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Messages - Elric

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1
Event Editing / Re: Hello Elric sorry again!
« on: Today at 01:00:12 AM »
Now -I'M- confused, because I thought you said you read my tutorial. If you had, you'd have seen this.



WALK IN FROM SOUTHERN EDGE OF MAP. UNIT MUST BE ERASED OR NOT PRESENT (WITH ADDUNIT)
BEFORE THIS COMMAND SET. REMOVE BLOCK (START & END) IF YOU DO NOT WANT COMMANDS
FOLLOWING THIS TO HAPPEN AT THE SAME TIME AS THIS

BlockStart()
SpriteMove(x01,x00,+00000,+00000,-00014,x00,x01,+00000)
ColorUnit(x01,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x01,x00)
ColorUnit(x01,x00,x08,+000,+000,+000,004)
SpriteMove(x01,x00,+00000,+00000,+00000,x00,x01,+00018)
WaitSpriteMove(x01,x00)
WalkTo(x01,x00,001,005,x00,x00,+008,x01)
WaitWalk(x01,x00)
UnitAnim(x01,x00,x0002,x00)
BlockEnd()




ADD UNITS INTO EVENT AFTER TELEPORT OUT, OR IF NOT SET TO ALWAYS PRESENT
IN ENTD

AddUnitStart()
AddUnit(x01,x00,x01)
AddUnit(x0D,x00,x01)
AddUnit(x0F,x00,x01)
AddUnitEnd()
WaitAddUnitEnd()




Obviously the filled in ID's are just placeholders from my examples. So you'd need to change these. Also, this will make them fade in from one tile south and you want the north, so you'd need to reverse the spritemoves. Lookup the spritemove command for this and note the XXXXX ZZZZZ YYYYY, and adjust accordingly.

Your mistake was thinking that you could just move them off the map or something to achieve this, and you cannot, it doesn't work that way, you need to actually move the sprite (with spritemove) while its erased and then make it a dark color. then draw and fade it back to the normal color as you are returning the spritemove to 00000,00000,00000, which is all listed above.

The AddUnit i added is how to bring in a unit that is not set to always present in the ENTD, otherwise you can just use the draw command as normal when set to always present.

I still stand firm in believing that you are trying to do this too quickly, and that you need to take the time to look at how vanilla events were made, and reading up on the commands.

Another thing to note is that spritemove is based on current location of the sprite, not absolute location. Which means if you reset the spritemove to 00000,00000,00000 the sprite will return to where the data is placed, which in this case would be 00,12 (for Ramza) this is why you'd need to use spritemove to move Ramza's image up 1 Tile, since you can't actually walkto or place or warp them to a spot off the map, since it is programmed as unwalkable. So your XXXXX,ZZZZZ,YYYYY for his sprite move specifically would be +00000,+00000,+00028. because when he draws and starts to move back to 00000,00000,00000 he will appear to be fading in from off the map and is walking to 00,12.

2
You shoulda had some monks. Monks are boss, lol

In vanilla, I normally spend about 2 or 3 battles (about an hour each) just gaining up some JP and EXP. This would usually have me pretty much set until the end of Ch2, where you start getting more unique characters.

3
Journey of the Five Ch.1 / Re: Journey of the Five Battle Logs
« on: July 05, 2015, 11:52:23 PM »
I bet people who say that are super-veterans who've been playing this game for years.

Not especially. I've never thought FFT was that hard, (and I don't play any difficulty mods) usually when something is too difficult it's because your setup isn't what it should be for a specific fight (in vanilla). Not to say it was always easy, but i don't think you'd have to be a 'super-veteran' to think it wasn't very difficult when you have the right setup.

4
Event Editing / Re: Hello Elric sorry again!
« on: July 05, 2015, 11:06:51 PM »
Dude, take Ramza and Alma off Randomly present. They should just be set to always present. Randomly present is for stuff like special effects and random battles.
 
also

The only think i got to understand is why the dialogue are right on delita and teta but wrong on alma and ramza, it's not on their head, it's on their chst.

the display message doesn't move the camera. if they aren't in a good spot to display the message it will do the best it can. You need Ramza/Alma to be closer to the middle of the screen. Otherwise there isn't room to display the message directly above or below the unit.

x11 will show it above the character,
x12 will show it below them

5
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: July 05, 2015, 10:52:11 PM »
Follow up for all the "what if" ideas I've had. Is it possible to:

2. Set a job as male or female only? Bard and Dancer have this flag.

Why? There is only a limited number of jobs and space to work with anyway... Plus your ability space is very limited, even on the PSP, so no, probably not.

