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April 16, 2024, 07:35:39 pm

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Messages - scorpiova

1
Event Editing / Re: Dialogue Lingering
April 24, 2017, 04:18:17 pm
Um no, I'm not a troll.

Ok, so to make sure I am downloading the right items.

1. Is this the correct event editor? http://ffhacktics.com/smf/index.php?topic=11675.0

Question: What do I need to do to salvage my edits to date - I believe I asked this before and I think I understand. (so is it just de-compile and use the the TEST.evt that is in the folder? Copy that one over to use in the newer version?)  EDIT: Went back and will use the steps that Raven posted before.

2. For the config file update - is this the correct item? http://xifanie.ffhacktics.com/CONFIG.INI

Question: Do I just copy/paste the contents into the config.ini file for the newest event editor?

2
Event Editing / Re: Dialogue Lingering
April 24, 2017, 02:28:11 pm
Quote from: nyzer on April 24, 2017, 01:27:24 pm
Yeah, there are lots of folks I've seen in my relatively short time here (joined in 2011, but was inactive for several years) who ask "hey, how do I add my custom character(s) to the game and make it look decent?", get told "event editing", and run screaming for the hills. (That last part may be a slight exaggeration.)

It's a pleasant surprise to see you still hammering away at eventing, but for all the trouble you need shot as you learn, you're gonna have to help us help you and switch to the newest event configuration.


I think Guru hit it on the head - I am really intimidated at this point to switch to the newest version.

I am over half way done my modifications at this point. I have added about 10 new characters to the game and resurrected a few others, overhauled the classes and skillsets, and changed over a dozen events so far (some with new characters added, some with new dialogues). And as I go I figure more and more out. Just yesterday I began to understand how to focus the camera on a speaking character - which was like "YES!". Something that I will need to go back to earlier events and fix-up so that characters aren't talking off screen. So with what I am doing so far - I just want to get this first draft finished before diving into the new version of the editor.

Ultimately I will need to go back through the events and cleanup certain things that I have done so far. Once I am done the first draft - which is almost done - then I will update and run through with the new version.

But I do appreciate the comments. I will take another stab at re-writing the event from dialogue 5 and beyond - that might solve the issue. If not I will move on and come back to it in my second draft with the newest editor.
3
Event Editing / Re: Dialogue Lingering
April 23, 2017, 10:48:09 pm
accidental double post - time for me to go to bed lol
4
Event Editing / Dialogue Lingering
April 23, 2017, 10:46:06 pm
Hey guys,

Trying to figure out a dialogue issue as I go through my mod.

In the event that is at the Gate of Lionel Castle where you fight Gafy, I am altering the dialogue and adding new dialogue. But I am having an issue with dialogue boxes not going away.

I probably have this butchered to death at this point - but this is what I'm working with now.

Can I remove ALL dialogue coding and just re-write my own - to avoid this issue, or is there a simpler fix in what I have.

I have removed a bunch of stuff at this point such as some of the change dialogue sections - this lingering dialogue was still happening with them present.

Here is what I'm working with right now, and screen shot is below...

