:23:05 am #60 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
k i cant figure it out with the bombs....

also, all the 8 charge skills do have 2 bytes each all look identical 01 00

but what is it?
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Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

September 10, 2008, 09:58:33 am #61 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Don't know. Try that value on another skill and see what happens. Also, try changing all the Charge abilities to other things and see what happens.

I have no idea how the hell the game is referencing the effect used by those damn balls. I've had quite enough of them for now.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

September 10, 2008, 03:33:12 pm #62 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
are you sure the balls aren't just set up somehow to display the first effect based off of what element is selected?.... no that cant be it, the water ball is water elemental and not ice
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Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

September 10, 2008, 03:53:20 pm #63 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
That may be the case under the throw menu setup, but I don't think it is for the item menu setup.
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¯\(°_0)/¯

Cheetah

September 12, 2008, 03:30:14 pm #64 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Okay so I started talking about this in the Sprite section, but continuing the discussion here. So if we can change the action animations, does this mean we could potentially create animations for new weapons? Specifically I think it would be great to implement claws for a Blackbelt class. So do we know anything about how the weapon selection works for weapon attacks? My only completely uneducated though is that we could have the attack reference a sword attack, then change the attack animation to a punch instead, and then somehow replace the sword with claws. But I would think we would need a lot more knowledge about how weapons are accessed and animated, and how their positioning coordinates are determined.
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Vanya

September 12, 2008, 06:54:52 pm #65 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
That's pretty much the gist of it. We can really only set a skill to use a plain weapon animation that is dependent on the weapon equipped by the unit using the skill.

It would require us to add or modify a weapon animation script.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

September 12, 2008, 07:17:13 pm #66 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
you could edit the sprite of that stupid purse, if you make the claws thrusting.

im curious tho (this is kind of unrelated to the topic) if you were to change the bags, sticks spears or rugs, to a swinging type would the animation reflect that? or would it still look like a thrust?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

DarthPaul

September 12, 2008, 09:12:14 pm #67 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
i dont think the code can overwrite anything you dont tell it too so even though its a swing theoretically it would look like a thrust
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

September 12, 2008, 09:43:36 pm #68 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
The bag idea is great, Zozma!

I believe that what will happen if you set a thrust weapon to a swing weapon is one of two possibilities. First it may just fail altogether and freeze the game; not so likely. Or, second, it will use the weapons graphics but they will be glitched up since the weapon type was not meant to be used with a different animation script.

If the second is true it may be possible to convert certain weapons to use new animation types but it depends on how the graphics are read from the file.
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¯\(°_0)/¯

BeoulveBlack

September 12, 2008, 09:45:51 pm #69 Last Edit: September 12, 2008, 09:48:29 pm by BeoulveBlack
i actually replied to Cheetah's requests in the sprite section ;)

if i'm not mistaken, the cloths use a punch animation (at worst, a punch animation that makes the hand rise first before punching); since no one uses clothes, just make it so that the cloths become the claws by editing their appearance in WEP.SPR

EDIT: the bags also use a punch animation AND they're the right size... just edit them and make the claws thrusting (think Vega from SF2)

Vanya

September 12, 2008, 09:48:16 pm #70 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I think it might be warranted to try changing each to see which one works better. We may even be able to use one for claws and another for something like rapiers.
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¯\(°_0)/¯

DarthPaul

September 12, 2008, 09:51:14 pm #71 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Quote from: "Vanya"The bag idea is great, Zozma!

I believe that what will happen if you set a thrust weapon to a swing weapon is one of two possibilities. First it may just fail altogether and freeze the game; not so likely. Or, second, it will use the weapons graphics but they will be glitched up since the weapon type was not meant to be used with a different animation script.

If the second is true it may be possible to convert certain weapons to use new animation types but it depends on how the graphics are read from the file.

why not just go in and create a swinging motion for the bag

i mean i know its not easy but all in all thats problem solved for complete functionability
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

September 12, 2008, 09:53:44 pm #72 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Well, like i said, it depends how the game reads the gfx. It would have to be tested.
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¯\(°_0)/¯

DarthPaul

September 12, 2008, 09:58:00 pm #73 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
of course but thats a normal part of hackin games
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

September 13, 2008, 01:00:47 am #74 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Indeed.
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¯\(°_0)/¯

Cheetah

September 13, 2008, 02:58:47 am #75 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Excellent, I'm pumped this is sounding like a good solution. Getting rid of bags is perfect too.
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DarthPaul

September 13, 2008, 10:59:10 am #76 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Quote from: "Cheetah"Excellent, I'm pumped this is sounding like a good solution. Getting rid of bags is perfect too.

definetly agreed on that
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Vanya

September 13, 2008, 11:26:57 pm #77 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
After carefully examining the gfx used by both the cloths and bags I think the bags would be the best solution for a claw graphic. It has more usable frames and is already a 1 panel attack type.

Incidentally, if the cloths' range could be increased (I tested, it can't) it might have made a great host for a chakram weapon. Couldn't find a solution for the boomerang.

At least I'm confident we can make some claws. =)

Edit: Had an idea for the cloths. We could change them into whips! The roll of fabric can be made into the tip and the unfurled fabric an be made into the rest. I think a chain whip design would work best. =)
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¯\(°_0)/¯

Skip Sandwich

September 13, 2008, 11:45:50 pm #78 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
whips would be awesome! The fact that whips have a precedence as weapons in FF makes them an even better idea. I'd like to make them wind-element weapons with a chance to add Don't Move. Except for the highest-level whip, that one i'd name Vampire Killer and make it wind and holy element with a chance to cast Seal Evil.
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Nagafen

September 14, 2008, 07:23:28 am #79 Last Edit: December 31, 1969, 07:00:00 pm by Nagafen
Times like these I wish I never leave. This is awesome.