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First attempt at event editing.  (Read 4125 times)
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scorpiova [Posts: 61]
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  • [April 06, 2017, 01:40:30 AM]
First attempt at event editing.
« on: April 06, 2017, 01:40:30 AM »
Hey guys,

I am trying my hand at event making... so I have started some work on it. I might be totally off. Right now I am working on building the dialogue in the pre-battle scene.

Am I doing this right? If not what am I missing? I feel like I am supposed to put something in between each dialogue point...

Offset(x00004000)

UnitAnim(x01,x00,x02,x00,x00)

{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)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0002,x02,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,x11,x0004,x02,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,x11,x0006,x02,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,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Wait(01000)
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}
Nyzer [Posts: 1066]
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  • [April 06, 2017, 01:57:52 AM]
Re: First attempt at event editing.
« Reply #1 on: April 06, 2017, 01:57:52 AM »
Do not use Unit 02 for Nightstar. Those single digit unit numbers are reserved for party members, and trying to use them will often screw your event up. You want to use the 80s & 90s, typically, with 80s being for enemies.

you should never use a Unit ID different from the unit's Main ID. Otherwise, I'm pretty sure it checks for the Main ID before it does the Unit ID, and you WILL get a conflict someday, so just get used to assigning a Unit ID that is identical to that unit's Main ID. For EVERYTHING ELSE (generic human/monsters, EVTCHR only units), 0x80-0xFF are always safe to use. It's just that vanilla uses 0x80 and goes up from there.

---

Quote
I feel like I am supposed to put something in between each dialogue point...

Well, the dialogue's functional, but it'll be a boring event to look at. No one's doing anything. You literally just have Ramza and Nightstar staring at each other, unmoving. Well, not quite unmoving. The only person you've set to stand still there is Ramza - everyone else will be using the walk animation while staying in place. You probably want Ramza walking in, spotting Nightstar from behind, moving closer, having Nightstar turn to face him after he talks, having some minions spawn or walk in, etc. etc.

Also, the first dialogue has Ramza's sentence cut off and spread across two pages. You don't want that. Whenever possible, you want each sentence to start and end on the same page. You've got three lines per page, with the very first line of any dialogue being used for the unit's name.

You also don't have any of the commands for closing the event in the usual transition-to-battle setup - the Conditions for Winning or Ready! overlays.

Granted, when you're learning you just want to take baby steps. And, like I said, the event looks functional, aside from Nightstar being Unit 02.

Two pieces of advice, though: first, if you're going to event edit, you'll want to download the newest Config, copy it into the EVSP folder, and get used to its changes as soon as possible. There are several commands only available in it that will come in handy - specifically, I had a lot of trouble trying to force units to enter water during events because they will not do it for a WalkTo. EVSP before Raven's recent update doesn't properly match up with the changed/new commands, but the wiki should be perfect, so use that as your reference.
Or you can just download Raven's recent update and work with that - I'm assured that it uses all the most current commands. I just haven't had a chance to try it personally yet :P

Second, learn how to edit directly to a savestate. Without that, doing things like precise SpriteMoves or action-oriented events will be abysmally tedious. You probably won't be needing it for simple talking events, but if you really want to sink your teeth into this stuff and make action events like this one, it's a godsend.
« Last Edit: April 07, 2017, 04:24:31 PM by nyzer »
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  • scorpiova [Posts: 61]
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    • [April 06, 2017, 02:16:36 AM]
    Re: First attempt at event editing.
    « Reply #2 on: April 06, 2017, 02:16:36 AM »
    Do not use Unit 02 for Nightstar. Those single digit unit numbers are reserved for party members, and trying to use them will often screw your event up. You want to use the 80s & 90s, typically, with 80s being for enemies.

    Well, the dialogue's functional, but it'll be a boring event to look at. No one's doing anything. You literally just have Ramza and Nightstar staring at each other, unmoving. Well, not quite unmoving. The only person you've set to stand still there is Ramza - everyone else will be using the walk animation while staying in place. You probably want Ramza walking in, spotting Nightstar from behind, moving closer, having Nightstar turn to face him after he talks, having some minions spawn or walk in, etc. etc.

