• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Jon

1
Spam / Funny FFT Pics
October 18, 2012, 11:44:56 am
Okay no rules, just post funny pics that are FFT related:

2
Spam / WTF is this FFT?
October 12, 2012, 03:56:12 pm
Can anyone tell me what the hell this is? It looks just like custom sprites and someone called "dragonrojodemetal" got excited about them and made a video, but did he make the animation sequence as well? What is this? Its 2 years old already so I'm guessing some of you saw this...

3
Pretty self explanatory but I would really love to change the overworld Ramza sprite to something else like a DK or something. I obviously mean the one that travels from point to point on the world map. Could someone please tell me how to do this? Is it even possible?
4
Help! / Ramza's initial equipment swap
October 04, 2012, 12:07:44 pm
Hi, I'm making the Red Wings mod and I need to replace Ramza's initial equipment, but only the Broad Sword and add a shield. Since in my patch Kain is replacing Ramza, I need him to be left handed and holding in his right hand an Escutcheon (1) and a Javelin in his left hand. Can anyone tell me how to do this really easy or set this up for me if it requires hex editing? I don't exactly know how to hex edit, this is the only thing I will be needing for my mod that I actually really have no clue on how to do by myself. Thanks in advance for reading this and the help! :mrgreen:
5
New Project Ideas / Red Wings Project
September 20, 2012, 03:22:42 pm
Red Wings
Hi everyone!  :mrgreen:
I want to create my own mod finally, and I'm gonna. Right now I'm still fleshing out the story but basically it will be a short, one chapter mod. I want to create custom events and probably a few custom sprites to go along with it. I know my events I made up to this point were mediocre at best, but I hope (maybe also with some help/ideas from all of y'all) that they can become more exciting with this project. Like the title of this thread states, this will be a mod on the attack of Mysidia, from Final Fantasy 4. Any suggestions or critiques will be much appreciated as I start to develop this, don't be afraid to share your opinions as well!

Introduction
As of right now, I'm working on the story mainly, but I already have in my head how this game will be shaped. I want the story to start with a "naive, brave and proud" Dark Knight Cecil, the Lord Commander of Baron's Red Wings. He leads his men, the Red Wings on the assault of Mysidia to obtain the Crystal, which as dictated to him has become too dangerous in the Mysidian's hands. The Red Wings will play a major role in the battles, but the focus of the story is on Cecil and how he reacts and comes to terms with himself once he realizes that he obviously is slaughtering innocent people for the whims of his King. In a certain sense, its kind of like Cecil is an obedient puppet...

Events and Maps
Not even close to finished, but here was some random stuff that I wrote down for an introduction, this obviously will be revised until I'm happy with it.

Maps
First map Orbonne Monestry inside(opening speech): Arguary Woods
Second map Orbonne outside(battle in the town): Gariland Magic City
Third map Military Academy (approaching water crystal room): Citidel of Igros
Fourth map Gariland Magic City (battle with Elder): Curch of Zeltennia(?)

Cast of Characters
Dark Knight Cecil, Red Wings Biggs, Wedge, and Nameless(player's choice), Black Mages, White Mages, Elder of Mysidia

Taken from FF Wiki:
The Black Mage can cast Black Magic and knows Fire, Blizzard, Thunder, Poison, Sleep, Stop, Fira, Blizzara and Thundara.
The White Mage is able to cast White Magic. She knows Hold, Libra, Protect, Silence, Esuna, Slow, Cure, Cura, and Raise.
He has access to all White Magic except Holy. He has no equipment except for a Staff in his right hand.The Elder only has a maximum of 520 HP.

Story
*Intro*
Cecil: Soldiers! Hear me now! The Mysidians have been secretly plotting behind our backs and know too much of the Crystal and its secrets! His Majesty deemed it so! Our kingdom's peace and prosperity are at stake! Think of your wives and children! Think of our kingdom's future! We are the pride of Baron! We are the Red Wings!

Soldiers: Long live Baron! Long live the Red Wings!!

