Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: DarkShade on October 24, 2011, 11:55:35 pm

Title: Descend To Darkness UPDATED!!! (DEAD!!!)
Post by: DarkShade on October 24, 2011, 11:55:35 pm
Latest Edit:

this mod is now dead if you want to know why please send me a message, I dont feel like telling the public what happen.
Title: Re: Descend To Darkness
Post by: Joseph Strife on October 25, 2011, 05:58:50 am
Well, it would be better for us to brainstorm for you if you gave a little bit more details of what you want in your patch and what you have planned so far. Just saying that you'll replace Rafa and malak and the name of jobs don't give us many things to think on, that's what i think about it. Anyways, good luck on your patch, i can't help you coz i'm on another project already but i wish you the best of luck.
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 26, 2011, 12:13:04 pm
Sorry i will update the info. i was up too late so i stop and posted it.

Edit:
I have update the post above now.
Title: Re: Descend To Darkness UPDATED!
Post by: Dome on October 26, 2011, 01:05:27 pm
I do not want to sound rude or mean, but if you haven't anything playable / to show off bar a changelog of things you want to do, this should be posted in the New projects ideas section (http://ffhacktics.com/smf/index.php?board=42.0)
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 26, 2011, 01:13:06 pm
i was having problems making the ppf file it should be uploaded today or tomorrow evening.
sorry for not providing the info.
Title: Re: Descend To Darkness UPDATED!
Post by: Dome on October 26, 2011, 01:15:04 pm
Do not worry :-)
Just to let you know, a patch (Even if it doesn't require event edit) means a crapload of work and time lost...are you sure you're up to the challenge?
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 26, 2011, 01:25:20 pm
yes i am i got a couple of people helping me right now and i been playing around with the sprite editor and fftpatcher and a little bit of easyvent editor. I would be glad if i can get one more person to help me out, but i can haddle the pressure.
Title: Re: Descend To Darkness UPDATED!
Post by: Dome on October 26, 2011, 01:26:48 pm
If you manage to make something playable, be sure that more people will help you
I started working alone on my patch, and after some time many people started to help me :-)
Title: Re: Descend To Darkness UPDATED!
Post by: Joseph Strife on October 26, 2011, 01:58:13 pm
It's just as Dome said, be sure to make some videos or take some pictures to show people your work.
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 26, 2011, 03:13:28 pm
I will show a youtube video of it parts of this. and the pictures my friend will do.
Title: Re: Descend To Darkness UPDATED!
Post by: 3lric on October 26, 2011, 09:33:06 pm
I like what you've done with the jobs DarkShade, looking forward to seeing some gameplay or videos of what you have in mind here. Best of luck!
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 27, 2011, 07:21:24 am
thanks for the complement elric42. I will be releasing a ppf file soon. there were some errors i must fix before i release it out to the public.

Edit: Trailers coming soon
Title: Re: Descend To Darkness UPDATED!
Post by: 3lric on October 27, 2011, 04:05:11 pm
You're quite welcome, do you have a youtube channel that i could subscribe to? i would like to be able to stay updated on your progress :)
Title: Re: Descend To Darkness UPDATED!
Post by: Joseph Strife on October 27, 2011, 04:31:10 pm
Quote from: Elric42 on October 27, 2011, 04:05:11 pm
You're quite welcome, do you have a youtube channel that i could subscribe to? i would like to be able to stay updated on your progress :)

That would be real cool. :)
Title: Re: Descend To Darkness UPDATED!
Post by: MysticKnightFF5 on October 27, 2011, 11:10:48 pm
I just want you to know that crystallize is a bad idea. Especially on a unit the AI can use.
...Unless that doesn't actually cause the crystal status.
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 27, 2011, 11:57:50 pm
my youtube channel is here http://www.youtube.com/user/DarkCorporations. also the Crystalize does indeed make a unit turn crystal but the chance is about 5 to 10% also the move may get change to something different my small group is voting which move should take its spot.