DisplayMessage(x10,x91,x0001,x02,x00,x00,-00030,+00000,+00020,x13)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DisplayMessage(x10,x92,x0002,x02,x00,x09,-00070,+00010,-00030,x10)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
RotateUnit(x02,x00,x08,x02,x02,000)
Wait(00006)
{63}(rAA)
Camera(+00504,-00076,+01288,+00302,+01536,+00000,+04096,+00042)
WaitForInstruction(x04,x00)
Wait(00030)
AddUnitEnd()
WarpUnit(x11,x00,005,013,x00,x00)
ColorUnit(x11,x00,x01,+000,+000,+000,000)
SpriteMove(x11,x00,+00000,+00000,+00050,x00,x01,+00001)
WaitSpriteMove(x11,x00)
Draw(x11,x00)
ColorUnit(x11,x00,x08,+000,+000,+000,004)
SpriteMove(x11,x00,+00000,+00000,+00000,x00,x01,+00048)
Wait(00032)
Camera(+00376,-00220,+01032,+00270,+01536,+00000,+04096,+00064)
WaitSpriteMove(x11,x00)
UnitAnim(x11,x00,x02,x00,x00)
AddUnitPrep()
UnitPresent(x82,x00,x01)
UnitPresent(x83,x00,x01)
UnitPresent(x84,x00,x01)
UnitPresent(x85,x00,x01)
UnitPresent(x92,x00,x01)
AddUnitStart()
WaitForInstruction(x04,x00)
Wait(00020)
DisplayMessage(x10,x91,x0003,x11,x00,x00,+00000,+00008,+00010,x03)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
Sound(x007D)
Wait(00060)
Sound(x0040)
Wait(00040)
RotateUnit(x00,x01,x00,x02,x02,000)
Wait(00006)
Camera(+00712,-00076,+00680,+00350,+03664,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
AddUnitEnd()
WarpUnit(x80,x00,006,001,x00,x02)
WarpUnit(x81,x00,001,006,x00,x03)
WarpUnit(x82,x00,005,001,x00,x02)
WarpUnit(x83,x00,001,004,x00,x03)
WarpUnit(x84,x00,007,000,x00,x02)
WarpUnit(x85,x00,004,000,x00,x02)
WarpUnit(x92,x00,000,013,x00,x03)
ColorUnit(x80,x00,x01,+000,+000,+000,000)
ColorUnit(x81,x00,x01,+000,+000,+000,000)
ColorUnit(x82,x00,x01,+000,+000,+000,000)
ColorUnit(x83,x00,x01,+000,+000,+000,000)
ColorUnit(x84,x00,x01,+000,+000,+000,000)
ColorUnit(x85,x00,x01,+000,+000,+000,000)
SpriteMove(x80,x00,+00000,+00000,-00050,x00,x01,+00001)
SpriteMove(x81,x00,-00040,+00000,+00000,x00,x01,+00001)
SpriteMove(x82,x00,+00000,+00000,-00050,x00,x01,+00001)
SpriteMove(x83,x00,-00048,+00000,+00000,x00,x01,+00001)
SpriteMove(x84,x00,+00000,+00000,-00025,x00,x01,+00001)
SpriteMove(x85,x00,+00000,+00000,-00025,x00,x01,+00001)
Draw(x80,x00)
ColorUnit(x80,x00,x08,+000,+000,+000,004)
BlockStart()
SpriteMove(x80,x00,+00000,+00000,+00000,x00,x01,+00054)
WaitSpriteMove(x80,x00)
UnitAnim(x80,x00,x02,x00,x00)
BlockEnd()
Wait(00010)
Draw(x81,x00)
ColorUnit(x81,x00,x08,+000,+000,+000,004)
BlockStart()
SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00048)
WaitSpriteMove(x81,x00)
UnitAnim(x81,x00,x02,x00,x00)
BlockEnd()
Wait(00030)
Draw(x82,x00)
ColorUnit(x82,x00,x08,+000,+000,+000,004)
BlockStart()
SpriteMove(x82,x00,+00000,+00000,+00000,x00,x01,+00052)
WaitSpriteMove(x82,x00)
UnitAnim(x82,x00,x02,x00,x00)
BlockEnd()
Wait(00010)
ColorUnit(x83,x00,x08,+000,+000,+000,004)
Draw(x83,x00)
BlockStart()
SpriteMove(x83,x00,+00000,+00000,+00000,x00,x01,+00052)
WaitSpriteMove(x83,x00)
UnitAnim(x83,x00,x02,x00,x00)
BlockEnd()
Wait(00036)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
Draw(x84,x00)
BlockStart()
SpriteMove(x84,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)
BlockEnd()
Wait(00010)
ColorUnit(x85,x00,x08,+000,+000,+000,004)
Draw(x85,x00)
BlockStart()
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x85,x00)
UnitAnim(x85,x00,x02,x00,x00)
BlockEnd()
{7C}()
WaitForInstruction(x0B,x00)
Camera(+00616,-00604,+00952,+00382,+03584,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x91,x0004,x02,x00,x00,-00030,+00008,+00020,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Camera(+00376,-00220,+01032,+00270,+05632,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00020)
RotateUnit(x02,x00,x08,x01,x02,000)
Wait(00010)
DisplayMessage(x10,x91,x0005,x11,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Focus(x92,x00,x92,x00,x00)
Camera(+04865,-06912,+00052,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x12,x0006,x92,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Focus(x02,x00,x02,x00,x00)
Camera(+04865,-06912,+00052,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x91,x0007,x02,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
RemoveUnit(x92,x00)
WaitForInstruction(x01,x00)
Focus(x11,x00,x11,x00,x00)
Camera(+04865,-06912,+00052,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x91,x0008,x11,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
{60}(r001E)
Wait(00030)
Wait(00010)
Music(x01,+096,000)
{1C}(r02)
Camera(+00504,-00076,+00616,+00302,+04608,+00000,+04096,+00096)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
DisplayConditions(x00,030)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
WaitForInstruction(x04,x00)
{1C}(r01)
Wait(00010)
March(x00,x00,000)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Wait there.{br}
I'll open the gate.{end}