Cecil: Their vile town of spell casters lies on the other side of this forest! We're going to win back the Crystal! On this day we fight!  Now go! For the honor to be called a Red Wing!! For Baron!!!

Soldiers: Yeaaahhhhhhh!!!!

-

White Mage: Soldiers of Baron!? Here!!?

*runs*

Cecil: Ha! See how they flee like cowards before our might! Go and run! Warn your countrymen! Nothing will stop us, you wizard bastards!

*during battle*

Cecil: Watch out men! These Black Mages can cast all kinds of hideous spells! Attack quickly in force!!


*after battle*

(that's it for now, sorry its so short but I hope you can see where this is going...more to come soon...)

6
Event Editing / Jon's Events
August 30, 2012, 10:45:45 am
Incident at Nibelheim


Red XIII meets Seto


Lukahn's Prophecy


Marche and Babus Chat
7
Old Project Ideas / FFT Returns
July 18, 2012, 11:23:10 am
Hi everyone! I've been working on a new project for the past few days which I call Final Fantasy Tactics Returns. What I'm trying to do is keep the game as close to vanilla as possible and only removing / editing things that I feel kill the whole tactics aspect the game- which it is supposed to be about. I also obviously want to make the game have new and fresh elements, so I've been carefully adding more enemies per battle. Yep, right from the start (Gariland) you will be facing 8+ enemies per map. Here are some changes I made so far:

- I used Cheetah's Complete patch because I want the most recent version script
- All units have innate Defend and Weapon Guard
- JP Scroll Glitch fixed
- Phoenix Down does 25% HP damage on Undead Updated!
- Removed (from various skillsets) the following: Defend, Weapon Guard, Gravity, Graviga, Golem, Lich, Drain, Blade Grasp (please let me know if there are more that should be removed)
- Added the Calculator Reaction/Support/Move abilities to other jobs
- I've gotten rid of all spell quotes for abilities
- Magic Sword abilities like Shadowblade are now evadeable (but the exact same in every other way)
- All Rare Items are no longer rare, and the ones that had 90+ are now around 40-60 (so expect to see some powerful enemies late game and train some Thieves!)
- Fixed the messed up abilities like Petrify and also changed Chantage to have Reraise at the start and not forever
- Removed all Mantles (including the ones you get from monsters and Treasure Hunter) Updated!
- Knight, Dragoon and Samurai lost the ability to wear robes
- Calculator is gone altogether, both for the player and enemy
- Mantles removed from Move Find Item mainly replaced by Elixirs (and other Items)
- ENTD totally changed (only up to half of Ch.1 for now), all enemies are manually given weapons and armor for story battles, and there are as many enemies that I can squeeze onto a map that is possible
Edit:
- All guest units are now controllable
- Starting units at Gariland all have level 2 Chemist and a random second skill set (so they might show up with Black or White Magic, Item or nothing)
Edit2:
- Certain battles with monster will have ??? stats and +x level (10-20), these will be hard challenges but I'll try to keep it fair and balanced
- Monsters at this point have not been changed, but might change their movement around a bit since they should have some advantage to humans besides their skills More move and jump!
Edit3:
- Rod formula MA*WP
- Undead ignore Phoenix Down and receive 0 damage from healing spells
- Brought Mantles back into the game but nerfed them, which isn't exactly vanilla but a necessary evil I have to do
- Float weak against wind, Oil weak against fire (why this isn't in vanilla is beyond me)
- Orlandu is now a Dark Knight. His stats are now lowered to Gafgarion's. This is probably the furthest I'll try to go from vanilla, but T.G. Cid is just too broken.
- Can rename any unit, only added this asm because if people want Rad, not Ladd, etc etc, plus "buying" new generics just to name them is stupid



So please let me know what you guys think so far, crits, comments and ideas / suggestions are all welcome!  :mrgreen:
8
Hi guys, I've never had this problem before, and I've already double checked (did the whole process twice now of inserting the portrait and reducing colors to 16 then 256, etc), I mean you all pretty much know that I know how to insert sprites, who doesn't? Well I keep getting this error, as shown in the pic attached. Any ideas? All help is much appreciated.
9
http://www.sendspace.com/file/15o96m