Edit: the group majority vote switch Crystalize to Hellcry
Hellcry randomly adds darkness, berserk, silence, confusion
Title: Re: Descend To Darkness UPDATED!
Post by: MysticKnightFF5 on October 28, 2011, 07:32:29 pm
Oh yeah, a mindflayer.
Title: Re: Descend To Darkness UPDATED!
Post by: Joseph Strife on October 28, 2011, 07:44:43 pm
I've read everything again, and it is looknig realy good for me, i'm eager to see what you are going to do with the other specials like orlando, agrias, meliadoul, etc.
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 29, 2011, 11:11:28 am
not in v1.0 ppf i will put up sometime today or tomorrow but in v1.1 there will be a new character called Shade

this will be his skills and equipment

Shade
------
Multi-Strike
Charge Stirke
Bandage
Percipere(reveals transparent enemies)
Salve Lunias(Raises dead)
Equip armor

Left Iron Sword
right n/a
head Red Hood
body Leather Vest
accessory Saruleus Flute


that it for now
Title: Re: Descend To Darkness UPDATED!
Post by: Joseph Strife on October 29, 2011, 05:00:14 pm
He'll be a guest or he can join the party? Looking good so far, i'm eager to play it. :)
Title: Re: Descend To Darkness UPDATED!
Post by: 3lric on October 29, 2011, 05:08:32 pm
I subscribed to your youtube channel, :D looking forward
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 29, 2011, 05:14:00 pm
Shade is first seen helping you fight the thieves where you must save Algus or not.

the scene right after that will be Delita and Ramza talking to Shade.(really didnt care for them to talk to algus)

Shade told him he saw you (Delita and Ramza) and Whats his name(algus) in trouble so he helped too,, but doesnt join the party yet.
he joins during the scene when algus is kicked from the party shade and Ramza talks for a little at the end and he joins as guest until the thieves fort he joins for good.
Title: Re: Descend To Darkness UPDATED!
Post by: 3lric on October 29, 2011, 10:50:00 pm
That sounds pretty cool :) if you need any help with the event editing lemme know
Title: Re: Descend To Darkness UPDATED!
Post by: MysticKnightFF5 on October 29, 2011, 11:09:55 pm
Also please take a look at Raven of Razgriz's EasyVent Editor. As the name suggests, it lets even a derp like me edit events pretty easily.
Title: Re: Descend To Darkness UPDATED!
Post by: DarkShade on October 29, 2011, 11:36:41 pm
Yeah i messed with it already with some of my friends. i was working on a patch with then but they just keep delaying work so i told them i cant help if i dont know what to do.

I Should be able to post a trailer of the first event and battle of my mod and show you

Rad is going to be a special class soon with a different sprite. Let me know what class you guys want him to be.
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: MysticKnightFF5 on October 30, 2011, 07:53:07 pm
RED MAAAAAGE!
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: DarkShade on October 30, 2011, 08:56:24 pm
Lol! but i think a lot fo people are going to have him a red mage and red mages kind of dont fit in with my mod
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: MysticKnightFF5 on October 30, 2011, 09:01:19 pm
God.
His class can be God.
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: DarkShade on October 30, 2011, 09:14:09 pm
Well I was thinking he should be like Shade.
Shade is a Musician with so flute abilities so rad so should be like that but his own thing.
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: MysticKnightFF5 on October 30, 2011, 10:11:18 pm
So how about give him Shade's weaker skills and bard's stronger skills, along with ability to equip flutes?
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: 3lric on October 30, 2011, 11:04:23 pm
Quote from: Dunkelritter Luna on October 30, 2011, 10:11:18 pm
So how about give him Shade's weaker skills and bard's stronger skills, along with ability to equip flutes?


I like this idea
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: DarkShade on October 30, 2011, 11:29:38 pm
A flute is an accessory in my mod. also im thinking more on the lines as a Mercenary type job but i do like how you think. also he will be in some more scenes since his is now more important ill guess ill make him a mixer of Gaffy and agrias. also my ppf file of the mod show be out soon some time later around 12:00 pm by this forums time.

but back to that moves im going to make it where Shade has more than just ones i gave him making him a little more better than he is now.

Also im trying to figure how to add more chocobos in the game. something similar to 1.3 and rebirth did.

Edit: Nvm ill have to upload it tomorrow sometime my netbook is retricted and i can no longer run emulators on it and was in the middle of testing the mod.
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: DarkShade on October 30, 2011, 11:46:17 pm
also i final picked the sprite that is going to be Shade it will be firion.
Title: Re: Descend To Darkness UPDATED!!! (New Video!)
Post by: EternalSage on October 31, 2011, 02:04:38 pm
Hey Guys just giving and update on information. v1.0 will be on later today or tomorrow morning.
Title: Re: Descend To Darkness UPDATED!!!
Post by: DarkShade on October 31, 2011, 07:18:09 pm
sorry guys for some reason the webstie wont let me post the new ppf (which is making me very very angry)
i hope some how this can get fix. plus how do you guys think about this pick as my title screen.
Title: Re: Descend To Darkness UPDATED!!!
Post by: 3lric on October 31, 2011, 07:31:00 pm
Quote from: DarkShade on October 31, 2011, 07:18:09 pm
sorry guys for some reason the webstie wont let me post the new ppf (which is making me very very angry)
i hope some how this can get fix. plus how do you guys think about this pick as my title screen.


