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Did someone request these codes? Does anyone here still care about Quest 64 codes?
I have spell and enemy mods for it-
You can mod anything about a spell with these two pointer addresses that lead to each spell's variables-
81086F4A- leads to sound and graphic variables.
81086F46- leads to everything else about the spell, though to change it's element, you need to use an activator that triggers after confirming the spell you want to use, otherwise you can't select it in the cross bars because the element value doubles as one of the cross bar spell location variables.
Yeah, way too many codes to post here, but suffice it to say, you want a giant cutter that hits everything, just compare a cutter spell to one of the boss spells that hits everwhere in memory editor, and copy the values in the cutter spell's variables, and you'll end up with it.(just watch out for the first row of variables- many are cross bar locations)
You can do this manually by using the spell switch code 8107bbd6 xxzz xx=element, zz=spell, in order learned, from that element. 04's the boss spell element, but it's fire damage.
btw- could an N64 gameshark v3.3 handle a 600 to 700-line code, so one could, say- ..modify all spells into completely new ones?
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