Download, patch with PPF-O-Matic and enjoy!  :mrgreen:
--------------------------------------------------------------------------------------------------------------------
CHANGES TO FFT (as listed in FFTPatcher, skipped those that are unchanged)

Abilities: All abilities cost their regular JP prices but are 100% learnable. Bard / Dancer have all abilities at 0 JP cost, so does Calculator. Cup of Life (I think Distribute) moved to Priest; Distribute to Summoner. Doesn't really matter where these 2 go. Fixed Assassin's Break skill so it actually works. Invite and Tame (Train) are back (due to monsters). Zodiac is learned from Elidibs or much sooner from a God Summoner.

Items: All items cost their usual prices. All items are equipped by enemies for their original values divided by half, only exceptions are Chaos Blade and Javelin II, they are at normal equip rate. All "Rare" items are now non-rare. Chantage doesn't have permanent Reraise, only starts with it. All "Items" (Potion to Phoenix Down) are used by the enemy always (level 1), same goes for throwing weapons bombs and shurikens.

Item Attributes: 41 which is Chantage's attribute is changed like mentioned above. Starts with Reraise but is not permanent. That's it for Item Attributes.

Jobs: To sum this up, its like v5.1 minus the God Monsters. They are now reverted back to normal everyday friendly neighborhood monsters of happiness. Invite them if you so desire...

Job Levels: Only 2 changes to vanilla, Calculator requires 8 in all jobs except Bard / Dancer / Calculator (duh) and job level 8 has changed from 2100 to 9999. Needs to be this way, don't complain please.

Skill Sets: White Magic got Cup of Life, Summon Magic got Soulbind (Distribute) and normal blue magic style Zodiac, Math Skill is like v5.1 (no CT and 3 plus limited magic spells), 7F is the Full Math Skill which isn't used at the moment, 80 is God Summoner's Summon Magic.

Monster Skills: Stays just like vanilla. Deal with it.

ENTD: Too much to list but I'll sum it up, all randoms and story battles that have humans (which are now God Units) have Calculator unlocked other than Gariland and Mandalia. Zodiac boss battles have changed from for example if it was level 42 (the zodiac beast) its now Party Level + 42. Just like 5.1, join ups now have Random so look forward to some nice gear. Everything else is pretty much v5.1.

All the other Tabs: I didn't do shit to them, they are all vanilla.
10
Completed Mods / War of the Gods v5.1
February 25, 2012, 12:30:32 pm
11
Help! / Random Join Ups in the ENTD
February 07, 2012, 04:48:19 pm
I had to check each and every battle because I didn't want any units joining up, especially monsters. I found only 2 join ups:

05D Porky
09F Chocobo

Please let me know if there are any more monster or human join ups after a battle in the random battles! Thanks!
12
Spriting / ALL THE CHOCOBOS
January 15, 2012, 04:13:26 pm



White, Blue and Green Chocobo



Cactuar version 1

I kinda already know whats wrong with version 1 Cactuar, so I don't need crits on this one, but I will need crits on version 2. Here is what I have done so far (and please note I am gonna make a brand new dead frame):

13
Help! / FFTPatcher .457 trouble
March 23, 2011, 10:11:20 am
Weird problem here, in my second attack team in game the second unit doesn't appear, and I changed everything back in the execution fight but take a look at the pic, the male generic enemy Knight says he is changed with the little *, but nothing has been changed...whats going wrong...?
14
Spam / Kage the Sprite Mod
January 12, 2011, 01:55:41 pm
User was warned for this post.

-- philsov
15
Help! / Basic Head Swapping Tutorial
November 20, 2010, 06:33:19 am
Basic Head Swapping Tutorial

Time for another fine tutorial from yours truly, todays theme is head swapping. What's that you might ask? Head swapping is when we have 2 sprites, and we want to take the head from one of the sprites, chop it off with an axe, and frankenstein it onto the other sprite. While this to a beginner sounds easy, its harder said than done. While the process of head swapping is easy to pick up and learn, and also a great way to learn basic spriting, it still involves a keen sense of at least the basic artistic eye, sometimes you need to add or remove certain elements to make the "new headed" sprite look right.