Thats an awesome Title! Where did you find that Font!? Also try mediafire or megaupload you can do both for free, i have had to host ppf's there before as well, and if it gives you crap about it being a ppf then just put it in a rar file
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 07:34:25 pm
i got it off dafont.com also i can only upload it in rar for some reason. you heard that its now out.
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 07:54:08 pm
Quote from: DarkShade on October 31, 2011, 07:34:25 pm
i got it off dafont.com also i can only upload it in rar for some reason. you heard that its now out.


good then that means its mostly likely one of the ones i downloaded last night but haven't tested yet, I'm downloading you patch now and im gonna burn it and test it out
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 07:57:39 pm
if you find any bugs tell me please.
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: Joseph Strife on October 31, 2011, 07:58:49 pm
I may be wrong, but this patch is going light speed here. Many things have been done in so little time (at least time the comunity knows).

Maybe this can be moved to Progressing patches, am i that wrong or not mods?

Anyways, downloading it and gonna try it soon. Good job! :D

Quote from: DarkShade on October 31, 2011, 07:57:39 pm
if you find any bugs tell me please.

Be sure of it. :mrgreen:
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 08:00:18 pm
Quote from: DarkShade on October 31, 2011, 07:57:39 pm
if you find any bugs tell me please.

Will do :)
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 08:08:23 pm
thanks guys also rad is now a Mercenary as a job i just would like to get some moves for him.

Edit:
hey Joseph I had three full days of non stop to this mod and i already started on the mod before i posted this thread
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 08:23:07 pm
Any bugs I find i will put in this post

-In the Church at the Beginning, when Ramza, Gaf, and Rad walk in and Ramza kneels. If you change the animation to have him using a standard bow animation rather then the EVTCHR, the colors won't get messed up, it's really very simple, if you have trouble i can lend a hand with this.

-In the sprite you are using for the archers there are no Portraits, but also when they are in the dead animation is you look at them from different angles there is a line to the left of them, easily fixable but i thought I would mention it
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: Joseph Strife on October 31, 2011, 08:24:44 pm
Quote from: DarkShade on October 31, 2011, 08:08:23 pm
hey Joseph I had three full days of non stop to this mod and i already started on the mod before i posted this thread

That sure explains a lot :mrgreen:
Btw, i just got through the frist battle at orbone and i have some reports.
Your new archer class (that's still called archer) have no portrait, has a new sprite, but no portrait.
Talking about sprites, your new ramza sprite startled me for a bit, his hair is just to "alive" lol, i think these color doesn't fit too much in FFT, make it a little darker.
On the game Ramza came with a yell ability that isn't in your frist post, it does self targetted damage :lol: Who the fuck is gonna use this? :lol:
He came as well with the cheer ability that could cast haste on one party member the same range as the normal one, but the chance of sucess was realy low, i'm talking about 06% in my best compatibility.
So far that's it (and man, it's a lot!) but the frist releases come as this, many bugs and more work to do, but way to go man, you've done a good job so far. Now back to the kiling :twisted:
and yeah, what elric said is true.
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 08:35:22 pm
Weird ill look into this one of my helpers where suppose to change it back to normal since it was going to be a attack. also i dont know how to change the EVTCHR i couldnt find how to. also the i just realized that the sprite was like that i might change it make to the norm archer sprite and ill change the name.
elric if you know how to edit the EVTCHR plz let me know

Edit:
i see what i did for cheer up i had it where x was 0 and y at 25 its suppose to be x 25 y 0, i fixed it and will release it in the v1.1 ppf
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: Joseph Strife on October 31, 2011, 08:52:44 pm
Say, Shade is to appear in the mandalia plains battle as a guest, ain't i right? So.... he doesn't. Same battle as vanilla.
Btw, WOTL script in the story, but your places on map are still PSX version, maybe you should go over the names again, like Igros Castle beng called Eagrose in WOTL.
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 08:54:43 pm
i my post i said he will show up in v1.1 not 1.0 i was still working on his skills
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: Joseph Strife on October 31, 2011, 09:05:13 pm
Quote from: DarkShade on October 31, 2011, 08:54:43 pm
i my post i said he will show up in v1.1 not 1.0 i was still working on his skills

