Final Fantasy Hacktics

Modding => Hacking/Patching Tools => Topic started by: Xifanie on August 27, 2008, 11:54:31 pm

Title: Animation skill links
Post by: Xifanie on August 27, 2008, 11:54:31 pm
BATTLE.BIN (US VERSION)
0x0002CE11

Just telling, I'm not done making my animation list.
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Post by: Zozma on August 27, 2008, 11:57:20 pm
so you're saying... it will change things like... i could change a sword swing animation into a spell cast animation or...?
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Post by: gojoe on August 28, 2008, 12:09:40 am
use a sword swing to summon a beast!
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Post by: Vanya on August 28, 2008, 12:16:22 am
Awesomeness!!  :D  :D
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Post by: Cheetah on August 28, 2008, 02:57:34 am
cool
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Post by: Zozma on August 28, 2008, 03:15:44 am
okay so uh, how many bytes is it? 2?

edit: 3 i guess

76 00 0F made ramza jump in the air while casting cure (but he stayed there)
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Post by: Vanya on August 28, 2008, 02:01:53 pm
I think we are starting from the wrong address slightly and that the values are 2 bytes long with 00's to separate them.

First Value is actually x2CE10. 002C being the value for the first entry in the skill list '<Nothing>'; which is actually the parameters for the Aim skills.

I changed x2CE13 from 012C to 1171 and successfully changed Cure to use a crouching animation without messing with Cure 2.

Also, I think in spell casting animations one of the bytes determines the 'spell energy' graphics and the other determines the character animation.
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Post by: Xifanie on August 28, 2008, 03:13:03 pm
wheeps
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Post by: Vanya on August 28, 2008, 03:32:04 pm
I think I was wrong about the 00's separating the values. It looks like the 3rd byte is usually 00, but it can be different in special cases.

For example: Most Talk Skills have 066C00. But, Invitation is 066C06, Insult is 066C0E, & Mimic Daravon is 066C0F.

And stop wheeping, damn it! If you wheep, then I'll wheep, and then we'll all be wheeping!  :D
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Post by: Zozma on August 28, 2008, 03:52:21 pm
so magic barrier needs to have the proper spellcast/collect magic energy animation as well as midgar swarm should look like a summons right?
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Post by: Vanya on August 28, 2008, 06:41:55 pm
What? Rephrase plz?
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Post by: Zozma on August 28, 2008, 07:44:19 pm
just try out those to spells, cast them normally and look at their animation.

magic barrier IMO should look like a normal spellcast but its not quite right

and midgar swarm should look like a summons but its like a regular spell
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Post by: Vanya on August 28, 2008, 10:34:02 pm
OH! I see! I dunno, Square has done wierder things with this game. thanks to Zodiac, we can correct these things now. =)

Just to let you know I've written out the addresses and data for every skill/spell up to the monster version of blood suck. I've only tested a few but I'm confident in the accuracy of my documentation so far.
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Post by: Zozma on August 28, 2008, 10:41:27 pm
speaking of the aim skills... when i gave mustadeo's skills
which have effect FFFF an effect (it was too plain for me with a special job.) i gave him the effect that you see with "hold tight, seal(fear version), etc you know the red circle that closes in and petrifies the enemy?

i gave his skills that effect but when it hits or misses it shows the hit/miss twice like if the charcter dodges it it dodges twice and then says miss 2 times (if i remember right) wtf man... lol....
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Post by: Vanya on August 30, 2008, 01:46:56 am
Noticed something. The 3rd byte in each entry seems to effect what battle message is displayed after the skill is done.

Example: Scream

0x2cfdb: 112219h

When I changed it to 112200 it stopped displaying "Max Power" after executing it in battle.

Skills with 3rd byte:
0x2cf6c - 066c 06 - Invitation
0x2c84 - 066c 0e - Insult
0x2c84 - 066c 0f - Mimic Daravon
0x2cfcf - 0366 16 - Heal
0x2cfdb - 1122 19 - Scream
0x2d068 - 1116 23 - Blood Suck (human)
0x2d06b - 032c 03 - Allure
0x2d08f - 0700 1f - Leg Aim
0x2d092 - 0700 1e - Arm Aim
0x2d095 - 0700 27 - Seal Evil
0x2d101 - 0666 28 - Dragon Tame
0x2d14f - 0a61 24 - Self Destruct
0x2d170 - 0b2c 2a - Mind Blast
0x2d1df - 0a00 0a - Tentacle (malboro)
0x2d1eb - 0a6d 2b - Moldball Virus

They seem to relate directly to the "Battle Message" text in FFTacText. Which means that we can now not only edit these messages, but we can now assign them to ANY skill/spell we like.
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Post by: Zozma on August 30, 2008, 02:22:46 am
nice Vanya
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Post by: BeoulveBlack on September 01, 2008, 10:13:33 pm
if we keep finding this stuff out, i'm never gonna finish my patch!!!!!

haha, no, this is really great. i can stop being so choosy when it come to which skills i replace!
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Post by: Vanya on September 01, 2008, 11:31:10 pm
Here's a little extra info for you then.

The first 2 bytes in each entry determine the animation the skill forces the caster to use, of course. It seams that it is a different set of values for each byte.

For example:

I wanted Heal and my new First Aid skill to crouch down (like the unit is examining the afflicted target) and then stand with both arms raised.

So I set their bytes to 11 65 00.
11 = crouching.
65 = both arms raised.
00 = no message after completing the action.

However, I tried to get Scream to only use the charging pose by setting both bytes to 22. That glitched the effect and froze the game after.
The correct setting is actually 04 22. Therefore, some values are encoded differently for each byte. Have fun!
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Post by: gojoe on September 02, 2008, 04:23:43 pm
........ wow ...... so does this mean we can replace singing with something more useful? or maybe give the finger
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Post by: Zozma on September 02, 2008, 04:51:59 pm
singing is a general status that all characters have, its also used for steal heart and southern cross.... ohhh i know! some monsters have sp2 files... if you sacrificed one you could make a character use the finger animation without destroying his singing animation
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Post by: Cheetah on September 02, 2008, 05:04:38 pm
You can also just change the singing animation to giving the figure though, and just have the characters mouth move.

