• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 08, 2024, 05:40:43 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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.

Messages - Nyzer

581
Event Editing / Re: Camera Rotation Issue
February 06, 2019, 02:06:14 pm
Look at the differences between your Map Rotations across all three commands. There's a lot of difference.

On top of that the Focus command will cause your Camera instruction to selectively ignore certain parts as it sees fit. Unsure if Map Rotation is one of those but it could be.
582
Event Editing / Re: Camera Rotation Issue
February 04, 2019, 01:09:21 am
You need to list your previous camera command too. Odds are you just have too much of a difference between your two command angles. That means there's a better rotation number to set the camera at.

Up to you whether you want to change that camera angle pr the previous one.

I always use the same four rotations so I don't normally come across this issue, but I did recently when I was using the Camera Helper in order to properly place the camera for Effects. I merely moved the X and Y a little and the camera was doing a 360 degree rotation. Setting up different angles fixed it.
583
I left two links in my first message for you.

Quote from: Nyzer on January 27, 2019, 10:04:58 pmyou'd have to go do some event editing, not TacText work.


The Text Helper can also be useful for seeing how well formatted the event script will be once it's put in game.
584
QuoteI don't agree that just because he can read well for his age he should just be exposed to anything  (I wouldn't take my kid to a strip bar just because they puberty)


https://en.wikipedia.org/wiki/False_equivalence

But that's also completely missing the point. Not only is it pointless to try to shield your kid from T-rated swears - it's probably all stuff they've heard in real life and more or less know not to repeat by now anyway - but the actual plot of FFT is considerably worse to expose a kid to than a couple bad words.

Is it really worth bothering to try to protect him from seeing "damn" when he could just walk in to watch a priest get tortured for information while surrounded by corpses, before being murdered when his torturers are done with him? Is... is that better?
585
Uh.

You are familiar with the plot of the game, yes? I mean, Chapter 1 has one of the main characters watch his sister get shot and killed in a hostage situation. By the "good guys".

Then there's all the familicide (and there is quite a lot of that), the one female party member who (indirectly) reveals her adoptive father figure raped her in the past, the people getting possessed by and/or transforming into demons before slaughtering entire garrisons, and of course the scene the game ends on.

If you want to get your kids into a Final Fantasy Tactics game, I'd really recommend getting a modded version (because the Law system is garbage) of one of the Advance games if they aren't at an age where they can read a word like "damn". FFT is definitely not a particularly young-kid-friendly game.

If your only objection is a few T-rated cuss words (???) you'd have to go do some event editing, not TacText work.
586
Help! / Re: Need help implementing Celdia's Patch :[
January 26, 2019, 12:39:04 pm
Unless FFTPatcher got a new option I wasn't aware of, you don't patch PPF files through it.

And as far as I know, CCP was never designed for the PSP version.
587
Help! / Re: Sprite size problem
January 26, 2019, 12:36:10 pm
Doesn't Shishi offer to restructure PSX ISOs automatically? IIRC that problem only comes from unrestructured or PSP ISOs.
588
I play on FPse on my Android phone and I never encountered any issues.

You will, however, require a PC to patch FFT to create the Jot5 file in the first place. But if you can get the patch file and an ISO, and find someone to let you borrow their PC for five minutes, you'll be fine.

Also, what videos did you watch? We like to keep track of what videos get people interested - watching a Let's Play is what got ME interested, too!
589
People typically just download saves if it comes to that. There ought to be one floating around out there that's close to that point...
590
Help! / Re: Dark Knight PSP- PSX
January 23, 2019, 09:58:21 pm
Alternatively, Google.

<Xifanie> Not sure why you posted a google link that doesn't show a full dark knight spreadsheet
<Nyzer> It's the first result for me in the images o_O
<Xifanie> that's an incomplete rip
<Nyzer> Well, shit.
<Nyzer> I guess I'm the dumbass here today then

So here, I'll post 'em up myself to make up for my own stupid.
591
I think a niche can be carved out for a dark magic user in FFT (I really don't find the WotL Dark Knight to be all that inspired, though the same is true of many other of FFT's jobs), but a necromancer specifically? Not without a major overhaul to the game, IMO. There just aren't enough undead enemies to be worth an entire job. And one of the best potential uses for necromancy - raising charmed/invited minions using battlefield corpses - doesn't work because IIRC there's no formula out there that allows you to inflict undead any status on a KO'd target.

