1
FF9 Tools / Re: [PSX/PC] General editor - Hades Workshop (0.50b)
« on: 2025-09-15 18:03:58 »
Hello.
That would be done using Memoria sequence files. You can read the documentation about them there: https://github.com/Albeoris/Memoria/wiki/Battle-SFX-Sequence.
Most likely, you'd want to start by using existing attack animation sequences, like the one from Fire Sword, and tweak it to do something else. That animation sequence looks like that for example:
Note that the section "Party -> Special -> Ability Availabilities" can bug in the current version of Hades Workshop. If I recall correctly, if you modify both that section and the "Interface -> UI Texts", then the HWS mod file saved cannot be loaded by Hades Workshop anymore (it randomly crashes). That's a bug that will be fixed hopefully in the next update.
That section is meant to deal with the conditions that makes abilities castable, not their casting animations.
Good luck.
That would be done using Memoria sequence files. You can read the documentation about them there: https://github.com/Albeoris/Memoria/wiki/Battle-SFX-Sequence.
Most likely, you'd want to start by using existing attack animation sequences, like the one from Fire Sword, and tweak it to do something else. That animation sequence looks like that for example:
Code: [Select]
// Player sequence of SFX Fire_Sword
WaitAnimation: Char=Caster
Turn: Char=Caster ; BaseAngle=AllTargets ; Time=5
Message: Text=[MagicSword] ; Priority=1 ; Title=True ; Reflect=True
SetupReflect: Delay=SFXLoaded
LoadSFX: SFX=Fire_Sword ; MagicCaster=Vivi ; Reflect=True
Turn: Char=Vivi ; BaseAngle=Caster ; Time=5
PlayAnimation: Char=Vivi ; Anim=MP_IDLE_TO_CHANT
WaitAnimation: Char=Vivi
PlayAnimation: Char=Vivi ; Anim=MP_CHANT ; Loop=True
Channel: Char=Vivi
WaitSFXLoaded: SFX=Fire_Sword ; Reflect=True
WaitAnimation: Char=Vivi
StopChannel: Char=Vivi
PlayAnimation: Char=Vivi ; Anim=MP_MAGIC
WaitAnimation: Char=Vivi
Turn: Char=Vivi ; BaseAngle=Default ; Time=4
PlayAnimation: Char=Caster ; Anim=MP_SET
WaitAnimation: Char=Caster
PlaySFX: SFX=Fire_Sword ; Reflect=True
MoveToTarget: Char=Caster ; Target=AllTargets ; Distance=600 ; UseCollisionRadius=True ; Anim=MP_RUN
Turn: Char=Caster ; BaseAngle=AllTargets ; Time=10
WaitMove: Char=Caster
MoveToTarget: Char=Caster ; Target=AllTargets ; Distance=0 ; UseCollisionRadius=True ; Anim=MP_RUN_TO_ATTACK
WaitMove: Char=Caster
PlayAnimation: Char=Caster ; Anim=MP_ATTACK
Wait: Time=5
PlayAnimation: Char=Caster ; Speed=0
Wait: Time=20
MoveToPosition: Char=Caster ; AbsolutePosition=Default ; Anim=MP_BACK
Turn: Char=Caster ; BaseAngle=Default ; Time=4
WaitMove: Caster
PlayAnimation: Char=Caster ; Anim=Idle
WaitTurn: Char=Caster
WaitSFXDone: SFX=Fire_Sword ; Reflect=True
ActivateReflect
WaitReflect
(fetched from there)Note that the section "Party -> Special -> Ability Availabilities" can bug in the current version of Hades Workshop. If I recall correctly, if you modify both that section and the "Interface -> UI Texts", then the HWS mod file saved cannot be loaded by Hades Workshop anymore (it randomly crashes). That's a bug that will be fixed hopefully in the next update.
That section is meant to deal with the conditions that makes abilities castable, not their casting animations.
Good luck.