Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Bosola on 2010-12-02 23:34:45
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Creating new enemies, or radically changing the attacks of existing enemies is hard, because many attack animations just plain don't work with certain enemy models or backgrounds.
One workaround is to rely on magic for your new attacks. Many enemies have a 'cast spell' animation that works with any valid player spell.
Here they are:
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Enemies that use magic (incomplete)
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Enemy Index / Enemy ID Animation for casting (in formation tab)
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Mono Drive 0012 04
Adamantaimai 00AC 04
Beachplug 0063 04
Flower Prong 0079 04
Malboro 00D7 04
Dark Nation 0045 04
Crown Lance 0078 04/05
Soldier: 3rd 0038 04
Garuda 00AF 04/05
Grimguard 00CA 04/05
Unknown 3 0110 05
Christopher 0137 04
King Behemoth 0139 05
Killbin 00E8 04/05/06
2-Faced 006B 03
Shred 00CE 05
Scissors (Lower) 00F2 06
Deenglow 002B 04
Gorkii 00B2 08
Godo 00B6 03/05/06
Valron 008F 08
{To finish. Note to self: E}
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I'm aware of the necro - this post may be a grey area though.
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Have you any more data to add to the repository? I may be able to add some information on enemy attack animations that may be used by players. I don't know if there is a rhyme or reason to which ones players can use or if it is different on PSX and PC, or if it matters if the anim. replaces a Magic Spell, Enemy Skill, or Summon, but I need to test a few animations for player-use and if you still want the repository up and running, I will report back with my findings.
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That would be very useful, lostwing.
I do still have to add more information to that post. I also need to rewrite it; the purpose of the data is unclear.
Edit: See the new thread, 'enemy attacks for player spells'