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Messages - 3lric

2501
The Lounge / Re: Hello fellow FFT fans
January 12, 2014, 12:39:35 am
Welcome to FFH!

Which project are you talking about? We have quite a few here.
2502
The Lounge / Re: Hello all, just a random newbie here
January 12, 2014, 12:38:40 am
A couple more posts and I intend to lol

This section is for introducing yourself, not working out Arena teams
2503
Event Editing / Re: Event Editing 101 WIP
January 12, 2014, 12:36:25 am
I can only think of 2 other causes,

1) Either its a problem with the Initial direction in FFTPatcher

or

2) Try this,

REPLACE THIS:

UnitAnim(x05,x00,x22,x00,x00)
UnitAnim(x01,x00,x01,x00,x00)
UnitAnim(x02,x00,x01,x00,x00)
UnitAnim(x03,x00,x01,x00,x00)
UnitAnim(x04,x00,x01,x00,x00)
UnitAnim(x06,x00,x01,x00,x00)
UnitAnim(x07,x00,x01,x00,x00)
UnitAnim(x08,x00,x01,x00,x00)
UnitAnim(x09,x00,x01,x00,x00)
UnitAnim(x10,x00,x01,x00,x00)
UnitAnim(x11,x00,x01,x00,x00)

WITH THIS:

UnitAnim(x00,x00,x02,x00,x00)
Wait(00005)
UnitAnim(x05,x00,x22,x00,x00)

Lemme know how it goes, x01 supposedly works the same as x02, but I rarely ever see it used in vanilla.
Plus, UnitAnim(x00,x00,x02,x00,x00) will stop ALL units, you don't need to do them one at a time, then
you give it a small wait so that the following animation for Unit 05 isn't effected by the above animation
happening at the same time.

Remember, work smarter, not harder :P
2504
Event Editing / Re: Event Editing 101 WIP
January 11, 2014, 11:09:02 pm
I can tell you right now, that part of your Camera command is derpy. Which
is causing this.

If you look in the camera portion of the tutorial, it shows very clearly which
camera MAPRT are okay to use, you have the map looking like a square in
screenshot 1, the sprites are not made to be displayed correctly this way, which
will cause you this kind of issue. The map should look more like a Diamond Shape,
as you do in screenshot 2. Look at  the 4 angles in EVSP for that map, it is not a
particularly easy map to work with, but straying outside of:

MAPRT = Map Rotation
-03584: -315.00 Degrees.
-02560: -225.00 Degrees.
-01536: -135.00 Degrees.
-00512: -045.00 Degrees.
+00000: +000.00 Degrees.
+00512: +045.00 Degrees.
+01536: +135.00 Degrees.
+02560: +225.00 Degrees.
+03584: +315.00 Degrees.

is not really an option if you want the event to look and play correctly.

Camera(+00560,-00384,-00112,+00341,+00000,+00000,+04096,+00001)
The +00000 in bold cannot be +00000 if you expect the event to look
right.
2505
Which version is it? Can you post your XML file into a spoiler and post it here?
2506
Quote from: Zafire on January 11, 2014, 06:37:58 pm
I have spent the last three~ hours trying to understand this and I think I got a grip on it now. Thank you two very much. I only have a few questions before I try to edit it.

I am, for the most part, going to follow the original story. How does the game know what section of the story it is on? Is it simply the Call Event? Would I be able to do something like do Miluda II first, then Miluda at Thieves fort second, without editing any further than the World Map?

Also how do you handle locations with only one line of hex? For example Sweegy Woods. All it contains is a Call Event with no draw path or draw locations a possibility. Does this mean that you *HAVE* to link it with Gariland/dorter and you can't have it as a location open by itself?

What I mean with being unable to edit Colliery with attack.out is that no matter what I do it does NOT change. Here is a list:

0x1D2 : Bar: Goland Coal City (Refuse Beowulf's Invitation Chosen)
0x1D3 : Bar: Goland Coal City (Accept Beowulf's invitation Chosen)
0x1D4 : Coillery Underground - Third Floor (Setup)
0x1D5 : Coillery Underground - Third Floor (Battle)
0x1D6 : Coillery Underground - Third Floor (Victory)
0x1D7 : Coillery Underground - Second Floor (Setup)

I edited ALL of these to all reflect the same ENTD, same map, and same "After event go to scenario 7". Was just doing the extreme to clear up any doubt that I was NOT editing it. Colliery Underground third floor map does not change, it does not send me to scenario 007, and it still sends me to 1D7 after 1D6. These are the only events I am more than willing to part with to make new ones.

