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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Sega Chief on 2015-12-14 15:44:21
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Just a quick question; is it possible to give Shield a visual effect like Regen and Peerless has? How/where is this handled in the .EXE? I'd like to try and copy it over onto Shield so that it's easier to keep track of.
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Just a quick question; is it possible to give Shield a visual effect like Regen and Peerless has? How/where is this handled in the .EXE? I'd like to try and copy it over onto Shield so that it's easier to keep track of.
I would love to see a purple aura while a limit is unleashed. Like in FF9.
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Found where this gets handled and there is room for up to three more statuses.
The function starting at 0x5BA1EB translates the actor's status with a shader index. The shader has an "activator" of either on or off (I'd call it an alpha channel, but there is handling for a third value that I'm not sure what it would do) and an RGB color value to it. There are 12 of these four-byte shaders starting at 0x8FE150 and it looks like only these are used:
Poison: 1
Berserk: 3
Petrify: 5
Peerless: 6
Manipulate: 7
Darkness: 8
Regen: 9
Slow-Numb: 10
The activator mentioned is also what prioritizes which shader gets used in the event of multiple shading statuses. It can be optimized a little to perhaps include a new status/shader combo.
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;D This looks really promising; if the shaders themselves can be adjusted then this could be helpful for people with colour-blindness too (there was a streamer playing NT that had a lot of trouble distinguishing between Peerless, Regen, and Poison because of that).
I'll start looking at it tonight and see if I can make some changes; thanks for pin-pointing these for us, NFITC1.