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Multiple use "Morph" Commands

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Bleh, I did forget it was treated, basically, as a status effect. Means more checks through normal code than ideal.

Placing a 4 byte call to subroutine in place of /2F9C - /2F9F would be easy enough, then multiple similar checks vs sprite IDs of the involved characters. Something similar for every other checking case as well.

At least that's what I had in mind. Similar code, repeated with different values for each case. Several lines of code, in several locations, but nothing overly complicated. Much beyond 1 MAYBE 2 extra cases of Morph would be pushing it though.

As for the timer, I kinda hoped to just not decrease it for the other cases. Possibly tweaking the other character to increase it as Terra does. If Terra used the entire timer, the other would be disabled for a few battles but... Passable, kinda. Ignoring it entirely probably would be better overall.

The other side of it, which I have never even thought of let alone seen, is the effects/bonuses of being "morphed", (or where its handled).

An entirely new command that swaps the sprite MIGHT be easier, with a conditional attack command dependant on the sprite (checked) at the command menu... Never tried that so not sure if easier or even more of a headache.

Considering it just took 3 days to write the entirety of Locke's scenario's event code (since it was COMPLETELY over written at some point previously) and I'm just now getting to fix replaced sprites in Doma Castle,

It'll be a minute before I get to this one. Just as I was saying, just seems like a way to fill a battle menu for a guest without a magic menu. Would take advantage of multiple full sprite sheets too, if practical.


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Messages In This Thread
Multiple use "Morph" Commands - by Catone - 08-19-2022, 04:04 PM
RE: Multiple use "Morph" Commands - by C-Dude - 08-19-2022, 04:19 PM
RE: Multiple use "Morph" Commands - by Catone - 08-19-2022, 09:33 PM
RE: Multiple use "Morph" Commands - by Seifer - 08-20-2022, 09:23 AM

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