Though Zozma's idea is good for adding in new attack animations perhaps.
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Post by: Vanya on September 02, 2008, 11:18:31 pm
I've never heard this mentioned before, but the spell casting pose has an additional property unique to itself.

Any skill that uses the pose '012C' gathers energy over the caster's head. The color of that energy depends on the element setting of the skill it's linked to. That is why all 3 of the major spell groups use the same pose, but some have different colors. The only elements that I'm sure have this effect on the pose are fire, lightning, ice, wind, and earth. I haven't checked water, holy, or dark yet. If anyone cares to do so, please post a comment here.

EDIT: Oracle's / Mystic's spells use 0174. So it's only the first3 groups of magick. Incidentally, I have no clue what the difference is with this pose.
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Post by: Cheetah on September 02, 2008, 11:38:58 pm
So cool.
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Post by: LastingDawn on September 03, 2008, 12:02:35 am
Your work is highly appreciated, just like effects you are making landfalls into  other subjects now as well!!
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Post by: Zozma on September 03, 2008, 12:44:39 am
dark will be purple it does work, but the only natural spell that uses it is dark holy

water will be a ligher blue than ice but there are no natural spells that use it.

also it seems to work for any spell that gathers energy, if you give it an element it will change color... of course holy will always be white.. and if you stack elements which ever value is lowest will be its color so if you put holy and dark it will look white.
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Post by: Vanya on September 03, 2008, 07:25:31 am
Quote from: "LastingDawn"Your work is highly appreciated, just like effects you are making landfalls into  other subjects now as well!!

Thanks! But don't forget that it was Zodiac who originally posted the address to begin with! =)

Quote from: "Zozma"dark will be purple it does work, but the only natural spell that uses it is dark holy

water will be a ligher blue than ice but there are no natural spells that use it.

also it seems to work for any spell that gathers energy, if you give it an element it will change color... of course holy will always be white.. and if you stack elements which ever value is lowest will be its color so if you put holy and dark it will look white.

Awesome! Thanks for checking that out for me! =)
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Post by: Zozma on September 03, 2008, 03:49:01 pm
yeah i never paid attention while playing untill i saw for the first time, the spell Dark Holy being cast by an ultima demon and saw that the energy was purple. from then on i noticed the elements.
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Post by: BeoulveBlack on September 05, 2008, 01:14:34 pm
really important question regarding my next patch:

when you look at the Byblos' .SP2 file, i see what look like 2 sets of animations (or one, awkward animation) with their back versions. i'm assuming one of them go along with the byblos' [Energy] skill, and the second, i have no clue.

what skills do these go to? i need to know so that i can edit the sprite, and know what attack animation numbers to match for new skills.
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Post by: Zozma on September 05, 2008, 05:29:43 pm
Sorry black im not sure, vanya might know tho.

Vanya i just thought of something, isn't it highly possible now to make a specific human have a special attack, like altima's twin spinning sword attack? provided that the swords and that specific attack animation are part of an sp2 file?

see i do eventually plan on making a human version of altima but i dont want to use a normal monster sprite, (cyoco might actually work, it has all 8 directions) (anyone ever thought of that?cyoco sprite type for a human unit? lol
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Post by: BeoulveBlack on September 05, 2008, 06:44:27 pm
yeah Zoz, that would be cool; only thing is, there isn't a .SP2 ......

.....wait a minute. since we can change the sprite types now, i can replace byblos' sprite with a human sprite, change the type to type1/2, THEN edit the .SP2 (centering the sprite so it matches up with the original) so that a human has a secondary sprite file!!!!!!

now, i can make a human (or is it a human....mwahaha  :cry: )
it's gonna be an android (actually, a gynoid - think KOS-MOS from xenosaga). along with the Lost Artes (i.e. math skill), the Glabados is secretly investigating the use of these magi-tech robots, but need the holy stones to power them. the shrine knights, along with their 'mole' Draclau, want to undermine the church and destroy the one android they have online, and retrieve it's power core: the holy stone [insert unused zodiac sign]....
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Post by: Zozma on September 05, 2008, 07:24:51 pm
actually i don't even need to use a monster sprite to access an existing .sp2 if im correct you can take a sprite say miluda's sprite for example, and assign it to be linked to a certain .sp2 file... at least according to what i saw in sentinal blade's tutorial on changing sprite types.
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Post by: BeoulveBlack on September 05, 2008, 07:41:22 pm
the issue is, though, what .SP2 do you plan on using? you can't make a human unit "share" an .SP2 with a monster w/o glitches...unless you take away that monster's skills that use that animation.

what i plan on doing, is changing BIBUROS.SPR from MON to TYPE1/2, so that i can access its .SP2, w/o taking anything away from any other monsters (well, apandas aren't in my patch, so...). i'll place the human sprite over BIBUROS.SPR and edit it's .SP2 so that it's a human so there's no need to redirect any 'pointer' or any glitches; i'll just use what's already attached.
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Post by: Vanya on September 05, 2008, 08:22:04 pm
@BB: Sorry for the delay. Spent the day preparing for Hurricane Ike.

Anyway the Byblos info:

2d03b : 032c : Shock       \
2d03e : 032c : Difference / These are generic poses.
2d239 : 0a5c : Energy      \
2d23c : 0a71 : Parasite    /  These should be the .sp2 poses.


@Zoz: That should be totally possible! =)
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Post by: Zozma on September 05, 2008, 08:34:44 pm
sweet vanya

, well Black to answer back,

i would have to remove whatever skill the monster uses sp2 for in order to free up a sp2 file for a human
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Post by: BeoulveBlack on September 06, 2008, 12:05:30 am
@Vanya
thanks a bunch, and can't wait for an animations list

@Zoz
that will def. work; i guess i was just going that route because i don't really have anymore human sprites that i can comfortably spare... i'm fighting over giving up Agrias.... i know, i know, IT'S AGRIAS FOR GOD'S SAKE!! but i will replace her with someone fitting enough to protect the princess....


drum-roll...............lilith aileron. ZAN-DA SOOO-RUDO!!!! just jokin, well, maybe not.... :wink:
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Post by: Vanya on September 07, 2008, 12:09:48 am
Quoteaddress - value - corresponding skill

