C
comet2
Guest
EDIT: To find out how to edit the memory and actually use the spell... go to reply #18.

casting the spell...

Ice graphic changed to an avalanche of snow.

Ice graphic changed to blue dragonball-z type energy beam.

Ice graphic changed to yellow dragonball-z type energy beam.
Original message below.
--------------------------------------------------------
Hello,
I have been experimenting with the # of hits part of each attack type (i.e. comet2=4, omnislash=15 etc). What I've realized is that for most spells, this value does not actually change the number of hits... rather, it is used by the computer to guage when a death animation should be played.
What I mean is that i.e. for Omnislash, even if you have dealt enough damage to take all the monsters' hp away by blow 4, the computer will not display the death animation until you have struck the 15th and last blow. This makes for strange situations when I try to increase the no. of hits for omnislash to, say, 18-while animation sequence for Omnislash only allows for 15 blows, the computer is still waiting for the 18th blow even after omnislash is done. As a result, the battle models of the monster is still there, alive and breathing, even as the victory animation sequence is played by the characters.
This is the case for most attacks-if you try to increase the 'no. of hits' category in the spell bytes/memory addresses, all you get is an untargetable 3d model of the monsters that persist up till the very end of battle.
So far, I've only found one instance where I could actually increase the no. of damage printouts and have the spell work correctly with all the animations. When I increase the comet2 no. of hits from 4 to 6, the animation drops 6 comets on the field instead of the normal 4, and it correctly randomly targets 6 opponents. Any more than that, however (even 7) and the 'undying 3d model' bug rears its ugly head (only 6 of the 7 hits are actually dealt, and then the animation sequence ends before any more comets can fall on the field or damage printouts can be done)
This brings me to another point. It seems like there is a 'flag' that directs the game to end the sequence after a set amount of time-meaning that to change the number of hits for most attacks, we would not only have to edit the number of hits but also this 'animation end' flag as well.
The point of my post is this. I'm sure other hacking masters have experimented with this before... How many of the various attacks are flexible enough that some editing of the number of hits can be done?
i.e.
1. comet2-original 4 hits, animation and everything could work up to 6 hits
2. ?? others?
Some potential candidates, I feel, could be angermax, Highwind etc-except that the damage prints out way too fast for my eyes...
Ugh. I hate typing while I'm sick.. I'm rambling too much already.
Your help/guidance will be appreciated.
-Comet2

casting the spell...

Ice graphic changed to an avalanche of snow.

Ice graphic changed to blue dragonball-z type energy beam.

Ice graphic changed to yellow dragonball-z type energy beam.
Original message below.
--------------------------------------------------------
Hello,
I have been experimenting with the # of hits part of each attack type (i.e. comet2=4, omnislash=15 etc). What I've realized is that for most spells, this value does not actually change the number of hits... rather, it is used by the computer to guage when a death animation should be played.
What I mean is that i.e. for Omnislash, even if you have dealt enough damage to take all the monsters' hp away by blow 4, the computer will not display the death animation until you have struck the 15th and last blow. This makes for strange situations when I try to increase the no. of hits for omnislash to, say, 18-while animation sequence for Omnislash only allows for 15 blows, the computer is still waiting for the 18th blow even after omnislash is done. As a result, the battle models of the monster is still there, alive and breathing, even as the victory animation sequence is played by the characters.
This is the case for most attacks-if you try to increase the 'no. of hits' category in the spell bytes/memory addresses, all you get is an untargetable 3d model of the monsters that persist up till the very end of battle.
So far, I've only found one instance where I could actually increase the no. of damage printouts and have the spell work correctly with all the animations. When I increase the comet2 no. of hits from 4 to 6, the animation drops 6 comets on the field instead of the normal 4, and it correctly randomly targets 6 opponents. Any more than that, however (even 7) and the 'undying 3d model' bug rears its ugly head (only 6 of the 7 hits are actually dealt, and then the animation sequence ends before any more comets can fall on the field or damage printouts can be done)
This brings me to another point. It seems like there is a 'flag' that directs the game to end the sequence after a set amount of time-meaning that to change the number of hits for most attacks, we would not only have to edit the number of hits but also this 'animation end' flag as well.
The point of my post is this. I'm sure other hacking masters have experimented with this before... How many of the various attacks are flexible enough that some editing of the number of hits can be done?
i.e.
1. comet2-original 4 hits, animation and everything could work up to 6 hits
2. ?? others?
Some potential candidates, I feel, could be angermax, Highwind etc-except that the damage prints out way too fast for my eyes...
Ugh. I hate typing while I'm sick.. I'm rambling too much already.
Your help/guidance will be appreciated.
-Comet2
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