Oh, sorry then, i must have passed by it without noticing. :mrgreen:
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 09:05:27 pm
Shade I'll explain this as best i can but I'm going to do so in assuming you already know about EasyVent and that you know how to edit something in an event, use the compiler and reinsert the test.evt back into your iso

You won't be changing an EVTCHR, you will just be setting it to run a normal animation instead of the EVTCHAR

what you will need to do is in the Event 00004000 0x002 : Orbonne Prayer - there are 2 lines you need to change

The first one is:
UnitAnim(x02,x00,x61,x02,x00)

You will need to change it to:
UnitAnim(x02,x00,x24,x00,x00)

The second line is:
UnitAnim(x02,x00,x62,x02,x00)

You will need to change it to:
UnitAnim(x02,x00,x35,x00,x00)

Once you do this simply save as event.txt in same folder as the compiler and test.evt and runt he compiler and then insert updated TEST.EVT into the ISO
done :) incase you have trouble simply copy/paste everything in this spoiler section into a notepad document and call it event.txt. download the compiler/decompiler, use
CDMage to extract TEST.EVT and put it in the same folder, run the decompiler to generate PSXEvent.txt. Place the event.txt that you made earlier into the same folder, run compiler.
Reinsert TEST.EVT into ISO... Profit  :mrgreen:

Offset(x00004000)
//Remove the previous line if you wish not to override the offset in

CONFIG.INI.
Text(x000008F9)
//Remove the previous line if you wish text to compile directly after

instructions.

