Y
Y.Zabiru
Guest
if this doesn't work i'm feeding you to the Tonberries. :[
I was considering suggesting that, but I also think the double item throw looks a bit sloppy. The only times effect 18 is used is in Satan Slam and Finishing Touch. Limits have preset animations for those characters so they may not allow them to make a motion for those secondary attacks. I wonder if using attack 36h or 37h (the ones after Shield) would make a difference.Going by what you've been asking in previous posts (an item restoring both half of HP *and* MP), I don't believe FF7 allows this to be easily possible. Very few things affect both HP and MP at the same time, and none of them do exactly what you want.
So the next best thing would be to create an item that calls an additional effect.
Item: FF FF FF FF FF FF FF FF 2D 00 F8 FF 01 02 24 10 00 FF 18 7B FF FF FF FF 00 02 FF FF
Setting this as your item will cause it to heal half your HP, and then run the effect of the spell 0x7B. 0x7B is unused (it's immediately after the Blade Beam secondary effect), so you can set something like this in it:
0x7B: FF FF FF FF FF FF FF FF FF FF FF FF 01 02 24 10 00 FF FF FF FF FF FF FF 00 02 FE FF
This does exactly the same thing as the item, but affects MP instead. Also note that this is the *Spell ID* 0x7B, not the Item ID: the 0x18 special effect can only target spell IDs.
The drawback to this method is that when using the item, the item throwing animation will occur twice, once for each effect. Also, a blank message box will appear when performing the second effect -- this blank message box seems to be reading names from the item name table too, so just giving 0x7B a name might not work. Someone better acquainted with animation IDs and setups might be able to help fix those.
I assume he means one or the other, rather than both. At any rateSo uh, how do we get an item to restore specifically half of HP or MP in battle? It seems the question has gone unanswered.
I've been using 'call second spell' for my Darkside ability (sacrifice HP for a powerful phys. attack). There is one precaution to note, however, to do with animations. Basically, the anim ID for the second spell is treated as though it existed in the same scope as the anim ID for the calling spell. So, making an E.Skill call a player spell will actually give you two Enemy Skill animations, etc. Keep this in mind.Going by what you've been asking in previous posts (an item restoring both half of HP *and* MP), I don't believe FF7 allows this to be easily possible. Very few things affect both HP and MP at the same time, and none of them do exactly what you want.
So the next best thing would be to create an item that calls an additional effect.
Item: FF FF FF FF FF FF FF FF 2D 00 F8 FF 01 02 24 10 00 FF 18 7B FF FF FF FF 00 02 FF FF
Setting this as your item will cause it to heal half your HP, and then run the effect of the spell 0x7B. 0x7B is unused (it's immediately after the Blade Beam secondary effect), so you can set something like this in it:
0x7B: FF FF FF FF FF FF FF FF FF FF FF FF 01 02 24 10 00 FF FF FF FF FF FF FF 00 02 FE FF
This does exactly the same thing as the item, but affects MP instead. Also note that this is the *Spell ID* 0x7B, not the Item ID: the 0x18 special effect can only target spell IDs.
The drawback to this method is that when using the item, the item throwing animation will occur twice, once for each effect. Also, a blank message box will appear when performing the second effect -- this blank message box seems to be reading names from the item name table too, so just giving 0x7B a name might not work. Someone better acquainted with animation IDs and setups might be able to help fix those.
His very first post on the thread specifies he wants both HP and MP.I assume he means one or the other, rather than both. At any rate
And yet, if you give the 18 01 ability to Potion, it will cast Cure2, but name it Hi-Potion.Also, it doesn't matter how you name the second spell, it won't get named.
He's referring to the fact that the only abilities that canonically used this ability were those that can apparently already handle the job without printing the attack name or animation twice. Finding out *why* would be an important step in seeing if it's possible to use it better for other attacks.NFITC1, I'm not sure what you're asking - as a rule, the one animation gets completed, before the next proceeds. Excepting the limits, the effect usually just resembles W-Magic / W-Item / etc., with two discrete and separate visual effects.
: /His very first post on the thread specifies he wants both HP and MP.
Really? Interesting. Haven't seen the same happening with magic, however.And yet, if you give the 18 01 ability to Potion, it will cast Cure2, but name it Hi-Potion.
How much info do we actually have on the attack anim format? There must presumably be 'checkpoints' for launching into other animations, but how are they implemented?He's referring to the fact that the only abilities that canonically used this ability were those that can apparently already handle the job without printing the attack name or animation twice. Finding out *why* would be an important step in seeing if it's possible to use it better for other attacks.
The last I saw on it was in this thread on Action Opcodes posted by Akari. It's certainly not my field, at any rate, but there's enough progress there for someone who's already looked into it to maybe suggest an answer.How much info do we actually have on the attack anim format? There must presumably be 'checkpoints' for launching into other animations, but how are they implemented?