Command Stance Exceptions - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Command Stance Exceptions (/thread-2383.html) |
Command Stance Exceptions - B-Run - 09-20-2013 Say you are making a command set for a character and want them to use a mix of physical and magical attacks and would like the character to chant for the spells while standing attack-ready for the physical attacks... here's how you do it! Code: C1/9186: BF9AE4C2 LDA $C2E49A,X (command stance table) This is the bit of code that tells the game what stance to load when you pick a command. It works by command ID, here's the data table for the corresponding commands. Code: C2/E49A: 0B (Fight) One interesting note here is for people who use the Magitek menu for custom abilities, you can alter this so they don't just stand there before attacking by changing C2/E4B7 to $09 or $0B instead of $00. Here is also a table for some animation IDs you can use for these stances: Code: $01 - Dead $01 = feign death ability maybe? Got bored testing these after $13. So now that we have all the data in front of us. Now we need to write an exception for specific abilities. Code: Anywhere you have some free bytes: You can put as many conditions as you want in here for as many different abilities as you want. You could potentially call all sorts of different criteria, such as statuses that could change your command stance, but for this we will stick with spell ID. and lastly, you need to call your new function in place of the original table lookup: Code: C1/9186: 22XXXXXX JSL $XXXXXX (Your new function address!) And that will do it. You can now split your physical/casting animations per spell ID and not just by command type. Let me know if you have any questions or need help getting this to work! Happy Hacking! |