{7C}()
LoadEVTCHR(x01,x00,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
{6D}(r0000)
WarpUnit(x02,x00,001,003,x00,x03)
WarpUnit(x17,x00,001,004,x00,x03)
WarpUnit(x83,x00,001,005,x00,x03)
WarpUnit(x84,x00,001,004,x00,x03)
ColorUnit(x13,x00,x04,-001,-001,-001,000)
Wait(00002)
Camera(+02040,-00572,+00488,+00750,+03074,+00000,+08192,+00001)
WaitForInstruction(x04,x00)
UnitAnim(x34,x00,x02,x00,x00)
UnitAnim(x13,x00,x02,x00,x00)
Background(000,000,000,000,000,000,000,x00)
UnitAnim(x0C,x00,x58,x02,x01)
{4D}(r80)
ColorField(x04,-004,-004,-004,000)
ColorUnit(x00,x00,x04,-008,-008,-006,000)
{63}(rA8)
{1D}()
Camera(+01528,-00364,+00488,+00510,+03074,+00000,+05952,+00260)
Camera(+01448,-00328,+00488,+00350,+03202,+00000,+04128,+00080)
Camera(+01256,-00328,+00488,+00334,+03314,+00000,+04032,+00068)
Camera(+01000,-00280,+00496,+00318,+03442,+00000,+03808,+00056)
Camera(+00872,-00220,+00500,+00308,+03552,+00000,+04096,+00032)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00048)
{1E}()
{49}()
UnitPresent(x02,x00,x01)
UnitPresent(x17,x00,x01)
UnitPresent(x83,x00,x01)
UnitPresent(x80,x00,x01)
UnitPresent(x81,x00,x01)
AddUnitStart()
Wait(00180)
{1A}(r04141F1F04)
DisplayMessage(x10,x09,x0001,x0C,x00,x00,+00000,+00060,+00000,x00)
Wait(00086)
{1A}(r0400000004)
Wait(00148)
UnitAnim(x0C,x00,x59,x02,x01)
WaitForInstruction(x04,x00)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00004)
WaitForInstruction(x04,x00)
WaitForInstruction(x01,x00)
Wait(00030)
ColorUnit(x00,x00,x04,+000,+000,+000,004)
ColorField(x04,+000,+000,+000,004)
Wait(00060)
DisplayMessage(x10,x12,x0002,x34,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x0C,x00,x5A,x02,x01)
Wait(00030)
DisplayMessage(x10,x91,x0003,x0C,x00,x00,+00000,+00000,+00008,x02)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00050)
UnitAnim(x0C,x00,x59,x02,x01)
Wait(00070)
UnitAnim(x34,x00,x5B,x02,x00)
DisplayMessage(x10,x92,x0004,x34,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x34,x00,x5C,x02,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
UnitAnim(x13,x00,x03,x00,x00)
Wait(00016)
SpriteMove(x13,x00,+00028,+00000,+00000,x00,x01,+00040)
WaitSpriteMove(x13,x00)
UnitAnim(x13,x00,x02,x00,x00)
Wait(00030)
DisplayMessage(x10,x92,x0005,x13,x00,x00,+00000,-00008,+00012,x02)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00080)
AddUnitEnd()
{6D}(r0000)
ResetUnitColor(x02,x00)
ResetUnitColor(x17,x00)
Wait(00001)
ResetUnitColor(x80,x00)
ResetUnitColor(x81,x00)
ResetUnitColor(x83,x00)
Sound(x0048)
Wait(00010)
UnitAnim(x34,x00,x02,x00,x00)
RotateUnit(x34,x00,x04,x02,x01,000)
Wait(00020)
RotateUnit(x13,x00,x02,x01,x00,000)
{63}(rCA)
Camera(+00616,-00220,+00504,+00302,+04432,+00000,+04096,+00064)
BlockStart()
ColorUnit(x17,x00,x01,+000,+000,+000,000)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00028,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x17,x00)
Draw(x17,x00)
ColorUnit(x17,x00,x08,+000,+000,+000,002)
Wait(00017)
SpriteMove(x17,x00,+00000,+00000,+00000,x00,x01,+00028)
WaitSpriteMove(x17,x00)
WalkTo(x17,x00,003,004,x00,x00,+008,x00)
WaitWalk(x17,x00)
UnitAnim(x17,x00,x02,x00,x00)
BlockEnd()
BlockStart()
Wait(00020)
ColorUnit(x02,x00,x01,+000,+000,+000,000)
SpriteMove(x02,x00,-00028,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x02,x00)
ColorUnit(x02,x00,x08,+000,+000,+000,002)
Wait(00017)
Draw(x02,x00)
SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00028)
WaitSpriteMove(x02,x00)
WalkTo(x02,x00,002,003,x00,x00,+008,x01)
MovementAnim(r02000200)
BlockEnd()
BlockStart()
Wait(00040)
ColorUnit(x83,x00,x01,+000,+000,+000,000)
SpriteMove(x83,x00,-00028,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x83,x00)
ColorUnit(x83,x00,x08,+000,+000,+000,002)
Wait(00017)
Draw(x83,x00)
SpriteMove(x83,x00,-00014,+00000,+00000,x00,x01,+00028)
WaitSpriteMove(x83,x00)
WalkTo(x83,x00,002,005,x00,x00,+005,x01)
MovementAnim(r83000200)
WaitWalk(x83,x00)
BlockEnd()
Wait(00020)
UnitAnim(x0C,x00,x5D,x02,x00)
Wait(00014)
UnitAnim(x0C,x00,x5E,x02,x00)
WaitForInstruction(x08,x00)
{1C}(r02)
DisplayMessage(x10,x91,x0006,x17,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0007,x34,x00,x00,+00000,+00000,+00001,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00004)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00010)



UnitAnim(x02,x00,x24,x00,x00)



Wait(00005)
UnitAnim(x83,x00,x63,x02,x00)
Wait(00025)
UnitAnim(x17,x00,x5F,x02,x00)
Wait(00025)
DisplayMessage(x10,x11,x0008,x17,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00024)
DisplayMessage(x10,x92,x0009,x34,x00,x00,+00000,+00000,+00001,x00)
WaitForInstruction(x01,x00)
Wait(00005)
UnitAnim(x17,x00,x60,x02,x00)
Wait(00005)
DisplayMessage(x10,x91,x000A,x17,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00003)
CloseDialog(x02,x000B,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00003)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00013)
UnitAnim(x0C,x00,x65,x02,x00)
Wait(00003)
UnitAnim(x0C,x00,x02,x00,x00)
Wait(00015)
DisplayMessage(x10,x11,x000C,x0C,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00003)



UnitAnim(x02,x00,x35,x00,x00)