The undead status is a bit of an interesting one, and I could see a niche open up for having it used defensively - turning it into a permanent, slow Reraise, and then having some healing/cleansing/buffing skills using the formulas that only make them worthwhile on undead units - but with the game as is you'd basically be spending way too much time turning your special characters undead or sacrificing too many human slots for undead monsters. Or you'd have to field a full team of necromancers. Compared to what FFT's stronger jobs (never mind the OP ones) are capable of without spending all that time preparing, this... just doesn't seem worth the player's time.

Not only that, but it also makes the necromancer incompatible with most standard healing.

It can work great as an enemy, set up with a fixed (undead) team, but as a playable Job that just totally clashes with so many others...? No.

Moving on...

Well, your changed skills just have really bizarre names for what they've become. How does "Death Cold" at all work as a name for something comparable to Magic Barrier? How does "Despair" work as the name for a heal??

Much of the rest of your skillset doesn't really have any discernable niche; there's no clear goal you're going for with it.

Much of your skillset is just frankensteined from other generic job skillsets, and this is something you should almost always avoid for a playable job. There's a case to be made that a Red Mage could take skills from White and Black Mages, but something like that would be the only exception.

The skillset is too large for the character. Skillsets with more skills look good, but fleshing out a single job too much kind of undermines the entire job system. It's not ideal to have a job that basically doesn't need a secondary skillset. Or, if you give a job a ton of skills with very little versatility, you end up with a ton of redundant shit that the player never really goes back to once they can use the best skills. Rafa/Malak, or the Black Mage/Oracle jobs are pretty good examples of this.

I know I was planning out a concept for a dark-based job not that long ago, and trying to establish a clear niche for it while still keeping its skills varied enough that none of them were redundant wasn't an easy task. I'm still not 100% on some of the skills. It can definitely be difficult.

For a bit of positive feedback on the concept, I did note that you tried to make use of a good number of enemy-only, monster-only, or niche special unit skills. That works: building a niche by recycling a bunch of otherwise-scattered, rare skills. I don't know if all the skills themselves work, but the logic behind that is fairly sound.
592
Yeah, I'm pretty sure WotL had a sprite cap too - just a higher one.
593
I don't know what you mean by glitches or "dead" slots.

By witch, do you mean Witch of the Coven? Because that job IS used in game... never in a battle, but in scenes at least.
594
Yeah, it's rather unlikely that you'll find a patch that only changes the battles. They aren't at all the most obviously broken part of FFT, and most people will do things like make Archers usable or turn Calculators into Red or Blue Mages.

If you do opt to set it up yourself, you're probably also best suited to manually giving these guys custom secondary skillsets rather than just choosing the generic secondaries. Special secondary skillsets are auto-mastered last I checked, whereas using the generic ones will only let them use what they've learned automatically based on their job progression. I have no idea if you'd still have those secondaries equipped upon Inviting them, though, come to think of it...

Also, monsters can be hard. They just aren't designed to be in FFT. As an example, Jot5 gives them small, but powerful skillsets, as well as innate skills. I'd take a good look at what the monsters in Jot5 can do and consider beefing up the monster skillsets comparably.
There are certainly more changes to Jot5 that help bring monsters up to the level of actual threats, but that's the most profound part of it.

595
Typically people just use Gameshark codes or something for such a simple effect like maxing out EXP/JP/HP/what have you.
596
Started to get this error after removing an extra, unnecessary EventEnd() command.

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Conversion from string "Input " to type 'Double' is not valid.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Conversion from string "Input " to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value)
   at EasyVent_Editor_Super_Perfect_2._0___Hub.Form1.EventConsistency(String EventToWrite, String EventTitle, String Directory)
   at EasyVent_Editor_Super_Perfect_2._0___Hub.Form2.Button3_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
EasyVent Editor Super Perfect 2.0 - Home
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/USER/Documents/FFTactics%20Work/Tools/EasyVent%20Editor%20Super%20Perfect%202.0/easyvent%20editor%20super%20perfect%202.0%20-%20home.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 14.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Offset(x0000A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Text(x000007BD)
//Remove the previous line if you wish text to compile directly after instructions.