2ce10 - 002c00 - <Blank>
---13 - 012c00 - Cure
---16 - " " " " - Cure 2 / Cura
---19 - " " " " - Cure 3 / Curaga
---1c - " " " " - Cure 4 / Curaja
---1f - " " " " - Raise
---22 - " " " " - Raise 2 / Arise
---25 - " " " " - Reraise
---28 - " " " " - Regen
---2b - " " " " - Protect
---2e - " " " " - Protect 2 / Protectja
---31 - " " " " - Shell
---34 - " " " " - Shell 2 / Shellja
---37 - " " " " - Wall
---3a - " " " " - Esuna
---3d - " " " " - Holy

I'll add more as I go along.
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Post by: Xifanie on September 07, 2008, 12:06:39 pm
Please don't do this... unless you like wasting your time.
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Post by: Vanya on September 07, 2008, 03:42:29 pm
...
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Post by: Xifanie on September 08, 2008, 07:18:50 am
I was sure your list related to the byte values and not the ability list itself.

Just take the default ability list, set the offset for the default value and add 3 at every skills, there you've got your complete offset list. This takes 1 min to do in excel; probably 5 for someone who's not used to it.

EDIT: here

x2CE10
x2CE13 Cure
x2CE16 Cure 2
x2CE19 Cure 3
x2CE1C Cure 4
x2CE1F Raise
x2CE22 Raise 2
x2CE25 Reraise
x2CE28 Regen
x2CE2B Protect
x2CE2E Protect 2
x2CE31 Shell
x2CE34 Shell 2
x2CE37 Wall
x2CE3A Esuna
x2CE3D Holy
x2CE40 Fire
x2CE43 Fire 2
x2CE46 Fire 3
x2CE49 Fire 4
x2CE4C Bolt
x2CE4F Bolt 2
x2CE52 Bolt 3
x2CE55 Bolt 4
x2CE58 Ice
x2CE5B Ice 2
x2CE5E Ice 3
x2CE61 Ice 4
x2CE64 Poison
x2CE67 Frog
x2CE6A Death
x2CE6D Flare
x2CE70 Haste
x2CE73 Haste 2
x2CE76 Slow
x2CE79 Slow 2
x2CE7C Stop
x2CE7F Don't Move
x2CE82 Float
x2CE85 Reflect
x2CE88
x2CE8B Quick
x2CE8E Demi
x2CE91 Demi 2
x2CE94 Meteor
x2CE97
x2CE9A Blind
x2CE9D Spell Absorb
x2CEA0 Life Drain
x2CEA3 Pray Faith
x2CEA6 Doubt Faith
x2CEA9 Zombie
x2CEAC Silence Song
x2CEAF Blind Rage
x2CEB2 Foxbird
x2CEB5 Confusion Song
x2CEB8 Dispel Magic
x2CEBB Paralyze
x2CEBE Sleep
x2CEC1 Petrify
x2CEC4 Moogle
x2CEC7 Shiva
x2CECA Ramuh
x2CECD Ifrit
x2CED0 Titan
x2CED3 Golem
x2CED6 Carbunkle
x2CED9 Bahamut
x2CEDC Odin
x2CEDF Leviathan
x2CEE2 Salamander
x2CEE5 Silf
x2CEE8 Fairy
x2CEEB Lich
x2CEEE Cyclops
x2CEF1 Zodiac
x2CEF4 Asura
x2CEF7 Koutetsu
x2CEFA Bizen Boat
x2CEFD Murasame
x2CF00 Heaven's Cloud
x2CF03 Kiyomori
x2CF06 Muramasa
x2CF09 Kikuichimoji
x2CF0C Masamune
x2CF0F Chirijiraden
x2CF12 Angel Song
x2CF15 Life Song
x2CF18 Cheer Song
x2CF1B Battle Song
x2CF1E Magic Song
x2CF21 Nameless Song
x2CF24 Last Song
x2CF27 Witch Hunt
x2CF2A Wiznaibus
x2CF2D Slow Dance
x2CF30 Polka Polka
x2CF33 Disillusion
x2CF36 Nameless Dance
x2CF39 Last Dance
x2CF3C Spin Fist
x2CF3F Repeating Fist
x2CF42 Wave Fist
x2CF45 Earth Slash
x2CF48 Secret Fist
x2CF4B Stigma Magic
x2CF4E Chakra
x2CF51 Revive
x2CF54 Gil Taking
x2CF57 Steal Heart
x2CF5A Steal Helmet
x2CF5D Steal Armor
x2CF60 Steal Shield
x2CF63 Steal Weapon
x2CF66 Steal Accessry
x2CF69 Steal Exp
x2CF6C Invitation
x2CF6F Persuade
x2CF72 Praise
x2CF75 Threaten
x2CF78 Preach
x2CF7B Solution
x2CF7E Death Sentence
x2CF81 Negotiate
x2CF84 Insult
x2CF87 Mimic Daravon
x2CF8A Pitfall
x2CF8D Water Ball
x2CF90 Hell Ivy
x2CF93 Carve {0xFD} Model
x2CF96 Local Quake
x2CF99 Kamaitachi
x2CF9C Demon Fire
x2CF9F Quicksand
x2CFA2 Sand Storm
x2CFA5 Blizzard
x2CFA8 Gusty Wind
x2CFAB Lava Ball
x2CFAE Head Break
x2CFB1 Armor Break
x2CFB4 Shield Break
x2CFB7 Weapon Break
x2CFBA Magic Break
x2CFBD Speed Break
x2CFC0 Power Break
x2CFC3 Mind Break
x2CFC6 Accumulate
x2CFC9 Dash
x2CFCC Throw Stone
x2CFCF Heal
x2CFD2 Yell
x2CFD5 Cheer Up
x2CFD8 Wish
x2CFDB Scream
x2CFDE Ultima
x2CFE1 Stasis Sword
x2CFE4 Split Punch
x2CFE7 Crush Punch
x2CFEA Lightning Stab
x2CFED Holy Explosion
x2CFF0 Shellbust Stab
x2CFF3 Blastar Punch
x2CFF6 Hellcry Punch
x2CFF9 Icewolf Bite
x2CFFC Dark Sword
x2CFFF Night Sword
x2D002 Dark Holy
x2D005 Deathspell 2
x2D008 Galaxy Stop
x2D00B Heaven Thunder
x2D00E Asura
x2D011 Diamond Sword
x2D014 Hydragon Pit
x2D017 Space Storage
x2D01A Sky Demon
x2D01D Heaven Bltback
x2D020 Asura Back
x2D023 Dia Swrd Back
x2D026 Dragn Pit Back
x2D029 Space Str Back
x2D02C Sky Demon Back
x2D02F Seal
x2D032 Shadow Stitch
x2D035 Stop Bracelet
x2D038
x2D03B Shock
x2D03E Difference
x2D041 Seal
x2D044 Chicken Race
x2D047 Hold Tight
x2D04A Darkness
x2D04D Lose Voice
x2D050 Loss
x2D053 Spell
x2D056 Nightmare
x2D059 Death Cold
x2D05C Magic Ruin
x2D05F Speed Ruin
x2D062 Power Ruin
x2D065 Mind Ruin
x2D068 Blood Suck
x2D06B Allure
x2D06E Bio
x2D071 Bio
x2D074 Bio
x2D077 Bio 2
x2D07A Bio 2
x2D07D Bio 2
x2D080 Bio 2
x2D083 Bio 3
x2D086 Bio 3
x2D089 Bio 3
x2D08C Mbarrier
x2D08F Leg Aim
x2D092 Arm Aim
x2D095 Seal Evil
x2D098 Melt
x2D09B Tornado
x2D09E Quake
x2D0A1
x2D0A4
x2D0A7 Toad 2
x2D0AA Gravi 2
x2D0AD Flare 2
x2D0B0 Blind 2
x2D0B3 Small Bomb
x2D0B6 Small Bomb
x2D0B9 Confuse 2
x2D0BC Sleep 2
x2D0BF Ultima
x2D0C2 All-ultima
x2D0C5 Mute
x2D0C8 Despair 2
x2D0CB Return 2
x2D0CE Blind
x2D0D1 Aspel
x2D0D4 Drain
x2D0D7 Faith
x2D0DA Innocent