Wait(00003)
UnitAnim(x83,x00,x64,x02,x00)
{1C}(r01)
Camera(+00616,-00220,+00616,+00302,+04608,+00000,+04096,+00060)
Wait(00030)
WaitForInstruction(x04,x00)
UnitAnim(x34,x00,x02,x00,x00)
RotateUnit(x34,x00,x09,x01,x00,000)
Wait(00012)
UnitAnim(x13,x00,x02,x00,x00)
RotateUnit(x13,x00,x0D,x00,x00,000)
Wait(00030)
UnitAnim(x0C,x00,x02,x00,x00)
RotateUnit(x0C,x00,x04,x02,x00,000)
WaitRotateUnit(x0C,x00)
WalkTo(x0C,x00,006,004,x00,x00,+004,x00)
Wait(00075)
RotateUnit(x13,x00,x00,x00,x00,000)
WaitWalk(x0C,x00)
UnitAnim(x0C,x00,x02,x00,x00)
Wait(00008)
RotateUnit(x0C,x00,x08,x01,x00,000)
Wait(00030)
DisplayMessage(x10,x91,x000D,x13,x00,x00,+00026,+00014,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x000E,x0C,x00,x00,+00000,+00000,+00001,x03)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x02,xFFFF,x00,x00)
{49}()
UnitPresent(x84,x00,x01)
AddUnitStart()
Wait(00070)
AddUnitEnd()
{6D}(r8400)
ResetUnitColor(x84,x00)
Wait(00001)
ColorUnit(x84,x00,x04,-001,-001,-001,000)
Wait(00002)
Sound(x0048)
ColorField(x04,+000,+002,+002,000)
Wait(00002)
ColorField(x04,+000,+001,+001,000)
Wait(00002)
UseFieldObject(x01,x00)
Wait(00006)
Sound(x0048)
ColorField(x04,+000,+000,+000,001)
Wait(00009)
BlockStart()
ColorUnit(x84,x00,x01,+000,+000,+000,000)
Wait(00002)
SpriteMove(x84,x00,-00030,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x6A,x02,x00)
Draw(x84,x00)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
SpriteMove(x84,x00,+00000,+00000,+00000,x02,x0E,+00046)
WaitSpriteMove(x84,x00)
SpriteMove(x84,x00,+00024,+00000,+00000,x02,x0E,+00062)
WaitSpriteMove(x84,x00)
SpriteMove(x84,x00,+00032,+00000,+00000,x01,x0C,+00026)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x21,x00,x00)
Wait(00006)
Sound(x0028)
UnitAnim(x84,x00,x24,x00,x00)
BlockEnd()
Camera(+00440,-00204,+00600,+00302,+04608,+00000,+04096,+00064)
UnitAnim(x17,x00,x02,x00,x00)
RotateUnit(x17,x00,x00,x01,x00,000)
SpriteMove(x17,x00,-00014,+00000,+00034,x00,x01,+00040)
Wait(00010)
{60}(r001E)
FaceUnit(x84,x00,x0C,x00,x00,x00,x00)
RotateUnit(x13,x00,x04,x01,x01,000)
UnitAnim(x83,x00,x02,x00,x00)
RotateUnit(x83,x00,x00,x01,x00,000)
SpriteMove(x83,x00,-00014,+00000,+00022,x00,x01,+00032)
Wait(00010)
{8C}(r020006020000)
UnitAnim(x02,x00,x02,x00,x00)
SpriteMove(x02,x00,+00000,+00000,-00016,x00,x01,+00040)
RotateUnit(x34,x00,x04,x00,x01,000)
Wait(00022)
UnitAnim(x13,x00,x03,x00,x00)
SpriteMove(x13,x00,-00064,-00001,-00021,x02,x0C,+00100)
Wait(00040)
RotateUnit(x02,x00,x08,x00,x01,000)
WaitSpriteMove(x13,x00)
UnitAnim(x13,x00,x67,x02,x00)
Sound(x0041)
Wait(00030)
Music(x01,+096,000)
Wait(00030)
DisplayMessage(x10,x91,x000F,x84,x00,x00,-00011,+00014,+00032,x12)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
DisplayMessage(x10,x12,x0010,x13,x00,x00,-00031,-00006,-00032,x00)
WaitForInstruction(x01,x00)
SpriteMove(x34,x00,+00000,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x34,x00)
Wait(00010)
UnitAnim(x34,x00,x04,x00,x00)
Sound(x0030)