Alright, first we are going to need the tools.
1) Get a version of Adobe Photoshop. I know that most other spriters on here will tell you that "Photoshop is nonsense, Graphics Gale or Paint or [insert a program name here] is better", maybe they are right, maybe, but this tutorial works best with photoshop.  However if you copy the function you should be fine otherwise.

2) Obviously we are going to need 2 sprites, so that is up to you which 2 you want. One is the source, the other is the one that will get a new head.

3) The fine tools supplied up here on FFH, pretty much Graphics Gale and Shishi Sprite Editor. Graphics Gale is wonderful to get the number of colors down to 16, and Shishi is an absolute must if you are ever planning on seeing your sprites that you are about to create in the actual game.

4) Read my other tutorial New "Creating Custom Characters" because that in a sense covers some basic info that I won't bother to explain again here, like the in depth powers of the M tool, what cropping is, ect.

5) Patience and a clear mind. This is very important. Every spriter on here will agree with me that if you are either nervous, or feeling aggressive, or simply have too much things on your mind, then it is not the right time to jump in and sprite. Try to find a nice, quiet moment where you are at harmony with yourself when you sprite. It helps also with stress and frustration, which may or may not come with spriting.

Good. We are ready to begin.

The first thing you are going to want to do (once you have completed the 5 steps above) is open up your 2 sprites in Photoshop. For this tutorial, I will be showing you with screen shots how to get everyone's favorite Final Fantasy character, Cloud Strife's head onto my Dark Knight's body. Don't complain, I'm trying to keep this as simple as possible. Before anything else, check the amount of colors on the (here Dark Knight) and follow the steps from my other tutorial on getting rid of the portrait and saving it for much, much later. Be 100% sure that the sprites colors are at 16, after getting rid of the portrait, if not then you must have screwed up already! I think you can figure this out easy enough with logic and my other tutorial. Well, since the DK has only a few colors this will be much quicker, because there is room left on the palette for Cloud's head. Either way, if you should run into some major problems now (like you go over 16 colors) don't worry too much, that'll be covered later on. If the layer box is not on, push F7, and make sure that the image on both of them aren't indexed, but rather locked background. Image>Mode>RGB Color if you are confused. Then once hit Ctrl+J, and get rid of the locked background, we don't need it once we have a free layer to work on. Both sprite sheets should have only 1 layer and be called Layer 1 now before continuing.