x2D0DD Zombie
x2D0E0 Silence
x2D0E3 Berserk
x2D0E6 Chicken
x2D0E9 Confuse
x2D0EC Despair
x2D0EF Don't Act
x2D0F2 Sleep
x2D0F5 Break
x2D0F8 Ice Bracelet
x2D0FB Fire Bracelet
x2D0FE Thnder Brcelet
x2D101 Dragon Tame
x2D104 Dragon Care
x2D107 Dragon PowerUp
x2D10A Dragon LevelUp
x2D10D Holy Bracelet
x2D110 Shock!
x2D113 Braver
x2D116 Cross-slash
x2D119 Blade Beam
x2D11C Climhazzard
x2D11F Meteorain
x2D122 Finish Touch
x2D125 Omnislash
x2D128 Cherry Blossom
x2D12B Choco Attack
x2D12E Choco Ball
x2D131 Choco Meteor
x2D134 Choco Esuna
x2D137 Choco Cure
x2D13A Tackle
x2D13D Goblin Punch
x2D140 Turn Punch
x2D143 Eye Gouge
x2D146 Mutilate
x2D149 Bite
x2D14C Small Bomb
x2D14F Self Destruct
x2D152 Flame Attack
x2D155 Spark
x2D158 Scratch
x2D15B Cat Kick
x2D15E Blaster
x2D161 Poison Nail
x2D164 Blood Suck
x2D167 Tentacle
x2D16A Black Ink
x2D16D Odd Soundwave
x2D170 Mind Blast
x2D173 Level Blast
x2D176 Knife Hand
x2D179 Thunder Soul
x2D17C Aqua Soul
x2D17F Ice Soul
x2D182 Wind Soul
x2D185 Throw Spirit
x2D188 Zombie Touch
x2D18B Sleep Touch
x2D18E Drain Touch
x2D191 Grease Touch
x2D194 Wing Attack
x2D197 Look of Devil
x2D19A Look of Fright
x2D19D Circle
x2D1A0 Death Sentence
x2D1A3 Scratch Up
x2D1A6 Beak
x2D1A9 Shine Lover
x2D1AC Feather Bomb
x2D1AF Beaking
x2D1B2 Straight Dash
x2D1B5 Nose Bracelet
x2D1B8 Oink
x2D1BB Pooh-
x2D1BE Please Eat
x2D1C1 Leaf Dance
x2D1C4 Protect Spirit
x2D1C7 Clam Spirit
x2D1CA Spirit of Life
x2D1CD Magic Spirit
x2D1D0 Shake Off
x2D1D3 Wave Around
x2D1D6 Mimic Titan
x2D1D9 Gather Power
x2D1DC Blow Fire
x2D1DF Tentacle
x2D1E2 Lick
x2D1E5 Goo
x2D1E8 Bad Bracelet
x2D1EB Moldball Virus
x2D1EE Stab Up
x2D1F1 Sudden Cry
x2D1F4 Hurricane
x2D1F7 Ulmaguest
x2D1FA Giga Flare
x2D1FD Dash
x2D200 Tail Swing
x2D203 Ice Bracelet
x2D206 Fire Bracelet
x2D209 Thnder Brcelet
x2D20C Triple Attack
x2D20F Triple Brcelet
x2D212 Triple Thunder
x2D215 Triple Flame
x2D218 Dark Whisper
x2D21B Snake Carrier
x2D21E Poison Frog
x2D221 Midgar Swarm
x2D224 Lifebreak
x2D227 Nanoflare
x2D22A Grand Cross
x2D22D Destroy
x2D230 Compress
x2D233 Dispose
x2D236 Crush
x2D239 Energy
x2D23C Parasite
x2D23F
x2D242
x2D245
x2D248
x2D24B
x2D24E
x2D251
x2D254
x2D257
x2D25A
x2D25D Attack
x2D260 Potion
x2D263 Hi-Potion
x2D266 X-Potion
x2D269 Ether
x2D26C Hi-Ether
x2D26F Elixir
x2D272 Antidote
x2D275 Eye Drop
x2D278 Echo Grass
x2D27B Maiden's Kiss
x2D27E Soft
x2D281 Holy Water
x2D284 Remedy
x2D287 Phoenix Down
x2D28A Shuriken
x2D28D Knife
x2D290 Sword
x2D293 Hammer
x2D296 Katana
x2D299 Ninja Sword
x2D29C Axe
x2D29F Spear
x2D2A2 Stick
x2D2A5 Knight Sword
x2D2A8 Dictionary
x2D2AB Ball
x2D2AE Level Jump2
x2D2B1 Level Jump3
x2D2B4 Level Jump4
x2D2B7 Level Jump5
x2D2BA Level Jump8
x2D2BD Vertical Jump2
x2D2C0 Vertical Jump3
x2D2C3 Vertical Jump4
x2D2C6 Vertical Jump5
x2D2C9 Vertical Jump6
x2D2CC Vertical Jump7
x2D2CF Vertical Jump8
x2D2D2 Charge+1
x2D2D5 Charge+2
x2D2D8 Charge+3
x2D2DB Charge+4
x2D2DE Charge+5
x2D2E1 Charge+7
x2D2E4 Charge+10
x2D2E7 Charge+20
x2D2EA CT
x2D2ED Level
x2D2F0 Exp
x2D2F3 Height
x2D2F6 Prime Number
x2D2F9 5
x2D2FC 4
x2D2FF 3
x2D302 A Save
x2D305 MA Save
x2D308 Speed Save
x2D30B Sunken State
x2D30E Caution
x2D311 Dragon Spirit
x2D314 Regenerator
x2D317 Brave Up
x2D31A Face Up
x2D31D HP Restore
x2D320 MP Restore
x2D323 Critical Quick
x2D326 Meatbone Slash
x2D329 Counter Magic
x2D32C Counter Tackle
x2D32F Counter Flood
x2D332 Absorb Used MP
x2D335 Gilgame Heart
x2D338 Reflect
x2D33B Auto Potion
x2D33E Counter
x2D341
x2D344 Distribute
x2D347 MP Switch
x2D34A Damage Split
x2D34D Weapon Guard
x2D350 Finger Guard
x2D353 Abandon
x2D356 Catch
x2D359 Blade Grasp
x2D35C Arrow Guard
x2D35F Hamedo
x2D362 Equip Armor
x2D365 Equip Shield
x2D368 Equip Sword
x2D36B Equip Knife
x2D36E Equip Crossbow
x2D371 Equip Spear
x2D374 Equip Axe
x2D377 Equip Gun
x2D37A Half of MP
x2D37D Gained Jp UP
x2D380 Gained Exp UP
x2D383 Attack UP
x2D386 Defense UP
x2D389 Magic AttackUP
x2D38C Magic DefendUP
x2D38F Concentrate
x2D392 Train
x2D395 Secret Hunt
x2D398 Martial Arts
x2D39B Monster Talk
x2D39E Throw Item
x2D3A1 Maintenance
x2D3A4 Two Hands
x2D3A7 Two Swords
x2D3AA Monster Skill
x2D3AD Defend
x2D3B0 Equip Change
x2D3B3
x2D3B6 Short Charge
x2D3B9 Non-charge
x2D3BC
x2D3BF
x2D3C2 Move+1
x2D3C5 Move+2
x2D3C8 Move+3
x2D3CB Jump+1
x2D3CE Jump+2
x2D3D1 Jump+3
x2D3D4 Ignore Height
x2D3D7 Move-HP Up
x2D3DA Move-MP Up
x2D3DD Move-Get Exp
x2D3E0 Move-Get Jp
x2D3E3
x2D3E6 Teleport
x2D3E9 Teleport 2
x2D3EC Any Weather
x2D3EF Any Ground
x2D3F2 Move in Water
x2D3F5 Walk on Water
x2D3F8 Move on Lava
x2D3FB Move undrwater
x2D3FE Float
x2D401 Fly
x2D404 Silent Walk
x2D407 Move-Find Item
x2D40A
x2D40D
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Post by: Vanya on September 08, 2008, 07:28:46 am
Are you going to add the byte data or should I?
I probably should be using excel, but us old folk like to do things old fashioned sometimes. =)
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Post by: Zozma on September 08, 2008, 03:34:21 pm
vanya, what about the item skills?

