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Author Topic: Spell/Item visual effect  (Read 6716 times)

Zozma

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Spell/Item visual effect
« on: March 08, 2011, 07:59:20 PM »
im trying to find the gfx pointers or what have you, for the items Red Fang, Blue Fang, White Fang because i want to create level four elemental spells using them. Im able to change gfx using that program SMCHACK however, im not sure how to find the right gfx data for that...

anyone messed with this?
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Zozma

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Re: Spell/Item visual effect
« Reply #1 on: April 26, 2011, 12:50:26 PM »
nevermind, i managed to find that and create "Ice4" with it. Replacing edge's "Pin" skill which uses the same sound that the White Fang and ice3 item/spell made its perfect. (since i didnt see the assigned sound effect anywhere)

now i wonder where the "dark wave" animation is
« Last Edit: April 26, 2011, 06:20:25 PM by Zozma »
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JCE3000GT

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Re: Spell/Item visual effect
« Reply #2 on: April 26, 2011, 03:01:45 PM »
That looks pretty good actually.  Nice work. 

Zozma

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Re: Spell/Item visual effect
« Reply #3 on: April 26, 2011, 05:41:00 PM »
thanks!

I can't quite understand why they wanted the screen to flash yellow, or why the ice isnt blue tho. perhaps its because this spell overwrote "Pin" ? I don't recall Icebomb flashing yellow

Since summons are broken up into 2 spell slots each (the one in the menu is for the name only i guess?) i found that the ice bomb's visual data was in the "shiva" spot
« Last Edit: April 26, 2011, 06:16:13 PM by Zozma »
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Deathlike2

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Re: Spell/Item visual effect
« Reply #4 on: April 26, 2011, 06:45:12 PM »
I'm gonna guess it has to do with the spell palette. Pin's palette includes yellow IIRC, so you need to use the same palette that Ice uses.
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JCE3000GT

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Re: Spell/Item visual effect
« Reply #5 on: April 26, 2011, 07:03:00 PM »
I'd be interested in a patch that just changes those spells.  I would use it in my FF4SS vol 1 mod when I get back on it. 

Zozma

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Re: Spell/Item visual effect
« Reply #6 on: April 26, 2011, 08:14:32 PM »
well its interesting the 3 visual effects can be found in order where Ifrit Shiva and Ramuh are, even tho these effects are NOT used by those summons.

I assume that the effect for "Dark Wave" is somewhere in all this, but i havent had any luck finding it...

tho you can see i decided to go with using the fire effect that comes from ifrit for a more dramatic looking "Fire4" aka "Melt" for my patch.

I do not know how to change the sound so it is convenient that there w as another spell to write over that made the same ice drop sound.
« Last Edit: April 26, 2011, 08:30:20 PM by Zozma »
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Deathlike2

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Re: Spell/Item visual effect
« Reply #7 on: April 26, 2011, 09:12:48 PM »
My only suggestion is that like sounding spells very likely have the same value for the sound effects. If you can figure out what channel that sound effect is coming from, you might get the insight you need.
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Zozma

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Re: Spell/Item visual effect
« Reply #8 on: April 26, 2011, 09:37:57 PM »
the sound data is elsewhere tho as far as i know... i have just been fortunate that most of the stuff i needed matched in sound enough.

the ultimate spell"Nova" sounding like "minimize" is kind of a problem tho lol
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Re: Spell/Item visual effect
« Reply #9 on: May 01, 2011, 04:06:32 PM »
I know that 07A550  to 07A64B is the sound Pointers for the spells.
I haven't gotten into the Data resources for it yet.
Would be interesting on how to edit the sounds directly.
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Zozma

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Re: Spell/Item visual effect
« Reply #10 on: May 01, 2011, 04:46:59 PM »
i just want to make the spell for "piggy" sound just like the enemy skill "demolish"

and then the spell for minimum sound like megaflare

ill do some more playing around. thanks for the sound pointers ill play with that as soon as i get a chance.
---
theres another thing too... the first 24 spells use the white magic casting animation
and everything after that uses the black magic animation.
Is there any way to make some more spells that use the white magic animation further down the line?
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Deathlike2

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Re: Spell/Item visual effect
« Reply #11 on: May 01, 2011, 05:35:26 PM »
theres another thing too... the first 24 spells use the white magic casting animation
and everything after that uses the black magic animation.
Is there any way to make some more spells that use the white magic animation further down the line?

You'd have to find the code which determines said animation. Remember this code is also applicable to summons as well.
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Zozma

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Re: Spell/Item visual effect
« Reply #12 on: May 01, 2011, 06:42:25 PM »
thanks.

right now, as im not sure what exactly im looking for, Ill just stick with having the specific number of white magic spells. I'm glad that at least the black magic can be customized further than a set 24 spells. and summons, i really don't need more of. seems they would be more complex anyway since they use up 2 spell places to begin with.
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Deathlike2

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Re: Spell/Item visual effect
« Reply #13 on: May 01, 2011, 06:57:57 PM »
It's probably a range check. Here's the basic idea (in C psuedocode)

Code: [Select]
if spell # < 24
 use white magic animation
else if spell # between (49 and 63)
 use summon animation
else
 use black magic animation
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Zozma

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Re: Spell/Item visual effect
« Reply #14 on: May 01, 2011, 08:35:48 PM »
I assume thats what it is since they seem to do that lot here, (for example, edward can sing with (at least) the next three weapons that appear below the "Charm" harp equipped. actually i turned one of the arrows into a harp and he could sing with that on too... hmm

anyway, question is, would i be able to change this "else show as black magic" to start further down OR display as white magic from this point on relatively easily? actually it seems like its made more complicated because if that is the case then it looks like id actually have to add in an additional range check just for that. its a shame it doesn't just base the animation off of the icon lol...
« Last Edit: May 01, 2011, 08:50:54 PM by Zozma »
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