Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: BeoulveBlack on June 28, 2008, 12:35:01 am

Title: About Dejeon Graphic
Post by: BeoulveBlack on June 28, 2008, 12:35:01 am
i had a question about the 'send' part of the gfx; will it cause all of the characters to disappear in battle? can it be used?
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Post by: Asmo X on June 28, 2008, 01:00:30 am
Characters are intact. The only problem I have found with it is that the characters affected by a spell with the Dejeon: Send effect don't appear to be affected by whatever it is you make the spell do, even though they really ARE affected by it. For instance, I once made it into a damage spell and when I used it, the enemy did not recoil from the attack and no numbers came up, but when I checked its status afterwards, I noticed the damage went through just fine. Lasting Dawn is using Dejeon: Send to add status in his game and that feels much more appropriate for it.
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Post by: Zozma on June 28, 2008, 05:14:43 am
you had no problems with it crashing or not appearing on selected target? thats why i haven't used it... how do u get it to work right?

but anyway i encounter the same thing with scorpio revive which i use as "Resurrection" a 100% accurate life spell for the Holy Magic skillset....
and the scorpio stone glow i used for "Assassination" instant deaths kill.
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Post by: Asmo X on June 28, 2008, 07:57:24 am
barring the fact it didn't show the damage, yeah it worked fine the couple of times I tried it. I was using it for a raise spell (just for testing or whatever) and I was using it against skeletons.
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Post by: Archael on June 28, 2008, 09:43:54 am
Give it to  a special boss and make it an AOE instant ko everything spell.

That way you won't hear death animations. Instead, when the spell is over, all you see is corpses on the ground.

WIN? Yes.
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Post by: Vanya on June 28, 2008, 09:52:26 am
The instructions on what animation an effect causes the target to use has got to be in the effect file itself. That's why different effects cause different reaction anims.

I think what we should do is take different effects that cause the same anim and compare them in a hex editor. That'll give us an idea of where instructions, palettes, etc. are located and how they're organized.