Thank you so much for your time, it's invaluable :)


There is a story progress variable at the end of events that progress the story, in events they look ZERO which zeros out the variable and ADD which adds
the variable, you will see this a lot in vanilla events.

Are you sure the attack.out is properly importing? I've never heard of any issues like that.
2507
Battle for Everyone's Souls: 5
Inner Quarters: 1

Day 23



2508
The first 3 battles in Jot5 are linked. After that you can go to the worldmap, which is completely changed from vanilla for Jot5 (like pretty much
everything else in Jot5)

The stuff you need to learn isn't that hard, but it does require TAKING THE TIME to learn it. This stuff does NOT happen over night, I studied vanilla
events and attack.out like a flippin' college course for 2-3 months before doing anything complex. It really all depends on how much you want it
to work.

Here is the picture I made to help with editing the Worldmap, when you break things down like this, it helps make the process a lot easier.

2509
Event Editing / Re: Cody's event(s)
January 10, 2014, 10:22:55 pm
After the Camera add a WaitForInstruction(x04), this will stop the text from displaying before the camera is done.

Add a WaitRotateUnit(x01,x00) after the rotation (you have 2 of them), this will make the following commands
wait until the rotate command is done before continuing on

Change, WaitWalk(x01,x00) to WaitWalk(x02,x00), as Unit 2 is the one walking here, not unit 1.

This should help.

The Orbonne Monastery and other map names can be found near the bottom of the OTHER images portion of shishi.

You need to download the EVTCHR viewer from the JP Tools pack in site submissions, you can export and edit EVTCHR
from there.

To practice making battle events, it might be wise to overwrite events that are already currently battles, otherwise, you
will need to download the Attack.out XML and edit it following Cheetah or RavenOfRazgriz's Attack.out tutorial.
2510
Event Editing / Re: Cody's event(s)
January 10, 2014, 06:38:13 pm
Post your event script and I'll be able to tell you why you are having these issues.

In regards to EVTCHR thats a bit more complex, what exactly are you trying to do.

Well done on your first event, hope to see many more :)
2511
Help! / Re: FFT Tac text
January 10, 2014, 12:19:37 pm
IIRC .457 is still in  the download links on the FFH Homepage
2512
I know it was an example, and I was showing that as an example, it was entirely possible, as would be things like it.
2513
FIRST, I'm moving this to the EVENT EDITING section.

Quote from: Zafire on January 08, 2014, 11:29:16 pm
I am stumped beyond reason with this thing. I've mostly figured out how to do events in detail, and I've been having a load of fun with that. However, to make my "dream" patch I require a few.."new" events.

There is no real "attack.out editor" tutorial that I see. I looked around a bit, and if I missed it, I apologized.

I tried to use the event 193 (unused according to http://ffhacktics.com/wiki/Event_Scripts_and_Scenario_Order_correlation ), tie it to a "test" event in the ENTD, and change the map to Warjilis Trade City. However, the reality is that it sends me to a "black" version of Orbornne with Agrias, Lavian, and Alicia as the only units. They are not in the ENTD I set the attack.out editor to use, nor is the map what I set it up for. I actually tried several other unused ENTD's and got the same result.


I apologize the blank slots at the end of the attack.out (right after the added in Betha Sluice Scene) cannot be used, we found this out
recently and it hadn't been documented yet. There is other unused slots in attack.out as well, also near the end, that are not counted, so they
actually throw off the numbering a bit near the end. Best bet is to make some events over top of existing events. Finding a way to make room for
these is something we can figure out for you in the future, it can be done, but it does require some work (not to hard, but long and tedious)

Quote from: Zafire on January 08, 2014, 11:29:16 pm
I then tied it to other, well known events to see if I could simply replace events. I got mixed results. I tried 100, which was Grog hill, and the event seems to be uneditable with the attack.out by the use of "event script". Does "Event script" even do anything, by the way?