3. Swap a sprites between classes? Thief that uses a Dancer class for example?

That's what unique units are for, it was never meant to be that way with Generics

4. Change the Soldier recruiting office?

If you actually looked around the site, maybe you'd have found Xif's soldier office hack.

As for maps, what they should have done with the PSP port is to update the engine and increase the map size. FFT has tiny maps for a SRPG, and it seems it was limited by the Playstation. Moving to a new console meant they should have taken advantage of the extra power.

i think what you meant to say is that IN YOUR OPINION the maps should've been bigger in WotL. the maps were made as they were intended for the game. Change map size then skill range and a million other things has to change with it. You tried to make some of these points years ago, and they still don't hold up to how FFT is intended to be played. Nor have I seen you make any attempt at doing any of these things :/ fact of the matter is that FFT isn't Tactics Ogre.. even in the SNES version of tactics Ogre the maps were big because that's how it was intended to be played, FFT was not

6
Event Editing / Re: Hello Elric sorry again!
« on: July 05, 2015, 05:22:54 AM »
Bro, you need to use the link I sent you.
http://ffhacktics.com/wiki/Event_Instruction_19

CAMRT is Camera Rotate...

There are very few people around here who event. You need to study that page, or the commands in EasyVent, Xif wrote explanations for every known command and did an awesome job. All the stuff you are asking about is documented on there. I'd also suggest looking at some vanilla events.

Not trying to be negative, but you will never learn this by someone showing you, you also need to spend more time looking at the event instructions and descriptions, that's why they exist :P

7
Event Editing / Re: Hello Elric sorry again!
« on: July 05, 2015, 04:01:24 AM »
First remove that:

UseFieldObject(x05,x00)
WaitFieldObject()

Rule of thumb, if you don't know what it is, don't use it. Use the wiki here for commands:
http://ffhacktics.com/wiki/Event_Instructions

You can easily break down commands like this, and see what everything does.

ADD this camera right before Alma starts to walk (Only add this)
Camera(+00560,-00048,+00100,+00302,+03584,+00000,+04096,+00060)

This should make the camera move south as she is exiting the screen, South is the correct direction if you look at the map since she walks toward 00,06. and remember the Camera format is XXXXX,ZZZZZ,YYYYY. So you needed to lower the YYYYY which I've brought down to 100. You can change the speed to make it fast by decreasing the last byte (Currently 00060) or make it slower by raising the number.




8
Event Editing / Re: Hello Elric sorry again!
« on: July 05, 2015, 03:04:56 AM »
You have the walk speed set to +016, +008 is normal walk speed.

What map are you using, I can show you how to do that with the camera

9
Event Editing / Re: Hello Elric sorry again!
« on: July 05, 2015, 01:19:05 AM »
You have 02 and 1C as the unit IDs. Which one is Teta and which one is Delita?
The fact that you say that Teta still walks lead me to believe you didn't set her ID correctly in the ENTD. Check again, and post what ID's you used for Delita and Teta in the ENTD.

You are using the Unit ID's for the first byte in the WaitForInstruction. This is incorrect. In the way you are using it, it should be 01.
(x01 means it will wait until that message is completed before moving onto the next command)

You have both DisplayMessage  set to message 0001. The second one should be 0002, unless you want to play the 1st message twice.

Change the x91 in the DisplayMessages to x11. You aren't adding extra messages to the same box so ChangeDialog is redundant
- After you change those commands to x11, remove the ChangeDialog command altogether, you don't need it for what you are doing.

Everything else is fine.

Also, "Yea..." should be "Yeah..."  ;)

(I want to show you an example of what it SHOULD look like, but i need to know what your ENTD ID's are set to, cuz from what you say, i can tell they are incorrect)

10
Journey of the Five Ch.1 / Re: Journey of the Five Battle Logs
« on: July 04, 2015, 09:30:16 PM »
Because most people who do LPs do so of the original game, and they are sped up for battles, since everyone has seen FFT battles many times. Though i do agree, i wish they would slow it down at least for the events, i work hard on those damn things :P I'd recommend CT5Holy's LP as well, as I was able to talk to him during the making of it and got him to not speed thru the actual events, lol

11
Journey of the Five Ch.1 / Re: Re-Release Info and Changes
« on: July 04, 2015, 09:28:47 PM »
Be sure to thank Xifanie for the amazing Synth Shop hack then!  :mrgreen:

12
Depends what sprite you are trying to replace, in Wotl, you need to replace it with a sprite of equal or lesser size, unlike the PSX version

13
PSX FFT Hacking / Re: How to install custom characters for noobs
« on: July 04, 2015, 03:25:57 AM »
Comes to a hacking forum and asks for a simple explanation...

http://ffhacktics.com/smf/index.php?topic=10141.0

14
Journey of the Five Ch.1 / Re: Re-Release Info and Changes
« on: July 04, 2015, 03:08:40 AM »
Lol. Alma uses a hammer in both her battles and they were available to purchase after the mandala fight which is shop progression 4.

