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Some final code requests (and screenshots)

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(05-21-2019, 05:14 AM)Subtraction Wrote:
(05-19-2019, 10:03 PM)Lightning Wrote: Is there a way to have a weapon randomly cast something else other than basic magic?  In FF3USME, it only lets you select magic (other than the specific wind slash effect in the drop down menu).  I would like to have something else casted randomly, like sand storm or Aero.  Can this be done merely by hacking a byte somewhere, or is there more to it?

I've actually made a patch for this: https://www.ff6hacking.com/forums/thread-3754.html

It's a little awkward to work with in FF3usME, though. The patch makes the game use the two ?s below Swdtech in the properties byte for "randomly cast" and "destroy if used". Then the "randomly cast" and "destroy if used" checkboxes set the top two bits of the break/proc spell. So, for example, if you wanted to make an item break for Aero (spell 0x8f), you have to select the spell Flare (0x0f) and then check the "destroy if used" checkbox to add 0x80 to that.

To use the patch, you would also have to go through all of the items in FF3usME and manually move any checks in those boxes to the ?s in the properties byte.

Oh, also, if you try to make a weapon proc for a Blitz, Swdtech, Bio Blast, Flash, Chocobop, H-bomb, or 7-Flush, it'll not use the correct animation and in some cases softlock. It's fine to make items break for those though.

By the way, when I compile the code, it says line 16: invalid opcode or command [BMI $274A]".
Is this something I should be concerned about?  The patch seems to work fine, but I don't want any bugs...
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RE: Some final code requests (and screenshots) - by Lightning - 05-21-2019, 04:45 PM

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