change limit break for another one?

  • Thread starter Thread starter jusete
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Thanks a lot meesbaker, It works perfectly.

You know how I can edit the animation of the enemies for make them playable?

Example: I changed the model of vincent to rufus, with all his animations, but when I try to attack the animation is not the same that he uses when is an enemy. How I can fix that?


Thanks!!!
 
Enemies use to have multiple attack animations. They have custom attacks instead of the regular commands that players use and more than one attack may be a physical blow. What you have to do is get the name of the attack whose animation you want for the attack command, then you open SCENE.BIN in proudclod and look up which animation this is using. Locate the scene containing the correct enemy, click the tab for animations/formations and note the animation ID that is used.

Now you must only find the first attack animation inside the lzs file and then you must only count. Note that animation ID 00 will not have to be animation 0 from the .lzs model as this contains all the standard animations like standing, receiving damage etc...I do not know what order they have but as the dying animationis also referred to here the ID may be correct after all.

Ultimately you must know which of Vincent's animationsthat you replaced was the one for attacking. Once you got all the information you can swap it for the animation of the desired enemy attack.
 
wow, thanks  meesbaker. Where are the lzs files located? I don't find them
 
wow, thanks  meesbaker. Where are the lzs files located? I don't find them
If you're using the PC then you'll have to modify the files in the battle.lgp.
 
Oh yeah sorry for that. Sometimes I just refer to the psx formats as Im used to work with them. Forget what I wrote about the battle models, on PC they do not contain animations. You must look into the files containing animations.
 
Yes, the file needed is the one u showed earlier ( vincent's script, red13 etc) , the key to  play as enemies is in this file, but there is a lot of things to change, thats very hard to explain in one post

Like Meesbaker said, u need to know  the listing of every animations ( standing, hurt, dead, attack, magic etc), you know where the limit break are since you modified them already ( in the end of the file, starting with E0 most of times)

But there is other things to change, called the animations offset, all players share the same animations script offset ( with sometimes small differences, like vincent , he have only 4 limits break, cait sith have less , etc)

On PC the file structure is  like this, its far more simple than on PSX :

1/model data information ( 68 bytes length if i remember well, not sure)no need to modify this part

2/animation script offset (u must copy paste a player animation script offset to make an enemy playable)

3/animation scripts ( since u erased the original offsets for a player script offet u need to modify the animations script as well, thats why u need to know the order of every animations) YOU need to know what value is what ( sry for my english :p ), like E8 = load effect, EE = end of animation, etc, i think NT1FC listed a lot of theses values somewhere in the forum.U need this to create your own animations script, because if u just copy paste already existing enemy' animation script that wontbe always exact,for shotgun like rufus, its more complicated u need even more values for the "fire" effect on his gun,the sound, etc.

Character like rufus can be played without problem, since they have the same size that playable characters, for huge bosses( like in my video) u need more steps.
 
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woaa thansk for the info guys, It seems that this need a lot of work. Well I will try to do somenting, but I dont have much hope of getting something :'( :'(
 
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