//Message x02
{font:08}Familiar voice{br}
{font:00}Not so fast!{end}

//Message x03
{font:08}Gafgarion{br}
{font:00}You got in all right, but{br}
didn't notice an ambush.{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Damn!!{end}

//Message x05
{font:08}Gafgarion{br}
{font:00}{Ramza}! {br}
It's me you must fight with!   {br}
En garde!!{end}

//Message x06
{font:08}Mysterious Stranger{br}
{font:00}He does not see it in the wind...{br}
His life flickers in the dark.   {br}
But could there be... redemption?{br}
Can his soul be saved?{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}That woman again?{br}
Wait! Who are you?{end}

//Message x08
{font:08}Gafgarion{br}
{font:00}You losing your mind boy?{br}
No one's there! Come at me, fight!{end}

//Message x09


5
Help! / Re: Monsters and Equipment? Possible?
April 23, 2017, 07:21:15 pm
Quote from: Pride on April 23, 2017, 04:52:23 pm
You'd have to remove /all/ the hardcoding on monsters, which I don't think anyone has been able to remove


Right on, thanks. :)

Good to know!
6
Help! / Monsters and Equipment? Possible?
April 23, 2017, 03:05:13 pm
Hey guys,

Quick question - is it possible to allow monsters to equip weapons and/or armor?

If so, where would I start on making that work?
7
Help! / Re: Necromancer Job
April 23, 2017, 12:31:09 pm
Hey there,

I am also building a Necromancer class. If I apply your patch above to my game - will the new formula show up in fftpatcher? Just wondering how I would apply it to a skill to work in-game.

Thanks :)

Oh - I think I understand now. It replaces one of the formula's which will then be accessible in fftpatcher?

My current skillset is below - i will add a skill to replace as "undead"

EDIT: Does anyone know which boxes in the ability that I need to check to make this work?
8
Spriting / Re: Been holding out
April 23, 2017, 11:53:01 am
Quote from: Lijj on April 22, 2017, 07:27:03 pm
Thanks Scorpiova..
also usable as a generic female monk replacement.


No problem - I really like the sprite. I decided to use her as a unique character in the mod I am building. Named her Bellinda, and created the unique class "Nightsister" for her.

Your work really inspired me to push my mod further. I also created an art piece that will be part of my opening banner for the mod, with her included. :)
9
Spriting / Re: Aliste sprite sheet black line
April 23, 2017, 11:49:16 am
Cool, thanks guys.
10
Spriting / Aliste sprite sheet black line
April 22, 2017, 03:22:21 pm
Hey guys,

I have a question:

I am using the Aliste sprite sheet for a unique character in the PSX version of FFT. I did up his unit/wildface pics no problem. In game his formation screen sprite and portrait both appear fine, but in-battle he has a black streak/line going across the top of the portrait. It does not interfere with his face but it does stand out as noticeable.

I can only guess it is an issue with using a WOTL sprite sheet in PSX - anyone know of a fix?
11
Quote from: RavenOfRazgriz on April 19, 2017, 08:27:43 pm
Recommended course of action:
1. Download EasyVent Editor Super Perfect 2.0
2. Give your .EVT you're editing for your mod a unique name, place it into the .EVT Directory included in EasyVent Editor Super Perfect 2.0
3. Press "Decompile .EVT", choose your .EVT, choose one of the included sub-folders (or make your own), and decompile the entire .EVT into this folder with EasyVent Editor Super Perfect 2.0.  This will ensure all your events are compatible with the new configuration file.
4. Open your specific event you're editing in EasyVent Editor Super Perfect 2.0 as it appears in the decompiled folder and resume bugtesting.  If your event looks strange or garbled upon opening, that's probably your problem.  Based on my experience, I'm expecting this to be the case.  If/When that happens, just use EasyVent Editor Super Perfect 2.0's backups of Vanilla events to load a fresh copy of the event you're trying to edit and re-apply your edits.
5. Continue using EasyVent Editor Super Perfect 2.0 and discontinue using old stuff.


Ok, I will try these steps as well as update the config before I post again. For some reason I am using 1.91.

My only concern  is, will i lose the event alterations that I have successfully made to date? I have a bout 5 scenes that are working right. Or will they be present when I decompile?
12
Quote from: Elric on April 19, 2017, 07:45:06 pm

Ooookay, dude, first off, you did not do what I mentioned and remove the text offset.

I've coded over 200 events from scratch (more than any one person at Square ever did for FFT) and I can tell you they are 100% not random. If it doesn't work, its because you did something wrong.

Now, remove the Text Offset line and try again...

Also, go download EVSP 2.0, can't answer questions if you are using outdated material


I mean i changed it after - just did not post it. I certainly did not mean disrespect - you guys have been very helpful. I just don't get how to move forward. Meaning - I'm just not understanding - which is my issue, not yours or anyone else.

EDIT:
Man I am so lame at this... what I deleted as the text offset - was not the right item to delete (Don't ask, I'm stupid sometimes). Tried a third time and I deleted the right thing that you were trying to beat into my head. Now it worked. I need to grow some patience for this...
13
Ugh - yeah I should do the config thing - is that what's causing the looping?

I'm finding event editing to be really irritating. It seems so random in when it works and when it doesn't - as I have done the same types of alterations in other scenes with zero issues (Interrogation, Yuguo Woods, Araguay Woods). Yet here, this looping makes zero sense to me.

Anyhow - sometimes when someone says "they give up" they should make that final. Which is my case specifically. I tried the offset and using a 90+ number and the same looping occurred.

Clearly I just do not understand or grasp how the coding works for this games events. So I am sorry for bothering you guys. I should stick to modding PC games where I have found much more success.

Bellinda thanks you for your efforts... see below.
14
Eventing - take two....

So trying to do a little more with events - for my current mod I have mainly been simply altering existing dialogue - and in places re-directing dialogue to new characters that I have added.

Sometimes - this works flawlessly, for example in the windmill in chapter 1 - I changed the monk that enters to speak with Wiegraf to my new assassin class, I named her and was able to make her use the lines that the monk spoke (was pretty easy to do). In another scene after Dorter in the "Interrogation" I added an additional unique character, and re-directed 2 OF Delita's lines to her and altered the dialogue.

So sometimes I can get things to work no problem.

But then other times, I get strange errors that I really don't understand.

What I am trying to do now - is re-directed one dialogue line in Mandalia plains from Ramza to a new unique guest character. I can re-direct the line no problem, but once the dialogue ends, and the battle objectives launch - all of a sudden we go back to the dialogue - then portrait boxes drop in the same sequence as the dialogue (just without the dialogue) and the lopps continues over and over.

Any ideas what might be causing the looping?

This is the only changes I made:

The new guest unit is listed as unit 85 in the patcher. SO the only changes I made were in reference to dialogue box 3. The re-direct and alteration to dialogue.

Focus(x85,x00,x01,x00,x00)
Camera(+26649,+17154,+18432,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
DisplayMessage(x10,x70,x0003,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)

I'm probably making a simple mistake that is causing the loop - as the initial dialogue plays through exactly as planned.


Here is the complete excerpt from the event editor... the only change i made is above.

Offset(x00022000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000000F0)
//Remove the previous line if you wish text to compile directly after instructions.

DisplayMessage(x10,x70,x0001,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
{63}(rAA)
Focus(x04,x00,x04,x00,x00)
Camera(+31814,+29440,+10000,+00302,+02560,+00000,+04096,+00024)
WaitForInstruction(x04,x00)
FaceUnit(x01,x00,x04,x00,x00,x01,x00)
WaitRotateUnit(x04,x00)
DisplayMessage(x10,x70,x0002,x04,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
Camera(+26649,+17154,+18432,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
DisplayMessage(x10,x70,x0003,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x04,x00,x04,x00,x00)
Camera(-26599,-19709,-06144,+00302,+02560,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
Wait(00020)
RotateUnit(x04,x00,x08,x00,x00,000)
WaitRotateUnit(x04,x00)
Wait(00056)
DisplayMessage(x10,x70,x0004,x04,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00030)
March(x00,x00,002)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
CallFunction(x03)
ZERO(x007D)
ADD(x007D,x0001)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Our duty is to destroy{br}
the Death Corps.  {br}
Get them!{end}

//Message x02
{font:08}Delita{br}
{font:00}Are you mad {Ramza}?{br}
Leaving him stranded!?{end}

//Message x03
{font:08}Bellinda{br}
{font:00}{Ramza} is right! Cleanse the area!{end}

//Message x04
{font:08}Delita{br}
{font:00}...I'll save him.{end}

//Message x05

15
Spriting / Re: Been holding out
April 17, 2017, 09:08:04 pm
This sprite it amazing. I think it could definitely work for Celes.
16
Help! / Re: Agrias guest sprite to unique character.
April 14, 2017, 11:53:39 pm
Cool thanks for the info guys. I'm going to change around the sprites so that whoever is using one of Agrias's sprites will be later in the game.
17
Help! / Agrias guest sprite to unique character.
April 14, 2017, 01:06:04 am
Hey ladies and gents,

I'm looking for clarification on an issue. I am using Agrias's guest sprite as a new unique character in my mod. This works perfect in chapter one and the orbonne scenes (prologue and chapter 2 opening). In formation I have Agrias as a guest and my unique character as well (with their own formation sprite as set up through UWentries). But once I get to battles where Agrias is a guest combatant - I get a lot of sprite confusion happening. I have Agrias set to 1E in all of her ENTD scenes. So not sure why the sprite confusion is happening.

I was reading in another post that to do this correctly, I HAVE to set all Agrias iterations to 34 (the quest sprite not the join sprite) and use the other one for my unique - and that I HAVE to not add my new unique until after Agrias join up permanently.

Is this accurate? If I don't make my new unique character join until after Agrias joins, can I still use 1E for Agrias and 34 for my Unique, as there should be no confusion after that point?

Thanks
18
Event Editing / Re: First attempt at event editing.
April 07, 2017, 07:24:10 pm
Quote from: Xifanie on April 07, 2017, 07:06:10 pm
Listen to meeeeeeeeeeee.

also, x defines a hexadecimal number. And stuff like "//Message x15" is just a comment, it's just to help you. The compiler ignores comments... thus you can't jump from message ID x0009 to 0x0010, because you're missing x000A, x000B, x000C, x000D, x000E, x000F in between.


Haha - I get what you are telling me to do - I think. But overall I think this is just beyond what my brain can handle right now. I might come back to this during the summer when I'm off work.

Right now I am going to just stick with the class/skillset overhaul mod that I did complete. I also threw in several bonus recruitable characters - so I will most likely throw in my two new unique characters I wanted as recruitables from different in game encounters, instead of trying to add dialogue and what not.

I need to get back to "playing" video games for stress relief instead of giving myself modding stress. Plus, Persona 5 is out, so gotta get into that :)

I also totally get your guys frustration in dealing with me and others. I am a modder over at Darkest Dungeon - and with the recent steam workshop release, I am getting dozens of how-to questions over there. So I am your boat over there in trying to teach people to mod DD.

Thank you - everyone - for your efforts in trying to hammer this into my brain :)
19
Event Editing / Re: First attempt at event editing.
April 07, 2017, 06:44:42 pm
I will look forward to doing more with new events in the future.

For now I am going to take two in-game events and just alter them for the purposes that I want. So right now I am going to re-purpose Yuguo woods for what I want.

So here are the two sets of info for the 2 Yuguo events, the normal one and the victory one. Do they look like they can work - or am i really off base?

The first Yuguo Event:

Offset(x00220000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x00000089)
//Remove the previous line if you wish text to compile directly after instructions.

UnitAnim(x00,x01,x02,x00,x00)
UnitAnim(x81,x00,x16,x00,x00)
Camera(+00280,+00067,+00504,+00302,+06656,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{63}(rAA)
Camera(+01176,+00067,+00504,+00302,+03584,+00000,+04096,+00512)
{4D}(r5A)
WaitForInstruction(x04,x00)
Wait(00010)
DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0002,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0003,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0004,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0005,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0006,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0008,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0009,x81,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00040)
March(x00,x00,000)
Camera(+00840,-00076,+00280,+00302,+04608,+00000,+04096,+00150)
{1C}(r02)
DarkScreen(x00,x00,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
WaitForInstruction(x04,x00)
{1C}(r01)
{63}(rA0)
CallFunction(x05)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}
This place has the stench{br}
{br}
of evil!{br}
What darkness is this?{end}

//Message x02
{font:08}Nightstar{br}
{font:00}
Welcome boy... {br}
{br}
I am the darkness...{br}
Queen Nightstar.{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}
What is this place?{br}
{br}
Who is that woman?{br}
Is that Ovelia!?!{end}

//Message x04
{font:08}Nightstar{br}
{font:00}
Ovelia? My Ovelia...{br}
{br}
Is the true Ovelia...{br}
Yours is a fake.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}
Impossible!{end}

//Message x06
{font:08}Nightstar{br}
{font:00}
No... not impossible.{br}
{br}
Her royal blood and pure soul{br}
will grant me eternal power.{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}
We will stop you!{end}

//Message x08
{font:08}Nightstar{br}
{font:00}
You are welcome to try...{br}
{br}
boy child...{end}

//Message x09
{font:08}Caitlan{br}
{font:00}
I must find the light...{br}
{br}
I must fight... once again.{end}

//Message x10


Yuguo Event 2 (Victory):

Offset(x00222000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000000B6)
//Remove the previous line if you wish text to compile directly after instructions.

{63}(rAA)
InflictStatus(x02,x00,x00,x0C,x00)
WaitForInstruction(x43,x00)
Wait(00010)
UnitAnim(x01,x01,x02,x00,x00)
UnitAnim(x81,x00,x02 x00,x00)
Wait(00016)
Focus(x02,x00,x02,x00,x00)
Camera(+17156,-02048,+11777,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x70,x0001,x02,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0002,x81,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0003,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0004,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0005,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0006,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0007,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0008,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0009,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0010,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0011,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0012,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0013,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0014,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0015,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0016,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
{60}(r003C)
Wait(00060)
Wait(00030)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x02,060)
WaitForInstruction(x38,x00)
DisplayConditions(x03,060)
WaitForInstruction(x38,x00)
DisplayConditions(x04,060)
WaitForInstruction(x38,x00)
DisplayConditions(x05,060)
WaitForInstruction(x38,x00)
DisplayConditions(x06,060)
WaitForInstruction(x38,x00)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
AddUnitPrep()
{82}()
AddUnitStart()
Wait(00110)
{60}(r003C)
{3E}(r02000000FFFFFF3C00)
WaitForInstruction(x0C,x00)
Wait(00001)
{63}(rA8)
ZERO(x006E)
ADD(x006E,x0028)
ZERO(x0286)
ADD(x0286,x0001)
AddUnitEnd()
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Are you alright?{br}
.{end}