EDIT: Added ASM List to OP
EDIT: Updated OP with some stuff I'm currently working on.

15
Journey of the Five Ch.1 / Re-Release Info and Changes
« on: July 04, 2015, 12:16:32 AM »
I'm doing lots and lots of little changes and fixes to Ch1 to make the re-release even better when it does come out. I will update this thread more tonight once I have some more info together, but for now I thought you all might enjoy looking at some pretty pictures :D

This is a message you will get upon completing the Warjilis event in Ch1 and getting Leesha and Olivander as guests, enjoy:

EDIT: I've added a list of the ASMs we are using for the re-release (Most of these are already in the current version)







Currently working on:
Adding back in the Generic Unit Quotes that Square was too lazy to do for the PSX version.
Minor Ch1 event fixes, dialogue n such

16
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: July 03, 2015, 03:16:02 PM »
I made a tutorial on how to use Ganesha and map2gl some time ago, that would be a good place to start, lol.

Also, I'm not sure why you can't see the image, as it's in a public folder :/

17
Journey of the Five Ch.1 / Re: Official Mark Ideas Thread
« on: July 03, 2015, 03:19:56 AM »
1. We actually already have (sortof) 3 things like this already being done :P 2 of the ones you mentioned are a lot like 2 marks that appear in Ch2, and 1 of them is a lot like a Story battle in Chapter 2

2. When making marks is always best to consider sprite space. If we can get away with using a different palette it's always preferable over a different sprite. Though of course it would have to be written in a way that a new palette makes sense, rather than just making a new palette and calling it a completely different type of monster (which comes off a bit cheap)

18
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: July 02, 2015, 09:52:57 PM »
Gatebuster. FFT Complete just has the WotL script. Nothing new. (99% of us HATE the WotL script) Also, there aren't new maps in Jot5 Ch1 lol. I just edited that map to remove the chairs n such. You just normally wouldn't fight in it in Vanilla.

The only way you'd be able to do what you mentioned about adding in new events would be to completely restructure your attack.out and worldmap to remove setup events. Or wait for TLW.

You are not the first person to assume that there is no tool for Map edits, but there is. It's called Ganesha and has been around for over 5 years.


----------------

Havermayer, there are job slots to accommodate that, but definitely not sprite space for it. Also, No, you won't be increasing the size of those maps in the manner you are thinking. It is true that Xif can move stuff around to make for larger maps to be placed in or moved around (like she did for Jot5) but thats not the only issue. Have you ever even looked at Ganesha or how maps are made? Map making is easy, but setting up map palettes and cohesive textures to accompany them is horribly inefficient.

I can't say it is "impossible" to do what you are saying. Though given that I'm one of like 4 people who have ever even edited FFT maps, and that 3 of those people don't do so anymore, paired with what I said above, it is safe to say, its not going to happen.

Also, while I agree that the WotL script was horrible the names were not made by eliminating l's and v's. There is a pattern behind how it was done this is used IRL. Unlike the faux old english that is used, which would be improper to any era of the english language.

19
PSX FFT Hacking / Re: Synthesis Shop 1.00
« on: June 28, 2015, 12:00:41 PM »
Thought I'd ask this here in case anyone else ran into the issue in the future.

I tried to adjust the Tactext, however it seems like both the normal Shop and the Fur Shop use the same Sell dialogue. Also, I opened up my Tactext in notepad and located the Fur Shop help messages, but it only has the buy and leave messages. No matter were I tried to add in a new entry, I was not able to edit the Synth help message without changing the Sell message from the normal shop. Even when adding a new entry, the Exit option would remain blank. Not sure what to do in this case.

20
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: June 27, 2015, 01:49:16 AM »
Don't rely on support to make you do or post anything. Because speaking from experience you wont get support until you have either a shitton of viewables or at the very least something playable. You have to come into this realizing that we are a very small community and even less that actually do things. Those of us who do do things are working on our own things.

If that's something you can handle then I'll be glad to see where this goes. That's not to say we can't help you, as we do have a vast knowledge of how the game works and ways to do many things you many have in mind. The implimentation portion however will heavily fall on you to do yourself.

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