do they specifically display the potion they are holding? if so id love to make the alchemist job (use an antidote and it causes poison, use echo herb and it causes silence, use eyedrop and it causes blind etc)
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Post by: Xifanie on September 08, 2008, 04:24:36 pm
I don't ahve info about the other bytes, I just found the list in the file and never even modified it to see if it worked in game.
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Post by: Zozma on September 08, 2008, 04:34:25 pm
yeah... the way i figure it, if one skill can display a potion overhead then another one can be set to do it too...
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Post by: Vanya on September 08, 2008, 04:35:29 pm
Quote from: "Zozma"vanya, what about the item skills?

do they specifically display the potion they are holding? if so id love to make the alchemist job (use an antidote and it causes poison, use echo herb and it causes silence, use eyedrop and it causes blind etc)

All the item skills use 0901. They begin at x2d260 and the last entry is at x2d287. I *think* the item displayed depends on the item named in the skill.
The worst case scenario short of it being impossible, would be that you'd have to create alternate items that look like the normal ones, but use different formulas. Then there's the problem of which effect file is called by the item.

Quote from: "Zodiac"I don't have info about the other bytes, I just found the list in the file and never even modified it to see if it worked in game.

I'll go ahead and make an excel file with the values and you can insert them into your file, ok?
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Post by: Zozma on September 08, 2008, 05:36:16 pm
all im trying to do is:

have a new set of skills that use the items that already exist, it would be great if the item skill that i plan on making cause poison, for example, used the same item icon as "antidote" and used the same item from inventory "antidote"
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Post by: Vanya on September 08, 2008, 06:43:03 pm
You'd have to write a new routine for that. The problem is that the way the item skillset is set up. It takes the effect and formula from the item. the only thing the skill does is tell the menu setup what item to use. You see? You'd need a custom formula or three at best and a completely custom menu at worst.

What I've been trying to do is convert the shuriken and bombs to working the item menu. Somebody else was also working on this already.

To make this more relevant to the topic... I did figure out that in order for a throw item to work in the Item skill set it's animation type should be set to 090100.