Select Cloud's sprite sheet by clicking once the top of the bar in PS if it isn't the darker blue color (but rather light blue). Now we have Cloud ready. With Z, the short cut for the Zoom tool, zoom in on Cloud's head, as big as you need it. Now like so, with the box tool which is M (short cut), box in his head, but not any other things like his shoulder or clothes, the only way you can do this is if you do it slow and hold Shift the entire time, like so:
[attachment=4:3bjyydlk]pic 1.png[/attachment:3bjyydlk]
Great, you have his head ready to be cloned! Ctrl+C for copy magic! Go over to the DK and click the bar once on the top to we have him as the selected work picture. Zoom in with Z on the same frame (here the second frame on the sheet), real close now, real close. 1600% zoomed in is the maximum, and that is actually pretty good. Its pasting time! Ctrl+V. Wow look! Now you have 2 layers! The first is the DK, the second is the floating head. Here is how it randomly looks on my screen:
[attachment=3:3bjyydlk]pic 2.png[/attachment:3bjyydlk]
Push V while (if you haven't done anything, layer 2 is automatically selected) which will give you now control of the Cloud's head layer. Observe that with the arrow keys and the mouse you can freely move Cloud's head around. Amazing! Now I got Cloud's head into the right position with sheer logic, always line up the heads by means of the eyes. A little trick to see if you are doing it right is by to constantly click the little eye ball next to the layer name to hide and show the layer. As of now, I noticed a few things by turning it on and off a few times: Cloud's jawline is over running the DK's armor and also there are still quite a few pixels left from the DK's helmets horn. No problem really, one thing at a time. Since the jawline of Cloud is over pixels which should be showing through, we need to fix that first, because the horn pixels are simply put erasable for good. With the M box tool again, make a 1 pixel big box and highlight jawline pixels that need to go and push Del, but make sure that you are working on Layer 2 and not 1. I have marked for this tutorial the 2 pixels which I consider are wrong in green.
[attachment=2:3bjyydlk]pic 3.png[/attachment:3bjyydlk][attachment=1:3bjyydlk]pic 4.png[/attachment:3bjyydlk]
Excellent, I am nearly done! Now by holding Shift, I highlight select the 2 layers in the Layers box, and right click. All the way towards the bottom, select Merge Layers. Now once again you will have only 1 layer to work on. This is a quick job to do - get rid of the extra helmet. With the eye dropper tool (I) click somewhere, anywhere on the black background. Switch over to the Pencil tool (B) and have it set to only 1 pixel. If you see a square icon good, if its round, change the Brush into the Pencil tool by going over to the long box on the left and holding down click over the Brush until the little box comes where you can change it to a Pencil. Simply with the black background color paint over all the helmet pixels flying around and one frame of the entire head swapping process is done! Repeat this for all the frames and you should be good. Do not forget to replace the little square shaped heads on the spritesheet as well, like the one that you can find in the bottom left corner. This counts as a head as well. This pretty much wraps up the tutorial, if you are still uncomfortable of how an image looks after head swapping it, post your work in the Sprites forum and the nice people will most likely help you correct any mistakes or anything that is wrong! Don't forget to check out my other tutorial on how to get colors down to 16 and inserting portraits! Very important to get it working right in the game!
[attachment=0:3bjyydlk]pic5.png[/attachment:3bjyydlk]
Good luck and have fun :mrgreen: ~Jon

(Requesting this be a sticky and lol it still says I am banhammered yet I posted this. This is the basic head swapping, more to come on in depth use of Photoshop.)
16
Spam / Re: dermal filler injection
October 20, 2010, 08:14:55 am
WoW Gold!
17
Help! / Throwing Bomb animations
October 10, 2010, 04:09:34 pm
Well, what I would like to achieve is something like this: When a unit throws a bomb, first I want it to do other magic animations besides Fire, Blizzard and Thunder. Second, I want it to have an AoE of 1 or 2. Anyone got ideas on how this can be done? Thanks!
18
Bugs and Suggestions / PSP Additions
October 08, 2010, 10:38:01 am
Why not devote an entire section to what the PSX version lacks - the PSP additions. What I am mainly talking about are the new character sprites and the new backgrounds only found on the PSP. All of this could be done in theory with a PSP iso and Shishi, just get the sprs and the different backgrounds. Thanks.
19
Help! / Swords to Guns Discovery!
October 08, 2010, 09:45:24 am
I know that this probably won't interest too many people, but whoever wants to make more guns, I think I discovered a method. All weapons have a "graphic" and a "palette". So if you want more guns, you can change the Sword families of the C and D graphic. All the other swords will fail. Change any C or D graphic Sword to 2D and change the palette for different colors. I am still not 100% sure it always works, but pretty sure. I changed 2 C Swords, the Broad Sword and the Sleep Sword into guns and they work perfectly in game, for example. So here is a list so far of what swords can be changed, their family in ()'s, and this list will be updated because I am making a gun patch:

Broad Sword (C)
Long Sword (D)
Sleep Sword (C)
Ice Brand (D)
20
Help! / Join Up (solved) Now Map problems
October 06, 2010, 06:24:45 am
How and where do I change who joins up after an event/battle. I have in a patch that it skips from Orbonne fight to the beginning of Ch.2 Orbonne, but I don't want Rad, Lavian and Alicia to join up, I want them to always be in my party. How do I do this? Also, how can I change it so that those three are always controlled by the AI like Gafgarion and Agrias? Any help is greatly appreciated.

