Glitchy Animation (Tools) - 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: Glitchy Animation (Tools) (/thread-3079.html) |
Glitchy Animation (Tools) - Kugawattan - 01-01-2016 I was trying to edit the existing Tools, and I've yet to know how to edit the effects of those that aren't Flash or Bio Blaster; but for those I went ahead and tried to give them custom animations: Bio Blaster now casts a red Cure on the target, and Flash casts Big Guard on the target. I got something okay with Flash, but however for Bio Blaster, no matter what I do with FF3usME or FF6MDE, I can't get a satisfying result. These are my parameters, and the base spells for reference: With these commands, The animation seems to play fine, until the end of the Cure animation, where this happens... After Banon steps back the glitchy stuff disappears, but as you can notice, it looks really unproffesional and I do not wish to leave it like that. What can I do? Anyone with spell editing experience? Note that if I switch places of the "Cure" animation, to this: I get no cure animation at all. Banon steps forward, draws the Bio Blaster, the sound effect plays, Terra is healed with no special effects, Banon steps back. Pretty underwhelming, too. Halp pls RE: Glitchy Animation (Tools) - HatZen08 - 01-01-2016 You can try the 'Custom Tools' patch. After the patch is applied, you must change the data of the tools items with ff3usME. The tool power will be the triggered spell ID when the tool is activated. The tool hit rate will be used as the tool animation. You also need to change the tool targeting for something compatible with the animation. The value of 255 for the hit rate will use the default animation for the selected spell. For the default tool animation, you can use the values of: Code: 0 Noise Blaster A few days ago, i did a fork of the 'Custom Tools' patch. It nows also allows to edit the skeans for the throw command. The item power of the skean will determinate the spell which will be triggered. The animation will always be the default animation for the triggered spell. Technically, the item is considered a skean if the item is the 'item' type and it has the 'throw-able' flag. Without the 'throw-able' flag, it is considered a normal item. Thrown-able weapons are not considered a skean. You can compile the code with asar. Or you can download the original patch, without skeans, from RHDN. Code: header RE: Glitchy Animation (Tools) - Kugawattan - 01-01-2016 While that does indeed solve my "more tools" issue, there's the fact that my animation's still glitchy. Maybe I can try editing the spell data, but I doubt that'd solve much. Thank you however! I actually tried to use this patch before but I couldn't figure out how to use it! I hope this didn't conflict with my other patches; my Patch Conflict Finder is broken :V |