Additionally, it seems to be referencing the effect it uses by skill instead of using the item graphic. Shuriken uses Thunder Breath, Magic Shuriken uses Dragon Tame, etc...
I found 2 places in SLUS_942.21 that has a string with the values for the skills shuriken, etc. are referencing.
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Post by: Zozma on September 08, 2008, 07:16:02 pm
*sctratches head*

hmm okay i think ill just make it use the effects without the displayed item icon....  its too over my head. thats very useful info tho Vanya
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Post by: Skip Sandwich on September 08, 2008, 09:41:29 pm
about converting shuriken and bombs to work in the item menu, it is possible to set the item skill to use a shuriken or bomb, but if you try to use a weapon formula on that item, it won't use the WP of the item when you throw it, but rather the WP of whatever you have equiped (if anything, and just deals barehand damage if not). it'd definatly take more then what FFTPatcher is currently capable of doing in order to make it work.
as far as alternate items go, I went ahead and overwrote the antidote, eye drops, echo grass, maiden's kiss, and soft items (who uses them anyway? I never have, at least) to inflict rather then cure status (the maiden's kiss item now inflicts sleep, as its a somewhat less debilitating status then frog, and the soft item now inflicts zombie). I'd love to be able to make a damaging grenade-type item using formula 03, but status infliction seems to be as far as we can go with FFTPatcher (although, you could probably make one that referenced the thrower's MA stat, based off of my observations, though i've yet to sit down and test that theory...hmm...dashes off to test).
:EDIT: nope, it still references your equiped weapon and WP even if you set the item formula to only use MA.
:EDITEDIT: BWAHAHA!!! I got it work! I tested using the antidote ability, and at first, I set it reference the fire ball item, and seting the fire ball item to use formula 5F {([MA + Y]/2) * MA}, which was a failure, then, I went back and set it to reference the antidote item and set THAT to formula 5F and it WORKED!  :D
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Post by: Zozma on September 08, 2008, 09:56:02 pm
so you weren't able to assign an effect to it, like "Crush"
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Post by: Skip Sandwich on September 08, 2008, 10:12:10 pm
as far as assigning special skill effects, im limited to what it already does (the normal item graphics), however, it IS possible to make items deal damage as well as inflict/cancel status, you just have to use a fomula like 5F or the geomancy formula or something (something that references only PA and/or MA and/or SP in the fomula). its not perfect, but its better then nothing.
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Post by: Vanya on September 08, 2008, 10:18:06 pm
I have a theory about the shuriken and bomb items. I believe that they are using the weapon formula no matter what because the data in their entries is set up to work with the throw menu and not the item menu. I'm going to find the data for the Shuriken and re write it to have the data I need where I want it. I'll test it and see.
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Post by: Zozma on September 08, 2008, 10:46:16 pm
that would be great. then we could have a real grenade, screw the stupid little lvl1 elemental effects
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Post by: Vanya on September 09, 2008, 10:08:51 am
OK. I've made a couple of discoveries.

First, I know how to convert a throw or bomb item into a new medicine, but to make a working attack item would require a new custom formula for sure. And even then you'd still have a restricted range like any other item in the Item skillset. I'll post a more detailed explanation in the New Projects forum once I get it to work 100%.

Now the more exciting part is that I know where the effect bytes for the item skills are located. I was able to successfully change Potion to use the Cure effect. I figured that they would be in battle .bin after the blank attack skill's entry and I was right. Actually it wouldn't surprise me if Melonhead already knows about this data.

Anyway, the table of item effects is at x14f6d0; 14 entries, 2 bytes each. After the last entry there are 11 pairs of FF's that should correspond to the first 11 throw skills. After that there is another entry with unusual numbers that is probably the effect entry for the balls. It seems to me that there are effect bytes for everything up to Hamedo, but I haven't tested this theory.
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Post by: Zozma on September 09, 2008, 04:15:59 pm
yeah the balls have fixed fire, ice and bolt level 1 spells attached....

great find! replacing those crappy balls lvl1 spell effects with some real effects will be great
Title:
Post by: Xifanie on September 09, 2008, 04:56:12 pm
Yeah Vanya, for some reason melon only allowed changing effects for action abilities!?

You can change effects for all reaction abilities AFAIK (dunno if hamedo is the last one).
Title:
Post by: Vanya on September 09, 2008, 05:07:26 pm
I'll verify all the abilities that can have their effect changed.

Bah! Stupid Shuriken won't show up in the action menu and if I set Potion to use the shuriken item instead of a potion it still insists on using Thunder Bracelet! Annoying! >=P

