Users browsing this thread: 1 Guest(s)
Monster Lightning Bolt Question

#1
Posts: 1,261
Threads: 250
Thanks Received: 11
Thanks Given: 7
Joined: Jun 2009
Status
Traitor
We've all seen this, but does anyone know what this technically is?
Is it changeable via FF6MDE as an attack?
[Image: imgshk.png]

---------------------

I'm getting closer in finding out what it is by looking through a few other attacks, such as Phantasm.
[Image: imgshk.png]
  Find
 

#2
Posts: 2,769
Threads: 88
Thanks Received: 24
Thanks Given: 88
Joined: Jun 2009
Reputation: 25
Status
None
for some reason, there are 2 separate codes that lead to that same animation, 1 as a spell graphic and 1 as a weapon/monster animation graphic


"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC
 

#3
Posts: 341
Threads: 12
Thanks Received: 0
Thanks Given: 2
Joined: Sep 2010
Reputation: 5
Status
None
I would guess the reason is that Weapon/Monsterattack pointers are shorter, so therefore can be manipulated into pointing to the longer Spell Animation data. It's notable that if you use some nonstandard Weapon codes, you will get partial frames of Spell Animations. I know that Meeple used a lot of these for his weapons in Meeple Fantasy 6 for some interesting effects.
I don't think it works the other way around though? At least, I haven't found a way to make Spell Animations display Weapon strikes or Monster attacks.
 



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite