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Shock/Health: Hardcoded animation?

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For animation purposes, $B5 and $B6 are used. $B5 is the command and $B6 is the command selection.

For the shock/health command, it looks like $B5 isn't altered and the animation used will be the animation for the command. It looks intentional by the game designers. 

You can use Umaro's storm code as a base to alter the shock/health command. It setups $B5 as the 'magic' command with the spell id as $B6. The code begins at C2/170D.

I did a custom code to alter shock/health to use custom assigned spells with their animations. It uses a piece of Umaro's storm code. You can change the 'shock_spell' and 'health_spell' variables for their new spells id and compile it with asar.

Code:
;===============================================================================
;
; shock/health use spell animation
;
;===============================================================================

header
hirom

!shock_spell    = #$05      ;change for shock spell id
!health_spell   = #$2E      ;change for health spell id

;-------------------------------------------------------------------------------
; shock
;-------------------------------------------------------------------------------
org     $C2171A
shock_command:

    ;setup spell
        LDA !shock_spell
        BRA data_setup

warnpc  $C2171E

;-------------------------------------------------------------------------------
; health
;-------------------------------------------------------------------------------
org     $C2171E
health_command:

    ;setup spell
        LDA !health_spell

data_setup:
    ;setup data
        JMP $1712

warnpc  $C21726

Keep in mind that specific spells may have animation issues, like the 'one step forward' bug and alike. Also, you may have issues with the spells targeting and the commands targeting if they aren't  compatible.
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RE: Shock/Health: Hardcoded animation? - by HatZen08 - 05-15-2017, 06:20 PM

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