SpriteMove(x34,x00,-00012,-00002,+00001,x00,x01,+00008)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00025,+00000,+00002,x00,x01,+00008)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00039,-00002,+00003,x00,x01,+00007)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00054,+00000,+00004,x00,x01,+00007)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00070,-00003,+00006,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00086,+00000,+00008,x00,x01,+00006)
WaitSpriteMove(x34,x00)
RotateUnit(x17,x00,x02,x00,x00,000)
RotateUnit(x02,x00,x04,x00,x01,000)
SpriteMove(x34,x00,-00102,-00003,+00009,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00118,+00000,+00010,x00,x01,+00006)
WaitSpriteMove(x34,x00)
ColorUnit(x34,x00,x01,+000,+000,+000,002)
SpriteMove(x34,x00,-00134,-00004,+00010,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00150,+00000,+00012,x00,x01,+00006)
WaitSpriteMove(x34,x00)
SpriteMove(x34,x00,-00166,+00000,+00012,x00,x01,+00006)
WaitSpriteMove(x34,x00)
Erase(x34,x00)
Wait(00015)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57001C00)
RotateUnit(x02,x00,x08,x00,x00,000)
{7E}(r57001E00)
RotateUnit(x17,x00,x00,x00,x00,000)
BlockEnd()
DisplayMessage(x10,x91,x0011,x17,x00,x00,+00020,+00000,+00000,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
DisplayMessage(x10,x92,x0013,x02,x00,x00,+00000,+00000,-00006,x00)
WaitForInstruction(x01,x00)
CloseDialog(x01,x0014,x00,x00)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
Wait(00008)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
RotateUnit(x17,x00,x04,x01,x01,001)
BlockStart()
SpriteMove(x17,x00,-00014,+00000,+00034,x00,x01,+00001)
WaitSpriteMove(x17,x00)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00057,+00000,+00012,x00,x01,+00040)
WaitSpriteMove(x17,x00)
RotateUnit(x17,x00,x04,x01,x01,000)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00090,+00000,-00008,x00,x01,+00040)
Wait(00020)
ColorUnit(x17,x00,x01,+000,+000,+000,002)
Wait(00021)
Erase(x17,x00)
BlockEnd()
BlockStart()
Wait(00060)
SpriteMove(x02,x00,+00000,+00000,-00016,x00,x01,+00001)
WaitSpriteMove(x02,x00)
RotateUnit(x02,x00,x04,x02,x00,000)
WaitRotateUnit(x02,x00)
Wait(00020)
UnitAnim(x02,x00,x03,x00,x00)
SpriteMove(x02,x00,-00062,+00000,+00008,x00,x01,+00080)
Wait(00060)
ColorUnit(x02,x00,x01,+000,+000,+000,002)
Wait(00021)
Erase(x02,x00)
BlockEnd()
BlockStart()
Wait(00030)
UnitAnim(x83,x00,x03,x00,x00)
SpriteMove(x83,x00,-00031,+00000,-00006,x00,x01,+00060)
WaitSpriteMove(x83,x00)
RotateUnit(x83,x00,x04,x00,x01,001)
SpriteMove(x83,x00,-00060,+00000,-00036,x00,x01,+00060)
Wait(00040)
ColorUnit(x83,x00,x01,+000,+000,+000,002)
Wait(00021)
Erase(x83,x00)
BlockEnd()
UnitAnim(x13,x00,x68,x02,x00)
Wait(00060)
WaitForInstruction(x08,x00)
RemoveUnit(x83,x00)
Wait(00002)
{49}()
UnitPresent(x82,x00,x01)
{82}()
AddUnitStart()
Wait(00080)
DisplayMessage(x10,x11,x0012,x0C,x00,x00,+00003,+00000,-00002,x00)
WaitForInstruction(x01,x00)
Wait(00020)
{63}(rAA)
Camera(+00680,-00204,+00600,+00430,+04656,+00000,+02656,+00133)
Wait(00070)
ColorField(x00,-031,-031,+000,004)
ColorUnit(x00,x00,x00,-031,-031,+000,004)
Wait(00033)
ColorUnit(x00,x00,x00,-031,-031,-031,004)
ColorField(x00,-031,-031,-031,004)
Wait(00033)
RemoveUnit(x13,x00)
AddUnitEnd()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{delay:05}"God,{delay:0F} {delay:05}please help us{br}
sinful children of Ivalice{delay:3C}.{delay:01}{end}