//Message x02
{font:08}Caitlan{br}
{font:00}I am, because you saved me....{br}
Who are you?{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}My name is Ramza.{br}
You resemble the princess...{end}

//Message x04
{font:08}Caitlan{br}
{font:00}Ovelia... poor Ovelia.{br}
Her life must be so sorrowful...{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}I don't understand.{br}
Are you sisters?{end}

//Message x06
{font:08}Caitlan{br}
{font:00}A distant relative perhaps...{br}
But our resemblance as girls was uncanny.{end}

//Message x07
{font:08}Caitlan{br}
{font:00}The monastery Monks believed{br}
that my life was in danger.{end}

//Message x08
{font:08}Caitlan{br}
{font:00}So they whisked me away{br}
and put her in my place... as princess.{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}I'm shocked,{br}
but not surprised by such a plot.{end}

//Message x10
{font:08}Caitlan{br}
{font:00}Then you are smarter than you appear.{br}
It is difficult to find enlightened men in this world.{end}

//Message x11
{font:08}{Ramza}{br}
{font:00}I'm hardly enlightened... {br}
perhaps wounded would be more accurate.{end}

//Message x12
{font:08}{Ramza}{br}
{font:00}What will you do now?{br}
Where were you going?{end}

//Message x13
{font:08}Caitlan{br}
{font:00}I was raised by Ronin,{br}
who raised me by way of the Bushido.{end}

//Message x01
{font:08}Caitlan{br}
{font:00}My clan and I were hunting the Lucavi...{br}
but now only I remain.{end}

//Message x14
{font:08}Caitlan{br}
{font:00}I've lost... my entire family.{br}
Now I will avenge them.{end}

//Message x15
{font:08}{Ramza}{br}
{font:00}We too seek to stop the Lucavi.{br}
Join with us if you wish.{end}

//Message x16
{font:08}Caitlan{br}
{font:00}In numbers there is strength.{br}
I am Caitlan - the pure blade.{end}

//Message x17


Anything seem messed up or missing?
20
Event Editing / Re: First attempt at event editing.
April 06, 2017, 07:04:20 pm
Quote from: Xifanie on April 06, 2017, 06:38:42 pm
They're not called "missions", you FFTA bastard. ¬_¬

Also, I understand that Elric's tutorial is outdated, but I am growing tired of repeating myself so many times on this (not your fault, though):

replace this:
{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)


with this:
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Reveal(060)


If you can't compile it, it's because you didn't upgrade to the latest config.ini like you were told to. Seriously, what did you download to get that old-ass version? I've updated my files years ago. Please tell me, because we should NOT have to be telling people to upgrade.

To add squads, you need to use my ATTACK.OUT editor or Raven's (hopefully now it allows to alter squads; I haven't checked it out yet though) and give the corresponding slot a squad or two. To make the event trigger from the world map, you need to use the world conditionals spreadsheet... but I'm pretty sure all of this is covered in the tutorial, so I suggest you just keep reading.


Thanks for the reply - but I might be more confused now lol.

I do have the attack.out editor as I used that to setup the tutorial test - I also setup a map for my event using a the "Church" map. I have loaded up and can play out my little intro scene with the dialogue and everything without an issue. I'm guessing I have to explore further to fully get the items your explaining. In order to turn this into an actual battle.

You were wondering where I got the camera info - it was from the tutorial video. I did notice about an upgrade which I just have not done yet. I will do that next before proceeding.

Perhaps I am rushing too much to get this done...

Rafa is just a placeholder for the model I plan to use.

Here is an attachment of what I got so far.