Edit: I figured out how to get Rad, Lavian and Alicia from joining, but when I skip the entire first chapter (so Orbonne to Orbonne chapter2), it goes to the world map and there is a line going to where Dorter would be but I can't move. What did I do wrong this time??
21
Help! / Swords to Guns
October 05, 2010, 12:08:48 pm
Hi everyone. I got a problem: I am changing the swords into guns, however the animations in battle are messed up. For an example, I changed the Broad Sword to have a graphic of 2D, a palette of 0, range of 4, WP remained 4, EVA same, I changed the "Second Table" to 49 (but I have no idea what the second table is), got rid of striking and have direct and of course Sword to Gun. Why do the animations mess up then? It is a gun. Please please help me! Thanks in advance!
22
If enough people say yes, I will.

Edit: Or enough people convince me they have no idea what they are doing ;)
23
Spam / Only 1 Job!
September 24, 2010, 05:47:25 am
If you could be only 1 Job from any Final Fantasy game, what would it be?

Edit: Changed my mind, Assassin
24
Help! / Agrias and Simon
September 21, 2010, 09:24:12 am
I am making a Castlevania patch, and I replaced Agrias and Simon's sprites. I want the game to begin in Orbonne where Dracula will be revived. The problem is that I have no idea how to change the animation of when Agrias raises her arms and when Simon rushes over to the injured female Knight. Here is the original text if that helps in the spoiler. Can someone just teach me how to make the units not move at all as in their arms and bodies? I think I know how to get them to walk around on the map, so thats not too bad of a problem yet.

// __________________________________________________________________
//| Event Script x002 | Event Offset: x004000 | Text offset: x0048F9 |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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}()
{45}(r020001)
{45}(r170001)
{45}(r830001)
{45}(r800001)
{45}(r810001)
{4A}()
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)
{6F}(r1300)
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)
{4B}()
{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)
{6F}(r1700)
Draw(x17,x00)
ColorUnit(x17,x00,x08,+000,+000,+000,002)
Wait(00017)
SpriteMove(x17,x00,+00000,+00000,+00000,x00,x01,+00028)
{6F}(r1700)
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)
{6F}(r0200)
ColorUnit(x02,x00,x08,+000,+000,+000,002)
Wait(00017)
Draw(x02,x00)
SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00028)
{6F}(r0200)
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)
{6F}(r8300)
ColorUnit(x83,x00,x08,+000,+000,+000,002)
Wait(00017)
Draw(x83,x00)
SpriteMove(x83,x00,-00014,+00000,+00000,x00,x01,+00028)
{6F}(r8300)
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,x61,x02,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,x62,x02,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)
{64}(r0C00)
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}()
{45}(r840001)
{4A}()
Wait(00070)
{4B}()
{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)
{6F}(r8400)
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)
{6F}(r8400)
SpriteMove(x84,x00,+00024,+00000,+00000,x02,x0E,+00062)
{6F}(r8400)
SpriteMove(x84,x00,+00032,+00000,+00000,x01,x0C,+00026)
{6F}(r8400)
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)
{6F}(r1300)
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)
{6F}(r3400)
Wait(00010)
UnitAnim(x34,x00,x04,x00,x00)
Sound(x0030)
SpriteMove(x34,x00,-00012,-00002,+00001,x00,x01,+00008)
{6F}(r3400)
SpriteMove(x34,x00,-00025,+00000,+00002,x00,x01,+00008)
{6F}(r3400)
SpriteMove(x34,x00,-00039,-00002,+00003,x00,x01,+00007)
{6F}(r3400)
SpriteMove(x34,x00,-00054,+00000,+00004,x00,x01,+00007)
{6F}(r3400)
SpriteMove(x34,x00,-00070,-00003,+00006,x00,x01,+00006)
{6F}(r3400)
SpriteMove(x34,x00,-00086,+00000,+00008,x00,x01,+00006)
{6F}(r3400)
RotateUnit(x17,x00,x02,x00,x00,000)
RotateUnit(x02,x00,x04,x00,x01,000)
SpriteMove(x34,x00,-00102,-00003,+00009,x00,x01,+00006)
{6F}(r3400)
SpriteMove(x34,x00,-00118,+00000,+00010,x00,x01,+00006)
{6F}(r3400)
ColorUnit(x34,x00,x01,+000,+000,+000,002)
SpriteMove(x34,x00,-00134,-00004,+00010,x00,x01,+00006)
{6F}(r3400)
SpriteMove(x34,x00,-00150,+00000,+00012,x00,x01,+00006)
{6F}(r3400)
SpriteMove(x34,x00,-00166,+00000,+00012,x00,x01,+00006)
{6F}(r3400)
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)
{6F}(r1700)
UnitAnim(x17,x00,x03,x00,x00)
SpriteMove(x17,x00,-00057,+00000,+00012,x00,x01,+00040)
{6F}(r1700)
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)
{6F}(r0200)
RotateUnit(x02,x00,x04,x02,x00,000)
{64}(r0200)
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)
{6F}(r8300)
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}()
{45}(r820001)
{82}()
{4A}()
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)
{4B}()
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}
25
Help! / ATTACK.OUT Editor tutorial?
September 19, 2010, 02:46:40 pm
I searched and searched and searched, like a frantic dog looking for water after coming out of the sun, maybe I just am blind and skipped over it, or it doesn't exist, but where is the tutorial for the ATTACK.OUT editor? Am I going crazy?! I can't find it! Please help me! Otherwise I'll never figure out how to use this program! Any help would be sweet!
26
Help! / Status Immunity Crystal?
September 11, 2010, 02:51:47 pm
Does this mean that the dead unit will never crysalfy when the timer reaches 0 and or will they have little stars over their heads? Is there a way to always have units from crystalfying?
27
Spam / Zodiac Signs??
September 10, 2010, 05:49:24 am
So, why hasn't anyone put a Zodiac sign under their avatar portrait yet? Is it too much work for people or the fact that no one else has a Zodiac under their avatar? I think Zodiac (the admin) will never make a feature out of this so why not just do it manually ourselves? (Yeah, I am one to talk, I don't have a Zodiac sign under my avatar either <_< ) If other people put a sign under their avatar, so will I.