All the Throw skills have entries for the effect they use, but changing those will probably cause all the items of a type to use one set effect. That is if it works at all.
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Post by: Zozma on September 09, 2008, 05:14:11 pm
so that means the archers charge skills CAN be assigned effects.... can they be given properties like any other skill?
Title:
Post by: Vanya on September 09, 2008, 07:18:54 pm
Their properties are taken from the very first skill on the list. The one that says <Nothing>?
Title:
Post by: Zozma on September 09, 2008, 07:40:51 pm
so uhh... that means they cant individually be given different props....? :( aww, well ... does that mean i can only assign one effect for all of them? i guess thats okay but it would be good to know
Title:
Post by: Vanya on September 09, 2008, 10:19:45 pm
I'm not sure. You'd have to go in and edit the data and then see what happens.
Title:
Post by: Zozma on September 10, 2008, 07:23:05 am
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?
Title:
Post by: Vanya on September 10, 2008, 09:58:33 am
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.
Title:
Post by: Zozma on September 10, 2008, 03:33:12 pm
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
Title:
Post by: Vanya on September 10, 2008, 03:53:20 pm
That may be the case under the throw menu setup, but I don't think it is for the item menu setup.
Title:
Post by: Cheetah on September 12, 2008, 03:30:14 pm
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.
Title:
Post by: Vanya on September 12, 2008, 06:54:52 pm
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.
Title:
Post by: Zozma on September 12, 2008, 07:17:13 pm
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?
Title:
Post by: DarthPaul on September 12, 2008, 09:12:14 pm
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
Title:
Post by: Vanya on September 12, 2008, 09:43:36 pm
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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Post by: BeoulveBlack on September 12, 2008, 09:45:51 pm
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)
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Post by: Vanya on September 12, 2008, 09:48:16 pm
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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Post by: DarthPaul on September 12, 2008, 09:51:14 pm
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
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Post by: Vanya on September 12, 2008, 09:53:44 pm
Well, like i said, it depends how the game reads the gfx. It would have to be tested.
Title:
Post by: DarthPaul on September 12, 2008, 09:58:00 pm
of course but thats a normal part of hackin games
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Post by: Vanya on September 13, 2008, 01:00:47 am
Indeed.
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Post by: Cheetah on September 13, 2008, 02:58:47 am
Excellent, I'm pumped this is sounding like a good solution. Getting rid of bags is perfect too.
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Post by: DarthPaul on September 13, 2008, 10:59:10 am
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
Title:
Post by: Vanya on September 13, 2008, 11:26:57 pm
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. =)
Title:
Post by: Skip Sandwich on September 13, 2008, 11:45:50 pm
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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Post by: Nagafen on September 14, 2008, 07:23:28 am
Times like these I wish I never leave. This is awesome.
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Post by: DarthPaul on September 14, 2008, 02:41:38 pm
whips would be a nice addition but who would use them
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Post by: trickstardude7 on September 14, 2008, 05:26:09 pm
lol i could see mediators using whips (i mean they invite monsters so its kind of tameing XD)
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Post by: LastingDawn on September 14, 2008, 05:32:14 pm
I think Summoners and Mediators would be a good choice, but perhaps it should be an all around Mage weapon?
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Post by: trickstardude7 on September 14, 2008, 05:36:40 pm
yeah summoner and mediator would work but i dont think White mage or even black mage would seem right using it :?
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Post by: DarthPaul on September 14, 2008, 06:31:16 pm
black mage maybe white mage no and give it a lance's range
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Post by: Vanya on September 14, 2008, 07:02:20 pm
The cloth stuff already has lance range. So it works out.
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Post by: DarthPaul on September 14, 2008, 08:32:33 pm
i didnt know that
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Post by: Cheetah on September 14, 2008, 11:44:30 pm
Slightly off topic. Does anyone have a save near the end of the game with lots of jobs unlocked that will work with ePSXe? I want to be able to test out some different stuff but am having trouble converting saves to work and don't have time to play through the game. What class even equips bags?
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Post by: LastingDawn on September 15, 2008, 01:40:08 am
The class that equips Bags is all females, also with the patcher, just make them cost nothing and available at the start.
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Post by: Cheetah on September 15, 2008, 02:43:36 am
I have actually never used FFTPatcher... But I think this is going to be the solution I have to use.
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Post by: Vanya on September 15, 2008, 06:33:58 pm
Discovered something about formula 5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status.

This is the formula most ppl use to do controlled multi-hit spells. But, I discovered that if it is used with the animation skill digits 0700 (used by weapon based skills) it will produce a multi-hit physical attack.

I knew this before, but what irked me about it is that the subsequent hits always seemed to be punches. What I discovered today is that the hits after the first use a weapon animation based on the weapon in the unit's left hand.

The only drawback to using it as a physical skill is that it is based on MA. However, by copying and then editing the formula it will make a great "Double Strike" skill. Since we aren't far off from easy formula editing this could be in our hacks fairly soon. =)
Title:
Post by: BeoulveBlack on October 08, 2008, 06:42:53 pm
alright, so after looking into it, the bags nor the cloths will make good fist/claw weapons. why? well, it' as simple as this: the first frames of the attack use the recognizable graphic (the bag or the cloth roll), then, as they are sent out, the hand becomes connected to a secondary graphic (a strap for the bag, an unrolled sheet for the cloth). this would be easy to fix....if only the secondary graphics weren't layered UNDER the hand...and to ad insult to injury, the strap/sheet wavers during the retraction part of the animation.

sadly, whips and boomerangs are the only other things i can see working here

EDIT: so as not to double post, i'll place the question here. when looking at the sprite manager, i noticed that's there's a animation that human sprites do where it appears that they snap their finger. does anyone know if any skill uses this animation as an effect precursor? if so, what is the byte that links to the animation?
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Post by: Zozma on October 08, 2008, 07:40:25 pm
i think its the talk skills.. right?

also whips would actually be a much better weapon for dancers or females in general.
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Post by: DarthPaul on October 08, 2008, 09:10:27 pm
heh heh make a dominatrix class out of the dancer lol
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Post by: Zozma on November 06, 2008, 02:30:00 am
awww this is pretty sweet...

okay so i changed one of the empty space below parasite to have the animation link thats the same as the lancer, and it created a JUMP and return all in one! it can be in any normal skillset!

only thing is and maybe its because its the skills after parasite, but it does that thing where it doesnt display the damage or make it look like the monster was hit...

btw Zodiac can you sticky this topic, its a pretty important one for anyone who can asm
Title:
Post by: Xifanie on November 06, 2008, 06:53:11 am
Errr, currently only me and SB can asm.
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Post by: Zozma on November 06, 2008, 07:23:56 am
well anyone who wants to play around with the hex editor then lol...
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Post by: DarthPaul on November 06, 2008, 08:26:00 am
your not giving credit to your crowd how do you know you two are the only ones who can asm
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Post by: Xifanie on November 06, 2008, 05:07:08 pm
I said currently. If you're not happy asm hack formulas or anything.

Else stfu.
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Post by: DarthPaul on November 07, 2008, 08:54:37 am
O.O i think i will (the first one not the second one)
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Post by: Zozma on November 07, 2008, 07:00:51 pm
can someone plz help me with the "JUMP"

Quote from: "Zozma"awww this is pretty sweet...

okay so i changed one of the empty space below parasite to have the animation link thats the same as the lancer, and it created a JUMP and return all in one! it can be in any normal skillset!

only thing is and maybe its because its the skills after parasite, but it does that thing where it doesnt display the damage or make it look like the monster was hit...

