Music used: Fire Emblem: Fates - Path of the Hero-King
Goofy has been the most difficult ally to modify thus far. 2/3rds of his abilities are all one giant animation instead of being broken down into parts. Rather than make him super sonic fast like Donald is, I had to take an approach that involved working to make those long animations worth it.
Goofy Tornado will now pull all enemies to Goofy at the start of the animation, and then he will begin locking them into the tornado. To reduce the lag after the end of this animation, he now stops extremely close to the ground. This, along with a typical removal of party member landing animations, lets him act out of the tornado fast enough to continue attacking.
The shield toss is the ability that is broken down into multiple parts. Thankfully, it was rather easy to remove the part where he retrieves the shield.
The shield slide now brings out a purely cosmetic Goofy Tornado effect. Additionally, the attack itself comes out earlier. This attack is probably better for mob fights than boss fights, though.
Now, here is the main point I want to address: I FOUND WEAPON HITBOXES AFTER ALL THESE YEARS! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Alright, let me explain this in detail. The reason party members are so difficult to modify is that some moves bring out effects, and those effects are what deal the damage. However, anything else that deals damage is most likely tied to the weapon, a model separate from the user. I randomly stumbled upon these weapon values, and it turns out this works as a huge advantage to party members now, rather than a detriment. Here are a few examples:
1. You can attach the hitbox of an aerial move to a weapon without actually dragging the user into the air.
2. You can apply a hitbox to the movement animation of a party member without them being locked in place afterwards.
3. You can even mix moves that deal effect damage with moves that deal weapon damage for two different hits.
4. These weapon effects are all ordered exactly the same as normal effects, so there is barely any new knowledge that needs to be learned to make this accessible.
These are just things I've discovered in the first couple of hours of experimentation! So, what this means for Goofy is that I have made his basic attacks deal critical knockbacks. He will even critically stun an enemy when running at them with his shield.
Finally, Goofy has an infinite Mega-Potion supply to go with Donald's infinite Mega-Ethers.
Reproduce Paladin Goofy
For P_EX030 (Goofy):
---Base---
1032E27C 00000005
---Moveset---
A003 = A002 (2nd)
A005 = A002 (2nd)
A010 (all) = FAKE
A110's animation = A010 (1st)'s animation
A110's base effect line 2 = 00060000
A300 (all) = A002 (2nd)
A301 (all) = A002 (2nd)
A400's base effect line 2 = ffff0001
A400's base effect line 3 = 00010003
A400's base effect line 4 = 0010027f
A402 = A002 (2nd)
A403's effect = A400's effect
---Artificial Intelligence---
idle = FAKE
idle_time = FAKE
For Goofy's Weapon:
A002 (1st) = A400
A330's base effect line 3 = 0486020a
A331's base effect line 3 = 02ae020a
A400's base effect line 2 = 01860001
A403's base effect line 2 = ffff001c
Notes:
Relentless Attack is the best A.I. option in the Customize menu.
The base codes should be activated before you bring Goofy into a room for fighting, and they should be left on at all times.