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Make Morph work like Quick?
09-16-2019, 09:40 PM
Having gained nine months of experience with direct hex editing, I'd just like to update this thread to inform that I've achieved what I was trying to accomplish (tentatively, there's always testing to do). I did this by adding to the Ready Subroutine before the main battle loop begins: it checks if the actor is morphed and triggers the morph decrement accordingly. A copy of the same function, but without the subtraction, remains in the original 'every frame' calculation. And the spell effect Spiraler has been changed to apply morph status to the corresponding spell IF the player has passed the second Zozo event (retrieval of Terra).
Basically, every time the morphed character readies an action, the morph bar depletes by half. After the second action it is empty, meaning the next action readied will be preceded by Revert.
I'll share the hex once I've finished testing the change. Not sure anybody else would want it, but hey, might as well right?
Basically, every time the morphed character readies an action, the morph bar depletes by half. After the second action it is empty, meaning the next action readied will be preceded by Revert.
I'll share the hex once I've finished testing the change. Not sure anybody else would want it, but hey, might as well right?
The following 2 users say Thank You to C-Dude for this post:
• PowerPanda (09-17-2019), Robo Jesus (09-17-2019)
• PowerPanda (09-17-2019), Robo Jesus (09-17-2019)
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