:( i need it to show the monster getting damaged and showing the numbers....
Title:
Post by: Lydyn on November 07, 2008, 07:05:28 pm
I don't know. =/ I changed "Spin Fist" to Jump and it works perfectly (except if you press "O" too often too early, the unit can get stuck in the air) - showing damage and the animation. It's very possible it's because it's the skill below Parasite.
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Post by: Zozma on December 30, 2008, 03:18:58 pm
say vanya, you know how you knew all those animation skill links? is there one for the defense stance? i really need it...
Title:
Post by: Vanya on December 30, 2008, 05:32:29 pm
I haven't come across one in the unedited data. I haven't checked every possible value either though. I imagine there should be one for it since the defending status forces that pose. ^_^

Edit: IIRC Zodiac put up a list of all the values on the wiki. You might want to check there before testing them yourself.
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Post by: Zozma on December 30, 2008, 05:34:57 pm
oh i thought those animations were for events but its for spell links too?

see, barrets skills require him to temporarily take the defend stance...
Title:
Post by: Vanya on December 30, 2008, 05:39:05 pm
Wait. Those are for events?

I'll double check and see if they match up with the list I have at all...
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Post by: Vanya on December 30, 2008, 05:43:54 pm
Never mind. Those have nothing to do with skill animations. I'll have to go ahead and start testing them myself. That is unless you want to help. ^_^
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Post by: Zozma on December 30, 2008, 05:47:25 pm
well i work all night tonight XD and then i have to finish my sprite.....

id have to keep it on the back burner myself.
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Post by: Vanya on December 30, 2008, 05:55:52 pm
I don't plan to work on a damn thing until after I get over my eventual new years hangover. Plus my friend lent me his Wii & LoZ: Twilight Princess which I had never gotten to play. So yeah. Back burner. ^_^
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Post by: Kaijyuu on March 21, 2009, 01:20:46 pm
I'm getting an odd effect trying to change an animation. I turned one of the Bio 3s into a sword skill, and mechanically it works great and everything. Problem is, when I changed the animation to the same as the other sword skills (07 00 00), it uses the punch animation instead of a sword (which is equipped). Night sword (which is in the same skill set) works fine.

Am I doing anything obviously wrong?

EDIT: Fixed it. Had to check "weapon strike" in the patcher.
Title: Re:
Post by: R999 on March 03, 2010, 03:50:01 am
Quote from: "Zozma"can someone plz help me with the "JUMP"

Quote from: "Zozma"awww this is pretty sweet...

okay so i changed one of the empty space below parasite to have the animation link thats the same as the lancer, and it created a JUMP and return all in one! it can be in any normal skillset!

only thing is and maybe its because its the skills after parasite, but it does that thing where it doesnt display the damage or make it look like the monster was hit...

:( i need it to show the monster getting damaged and showing the numbers....

Are you still having problems with this? Have you tried using another animation? I have used 10-11 slots below Parasite in the Abilities and they all function perfectly normal for me. So I am guessing it could just be that single animation that's having problems. It could also have something to do with the "Effect" that you apply to it as well. There are a lot of effects that do not show any message after hit.
Title: Re: Animation skill links
Post by: Vanya on March 03, 2010, 01:48:37 pm
It probably has to do with the effect, but even with the correct effect it's a bit glitchy because the effect tends to go off before the jump animation is done.
It will probably only be fixed with ASM.
Title: Re: Animation skill links
Post by: Zozma on May 15, 2010, 07:16:40 pm
a solution was never found for this
Title: Re: Animation skill links
Post by: R999 on May 16, 2010, 12:49:51 am
Can you be more specific Zozma?  I have gotten a custom Jump animations + Effect to work perfectly.  There are only Four things to be aware of,

1) use an effect that is long enough, but not too long that syncs up with the jump landing animation.

2) Disable the display of the effect name if the skill is useable by the Player to avoid "Walk in midair glitch". And I am sure you already know,

3) must be instant cast. And

4) choose an effect that Do show damage/status. There's a workaround for 4) if you must choose an effect that normally doesn't (like a story effect). But I haven't fully tested this workaround yet though you are free to PM me if you are interested in it.
Title: Re: Animation skill links
Post by: Zozma on May 16, 2010, 03:15:32 pm
my only real problem is that it does not display hp damage. my intent was an instant cast lvl8 jump

other than that the effect i used was simply an "animation skill link" and not using an effect file at all effect "FFFF"
Title: Re: Animation skill links
Post by: R999 on May 16, 2010, 06:13:48 pm
@Zozma,

Don't use FFFF for ability Effect. Some skills, like the Knight's default X Break abilities are hardcoded to display the damage/status/target reacting animation (hurt or raise hands) (Coincedentally, those are the same slots which you will need to use for workaround effects as well that don't normally display those messages). There are some caveats involved, such as making sure Weapon Strike is flagged (but again, I haven't 100% tested it especially if these slots work for Jump landing Byte2 animation).

And, it is not limited to the Jump animation either. Setting FFFF effect will not work on a lot of other skills. The short solution problem is to simply set an Effect that is not FFFF. For the workaround, you must experiment with those Knight X Break ability slots. The Throw Stone slot is also hardcoded to display the Stone being thrown, as well as the aftermath animation/message/status. Otherwise, try not to use the FFFF effect.
Title: Re: Animation skill links
Post by: Zozma on May 16, 2010, 07:30:03 pm
hmm interesting. this would at least give the oportunity to make lancers have a nicer skillset including the jump skill

i wish someone knew how to hardcode a second slot with the "stone throw" animation so i could make a grenade skill lol

Btw, another thing im curious about, there seems to be an alternate magic casting sound effect, i wonder if there is a second spellcasting animation that uses this sound effect instead of the normal one...
Title: Re: Animation skill links
Post by: Zetaro on February 06, 2011, 01:18:12 am
is their a way to make my own move. like for example, using a sword to cast fire or something.
Title: Re: Animation skill links
Post by: Eternal on February 06, 2011, 09:01:22 am
If by that you mean swinging a sword, and then having the fire animation play, just use Weapon Break's animation bytes and set the skill to use Fire's effect. If you want it to require a Sword, just check the "Requires Sword" checkbox. :)
Title: Re: Animation skill links
Post by: Zetaro on February 06, 2011, 05:49:21 pm
weapon breaks animation bytes? what that?
Title: Re: Animation skill links
Post by: Eternal on February 06, 2011, 05:59:30 pm
In the animation tab of the Patcher, scroll down to Weapon Break. Copy the three bytes found there and paste them onto whatever skill you're replacing with Fire Sword.