Music(x01,-000,000)

//Check for an as-yet undetermined variable for the Skip Scene option.
ZERO(x0000)
ZERO(x0001)
ADDVar(x0001,x0000)
EQ()
JumpForwardIfNot(x01)
//The Skip Scene option.
DisplayMessage(x10,x63,x0028,x00,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
ZERO(x0000)
ZERO(x0001)
ADDVar(x0001,x0018)
EQ()
EventEnd()
//End of Skip Scene option.
ForwardTarget(x01)


RemoveUnit(x01,x00)
RemoveUnit(x06,x00)


AddGhostUnit(x01,x00,x00,004,001,x00,x02,x00)

AddGhostUnit(x04,x00,x01,004,011,x00,x02,x00)

AddGhostUnit(x1E,z00,x02,005,001,x00,x02,x00)

AddGhostUnit(x64,x02,x03,004,002,x00,x02,x00)

AddGhostUnit(x7B,x02,x04,004,000,x00,x02,x00)

AddGhostUnit(x80,x02,x05,005,000,x00,x02,x00)


Camera(+00904,-00700,+00304,+00341,-01536,+00000,+04096,+00000)
Reveal(120)
Camera(+00904,-00000,+00304,+00341,-01536,+00000,+04096,+00120)

Wait(00040)
WalkTo(x67,x00,003,008,x00,x00,+008,x01)
WalkToAnim(x67,x00,x0002)
WalkTo(x64,x00,004,008,x00,x00,+008,x01)
WalkToAnim(x64,x00,x0002)
WalkTo(x66,x00,005,008,x00,x00,+008,x01)
WalkToAnim(x66,x00,x0002)
WalkTo(x68,x00,004,007,x00,x00,+008,x01)
WalkToAnim(x68,x00,x0002)
WalkTo(x69,x00,005,007,x00,x00,+008,x01)
WalkToAnim(x69,x00,x0002)
WaitWalk(x67,x00)
UnitAnimRotate(x67,x00,x08,x0024,x00)
WaitRotateUnit(x67,x00)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x13,x0001,x67,x00,x00,-00000,-00000,-00000,x03)
WaitForInstruction(x01,x00)

EventEnd()

//INSTRUCTION SECTION END -  TEXT START


======

So, apparently there's an issue there in which I have a z instead of an x by mistake. I don't know why that would crash the editor even when just saving the event, or why having EventEnd() before that error would make the editor completely ignore it and work properly for both saving and compiling.

For the sake of documentation, I'm bolding the bad z command too.
597
Help! / Re: FFT+ 1.02 change log
January 06, 2019, 02:56:41 am
Erm... have you read the unlocked topics on that discontinued mod? The bug report topic talks about game-freezing issues, and its creator hasn't returned to the forums since the day he posted 1.02.

As for other vanilla mods, you might be best off asking/reading about them in their main topics rather than on the Help board.
598
Help! / Re: Mod an existing mod?
January 05, 2019, 06:38:48 pm
As long as the modder hasn't set up the release version to block the modding tools such as the Patcher, sure. The current Jot5 release is still openly editable last I checked, as an example.
599
Journey of the Five Ch.1 / Re: Suggestions
January 05, 2019, 02:19:33 pm
Yeah, if there's any deliberate aspect of Jot5's difficulty I have to criticize, it'd be that it does throw you right into the thick of things from the get-go. That's part of the reason that you'll be able to recruit a Chocobo from the Soldier Office before that fight when we get the rerelease out - having access to a party member with White Wind Choco Cure should help tide you over until you can pick up AoE healing from the second tier of jobs.
600
Recruitment / Re: Requesting an Assist
January 03, 2019, 09:50:07 pm
Yeah. Adding a bit of extra dialogue here and there isn't too bad in and of itself; if you know what you're doing, you could probably make some very simple edits to drop those custom characters in existing events (preferably ones with little impact on the story so as not to steal someone else's spotlight) and give them actual lines to say.
Still, yeah, you'd be looking at an hour or two per event depending on how much you were editing it (for example, are you completely redoing the setup for the fight because it makes no sense to just drop the character right in the scene?) and how much practice you've had: once you know the commands well enough, it's easy to identify the exact point where you want to drop your edits in, but at first it's more than a little daunting.

But then setting up in-battle dialogue? Each one of those counts as its own, separate event, with its own trigger that'd need to be set, pointed at the right event ID and everything.

I agree that it's not hard, but you're really not going to find anyone willing to spend the time on all of that for you. It'd take you maybe two, three hours to get all the pre-existing sprites imported and characters sprinkled throughout the ENTDs in the Patcher, and that's including all the planning for which battles you want to add them in and how you want their jobs to go.

If you're willing to take the time to learn it yourself, Elric's event tutorial is here. It's a bit outdated; with newer versions of the event editor, some of the command structures have changed, but going through the tutorial as is is still worth your while. Once you've done that, here is the newest Event Editor; it has a built-in Instruction Viewer and error checking when you save, which makes it very easy to transition from the older commands to the newer ones.