//Message x02
{font:08}Female Knight{br}
{font:00}Princess Ovelia, let's go.{end}

//Message x03
{font:08}Princess Ovelia{br}
{font:00}Just a moment, Agrias...{end}

//Message x04
{font:08}Agrias{br}
{font:00}The guards have already{br}
arrived.{end}

//Message x05
{font:08}Priest{br}
{font:00}Princess, don't give Agrias{br}
trouble. Please hurry...{end}

//Message x06
{font:08}Black knight{br}
{font:00}What's going on? {br}
It's been nearly an hour!{end}

//Message x07
{font:08}Agrias{br}
{font:00}Don't be rude to the Princess,{br}
Gafgarion.{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}Is this going to be alright,{br}
Agrias?{br}
This is an urgent issue for us.{end}

//Message x09
{font:08}Agrias{br}
{font:00}So there are rude knaves{br}
even among the Hokuten?{end}

//Message x0A
{font:08}Gafgarion{br}
{font:00}I'm being more than kind{br}
to the guard captains here.   {br}
Besides, we're mercenaries{br}
hired by the Hokuten. I'm not{br}
obliged to show respect to you.{end}

//Message x0B
{font:08}Agrias{br}
{font:00}What? How dare you!{end}

//Message x0C
{font:08}Ovelia{br}
{font:00}Enough. Let's go.{end}

//Message x0D
{font:08}Priest{br}
{font:00}Go with God.{end}

//Message x0E
{font:08}Ovelia{br}
{font:00}You too, Simon.{end}

//Message x0F
{font:08}Female Knight{br}
{font:00}Lady Agrias!...{br}
The enemy!{end}

//Message x10
{font:08}Simon{br}
{font:00}Prince Goltana's men!?{end}

//Message x11
{font:08}Gafgarion{br}
{font:00}What one must do{br}
to make money.{br}
What, {Ramza}? {br}
You have a problem, too?{end}

//Message x12
{font:08}Ovelia{br}
{font:00}Oh God...{end}

//Message x13
{font:08}{Ramza}{br}
{font:00}...I'm no longer a Knight.{br}
Just a mercenary like you.{end}

//Message x14
{font:08}Gafgarion{br}
{font:00}...That's right.{br}
{br}
Well then. Let's go!{end}

//Message x15



IF you still can't do it what you can do is make a ppf of the most up to date patch you have and and send it to me then i can patch an iso, pull the test.evt and fix it for you, then make a ppf to send back to you.

If need any further help with events PM me and i will try my best to help :)
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 09:11:42 pm
thanks :mrgreen: that helped a lot also i will change them with the appropriate name soon. thanks for the help and information guys.
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 09:14:23 pm
Quote from: DarkShade on October 31, 2011, 09:11:42 pm
thanks :mrgreen: that helped a lot also i will change them with the appropriate name soon. thanks for the help and information guys.

My pleasure
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 09:17:20 pm
also just for heads up v1.1 will only add Shade and change Rad and fix a lot of the events, another thing do i have to use the same text for every event that uses the EVTCHR?
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 09:24:00 pm
Quote from: DarkShade on October 31, 2011, 09:17:20 pm
another thing do i have to use the same text for every event that uses the EVTCHR?


no, you see at the bottom of the event where is says

//INSTRUCTION SECTION END -  TEXT START
//Message x01


This is all your text and they correspond to the
DisplayMessage(x10,x09,x0001,x0C,x00,x00,+00000,+00060,+00000,x00)

that you see in the event itself, you can edit and add these to your hearts content

I would personally have it setup like this tho
DisplayMessage(x10,x12,x0001,x0C,x00,x00,+00000,+00000,+00000,x00)

replace the 09 with a 12, and make the +00060 a +00000 so that the dialogue box is already centered
over the speaking characters head (which is the forth value in this case 0C which is Ovelia)

one thing you may want to look at it a guide that Kokojo made, I still use it from time to time upon starting a brand new event,
but it still has relevant information for your topic as well, check out the link:

http://ffhacktics.com/smf/index.php?topic=4067.msg89796#msg89796


Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 09:38:33 pm
thanks but i mean to switch the sprite to use a custom animation instead of using Evtchr do i need to go to every event that uses evtchr and change whatyou just told me?
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: 3lric on October 31, 2011, 09:53:00 pm
Quote from: DarkShade on October 31, 2011, 09:38:33 pm
thanks but i mean to switch the sprite to use a custom animation instead of using Evtchr do i need to go to every event that uses evtchr and change whatyou just told me?

Oh, every event is different and there are not regular animations for all evtchr, so u may have to
Either make own evtchars ehich i would also like to know how to do or edit the events a bit
Title: Re: Descend To Darkness UPDATED!!! (v1.0 is now OUT)
Post by: DarkShade on October 31, 2011, 09:58:15 pm
thanks i may have shade just talk before the fight and he joins after the fight for good since i didnt make the sprite im using him for and keep the next event as is. also need help with Rad, which name will be changed to Rodrick, moves his job is a mercenary and skill set is techniques. so ill change the first event and change the other event as well.