You can do whatever you want, if you have the knowledge and patience that is. Most of when and how the attacks are executed is decided in the AI. To add an attack, you don't have to insert any bytes at all in the enemy data, attack data etch. Depending on how you want to use them, you might want to insert bytes in the AI. Lets say ID 1 is XX 00 and ID 2 is XX XX (examples). When ID 1 is executed it will (in most cases) be like this in the AI: 60 XX 92 (00 not included), and for the 2nd: 61 XX XX 92. The target is always decided before the execution, but sometimes the attack is stored as a temp. variable. In the last 3 fight that won't occur (I think
), thus always having the same structure as in my examples. All the spells you share with the enemy (magic and e-skills) has the 1st structure: 60 XX 92, and the rest the 2nd: 61 XX XX 92. As you see if you want to switch an unique attack with a "shared" spell you have to insert a byte and 60 -> 61. But it's easier to switch the unique with a "shared": 61 XX XX 92 --> 61 XX 00 92.
If you want to switch an attack with your own, just overwrite the 28 bytes after the last attack in the attack data as you want the attack to be, though this isn't necessary if it is a "shared" spell (magic and e-skills). Just in case though you should do it anyway. I do lol. Then you have to add an unique ID in the enemy data and in the ID list after the attack data. If you want the attack to be a "shared" type you must know the exact ID instead of making up one. So It'll be a XX 00 type ID.
In the enemy data you have to add (
overwrite a 0xFF byte. Only in the AI is it possible to insert bytes without messing up the scene) a body animation to the attack as well. This isn't hard at all. Most enemies have 2-3 body animation. The body animation has just 1 byte and is tied to the corresponding attack in the same order as they are stored. The most common IDs here are 0x03 and 0x04. The 1st is often tied to a physical, or the most common body animation etch. I think 0x03 is tied to Safer's "wing" (rusty memory), and that Deen and Pale Horse is tied to 0x04. As you see Safer has many body animation (he should have 0x0D, 0x0C etch too).
I read your reply in my topic. Never thought of that lol. Thank you I'll check it out when I return home and send you those files
.