Modifying the Morph Command - 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: Modifying the Morph Command (/thread-2507.html) Pages:
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RE: Modifying the Morph Command - malachitate - 04-05-2014 (04-05-2014, 09:42 PM)Xenovant Wrote: Maybe you are missing this? Ack!! The "AP", as it were! *facepalm* Yes, I am sure that's it. How silly an Oversight. Thank you, Xenovant. RE: Modifying the Morph Command - malachitate - 04-06-2014 So, just for the Record, and Posterity, Xenovant was totally right about the Morph Stock check at: Code: C2/055D: B0 F0 BCS $054F (if Morph supply isn't at least 16, don't allow Morph command) But instead of having it point at a Fixed Value someplace, or otherwise tricking any Unsuspecting Accumulators, you can check out: Code: (Data - commands that can potentially get grayed out on the menu in battle, or have a property like their aiming altered.) And just change the 03, Morph, into an "EA", and subvert the Checks and Redirects at the source. That will also free up a few Bytes here and there, which were related to the Morph Limitations. So now, just that EA at C2/52E9, a few more for the Timers (via C2/1140), and setting the Event Bit, will yield an Infinite, Always-Available Morph. It's also not so hard to have it Increase the Damage Taken, or even Inflict a Condemned status, or Seizure, etc. just to make it have some Consequences. Thanks for your Help, everyone! I hope this Thread can help others, in the future. EDIT: Apparently, I don't know how Parenthesis Work. |