Edit: Here we go, simply cut and make yourself one. First we have to decide on the style...





Edit edit: Hmm, the last one came out sloppy. I'll redo that.
28
Help! / Attacking 2 or 3 times with a Gun
September 07, 2010, 06:38:32 am
I saw the Attack...attack some more! and I was wondering if it is possible to get guns to shoot about 3 times? I am making a "gun" patch that I would love to inclued some machine guns that hit 3 times, and I need the formula. Any help would be much appreciated! Also, I think I already know how, but it is possible to get an animation similar to Beowulf's Magic Sword animations but with a gun, like using Fira at a nice safe distance by "shooting elemental bullets" kind of deal? Thanks in advance!!
29
Help! / Need a bit of technical Info Please
September 01, 2010, 09:49:36 am
Actually its sorta simple: I know that Simon appears in the ENTD tab under 100, 110 and 11E, but I need to know where Simon appears elsewhere (whats bothering me is Wiegraf's little encounter at Orbonne where Simon gives Ramza the Scriptures). I am almost complete with my newer tutorial, but I need this info first. Much thanks to anyone who helps!

Edit: I went through every single ENTD event, I think 1A9 is the encounter with Wiegraf where he becomes Velius for the first time, but Simon is not in the event anywhere. Help please!
30
Help! / The Three Ramzas
August 18, 2010, 06:44:51 am
Well, since its possible to pretty much change anything to anything else, I was wondering if its possible to change the overworld Ramza icon that appears on the world map. When Zodiac releases the event editor, it would be cool to have sorta a split story going, following not only Ramza but other characters (like Delita, or how exactly Orlandu fights in the war before meeting Ramza) and thus please tell me how to change the overworld icon. Thanks!