Attack Animation Indexes (FFVII)

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I'd say it's more like he holds his shotguns like pistols...

Some guns typically require both hands...and the spinning is unnecessary and unsightly IMO.

it's definitely possible... it just requires some knowledge of what files contain the animation data and how to modify them.

Unfortunately, that much I wouldn't know.
 
oh man.................

i don't even have the knowledge to do that.
 
"Cure: 000
Frog Song: 048
Light Shell: 26A
Pyramid: 15D, 15E, 15F (these are three separate attacks for reasons I won't go into, but they all look the same)
Reanimagic: 18E
Capsule: 38B, 38C (same as Pyramid)
Right Arm Revive: 38F

Now we have to add the fixed values to find what animation index to use. Since the relative index of all these is 0, we add the fixed increase to 0 (remember, these values are in Hexadecimal).

Cure: 0 + 0 = 0
Frog Song: 0 + 36 = 36
Light Shell: 0 + 4E = 4E
etc."


So...this produces the Light Shell animation, how do you produce Capsule, Pyramid, Reanimagic, or Right Arm Revive?  These are all enemy exclusive attacks so wouldn't they all have the same value after the calculations?  Pardon me if I am missing somthing.
 
So...this produces the Light Shell animation, how do you produce Capsule, Pyramid, Reanimagic, or Right Arm Revive?  These are all enemy exclusive attacks so wouldn't they all have the same value after the calculations?
They would and do. Those five attacks use the same animation.
 
So, to make "Aero3" and "Cold Snap" Enemy Skills Which respectvely indexes are 5Ch and 5Fh you must do the following?

5Ch - 36h = 26
5Fh - 36h = 29

Is this correct?
 
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