Event script is what ties the actual event to that attack.out slot in the attack.out GUI, if you change it the event will not play properly.
If you are going to edit 100, you need to edit 0FF and 101 as well. IF you see they use the same ENTD that is an easy well to tell they
are linked together. Basically in this situation this is how it works.

0FF  - Setup Event - This is our LOADING screen, the event itself will only be an event offset and a EventEnd() In the attack.out the Setup stores the Event Script number.

100 - Battle Event - This is where the event script to start the battle event is, you will not set a event script number here as it was already set by the setup event.

101 - Victory Event - This is where the victory event that plays once the battle conditions are met will be stored, this also does not have the event script number but it will have a AFTER EVENT DO - GO TO NEXT SENARIO (in other situations it might be GO TO WORLDMAP instead) in this case the next scenario is set to 103, since you want to jump to the event slot right after the Setup for the next event. I hope that make sense.

This is only an example for a Battle event, in a normal cutscene event, it would only be 2 slots, the second of which would contain the AFTER EVENT DO.
likewise some battles have more events due to in battle dialogue. So you will notice 4, 5 or even 6 in the attack.out with seemingly identical information.
Each of which are called when the condition setup in  the attack.out spreadsheet is met.

Quote from: Zafire on January 08, 2014, 11:29:16 pm
I then tried 45, which was Windmill Shed. Then tried to send it to 7 , the first event in Military Academy Auditorium from Windmill shed so after the event in Windmill Shed it would follow the regular game path once again. However, I got a loop. This is how it would go:

Orbornne event 1
Orbornne event 2
Orbornne event 3 (Should go to 45 windmill shed)
Windmill Shed with Orbornne event 1s text/events
then it loops back to Orbornne event 2.

I have messed with these 4 events so hard and I cannot get it off this loop. I don't even know WHY it is using Orbornne 1s event. I can't get it to change no matter what I do. The only thing I completely understand in the attack.out editor is that I can change the maps of already used events. Nothing else is making any sense to me at all, because everything I expect it to do is doing something completely random.


This is pretty much all explained above, best bet is to scrap the iso (or at the very least the Attack.out and TEST.EVT and import fresh ones and start again)

Quote from: Zafire on January 08, 2014, 11:29:16 pm
Anyway, I want to know my limitations with this thing because it definitely will change what I was going to do. There are plenty of events I am willing to scrap if need be. Is it even possible to make events that normally didn't have a battle, have a battle? I wouldn't even need a battle formation screen, it would be like that delita+ovelia battle vs the ninjas in WotL.

I hope someone can help me, event editing is becoming a fun hobby.


This is definitely possible, I know I'm marrying myself here but check out Journey of the Five to see all kinda of interesting stuff that can be done in events.

As for the Delita/Ovelia battles, I've actually just converted these from the PSP version to the PSX version for the FFT - The Lion War mod I'm working on, which adds PSP content to the PSX version.
Video HERE

Event Editing is something I always try to encourage whenever I can and if you need anymore help, don't hesitate to ask.
2514
Then I dunno what to tell you, it's VERY CLEAR how it all works by looking at it.

Please don't post in this thread anymore unless you are voting, because I'll just
remove it if you do.
2515
...If you had looked at any page of this you'd have seen how it all works.

Megaman isn't on here because no one nominated it.
2516
The Lion War / Re: FFT - The Lion War
January 07, 2014, 09:41:27 pm
The OP has been updated with hyperlinks under the INFO section of the event progress table,
these show the music, map state, and weather of each of the extra events. The new battles
for Ramza also include pictures of the correct formation settings.
2517
Journey of the Five Ch.1 / Re: Bug Reports
January 07, 2014, 08:15:35 pm
Glad you were able to get it worked out, hope you enjoy it :)
2518
Spriting / Re: Cody's Sprites
January 07, 2014, 08:07:22 pm
I like this, however, the Sprite has a shrine knight body, but the body in the Portrait is from the Knight.

O_o
2519
Snake Eater: 2
Still Alive: 3

Day 22



2520
Journey of the Five Ch.1 / Re: Bug Reports
January 07, 2014, 02:06:59 pm
Well that is a new one. I've never heard of this bug