    Also, the first dialogue has Ramza's sentence cut off and spread across two pages. You don't want that. Whenever possible, you want each sentence to start and end on the same page. You've got three lines per page, with the very first line of any dialogue being used for the unit's name.

    You also don't have any of the commands for closing the event in the usual transition-to-battle setup - the Conditions for Winning or Ready! overlays.

    Granted, when you're learning you just want to take baby steps. And, like I said, the event looks functional, aside from Nightstar being Unit 02.

    Two pieces of advice, though: first, if you're going to event edit, you'll want to download the newest Config, copy it into the EVSP folder, and get used to its changes as soon as possible. There are several commands only available in it that will come in handy - specifically, I had a lot of trouble trying to force units to enter water during events because they will not do it for a WalkTo. EVSP before Raven's recent update doesn't properly match up with the changed/new commands, but the wiki should be perfect, so use that as your reference.

    Second, learn how to edit directly to a savestate. Without that, doing things like precise SpriteMoves or action-oriented events will be abysmally tedious. You probably won't be needing it for simple talking events, but if you really want to sink your teeth into this stuff and make action events like this one, it's a godsend.

    Thanks for the reply, and yes I am taking baby steps. I have multiple projects on the go (outside of my FFT mod) so the extent to what I will be doing with these events will be limited.

    I would like to add some flavor to the event once I get a full grasp on making it work.

    I was able to make the tutorial test from the walkthrough work so taking my time.

    With this event I would like it to include Ramza's party, and minions for Nightstar, as well as a female guest unit who is petrified. So going to add those additional units next. I'm just not how to do that yet.

    Ideally this event will lead then to the battle with Nightstar and her minions, then transition to a new dialogue between Ramza and the female guest unit who will join. So any advice on getting there is appreciated.

    I am assuming this is really 3 events, like with Obronne monastery (inside church, outside battle, and ovelia's capture) ? Similar event setup?
    Nyzer [Posts: 1066]
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    • [April 06, 2017, 02:40:06 AM]
    Re: First attempt at event editing.
    « Reply #3 on: April 06, 2017, 02:40:06 AM »
    I do believe so.

    It might be slightly difficult to set up a Petrified unit, though. She'd need to take two job slots on her own - one with permanent Petrify and one without. Teta/Tietra, for example, is automatically and permanently dead IIRC.

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    Xifanie (Webmistress) [Posts: 4462]
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    • [April 06, 2017, 02:50:25 AM]
    Re: First attempt at event editing.
    « Reply #4 on: April 06, 2017, 02:50:25 AM »
    Do not use Unit 02 for Nightstar. Those single digit unit numbers are reserved for party members, and trying to use them will often screw your event up. You want to use the 80s & 90s, typically, with 80s being for enemies.
    Actually, you should never use a Unit ID different from the unit's Main ID. Otherwise, I'm pretty sure it checks for the Main ID before it does the Unit ID, and you WILL get a conflict someday, so just get used to assigning a Unit ID that is identical to that unit's Main ID. For EVERYTHING ELSE (generic human/monsters, EVTCHR only units), 0x80-0xFF are always safe to use. It's just that vanilla uses 0x80 and goes up from there.

    It might be slightly difficult to set up a Petrified unit, though. She'd need to take two job slots on her own - one with permanent Petrify and one without. Teta/Tietra, for example, is automatically and permanently dead IIRC.
    Bitch please. http://ffhacktics.com/smf/index.php?topic=11619.0
    Well, won't work for WotL.

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    scorpiova [Posts: 61]
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    • [April 06, 2017, 09:54:32 PM]
    Re: First attempt at event editing.
    « Reply #5 on: April 06, 2017, 09:54:32 PM »
    Ok so I now have this...

    But wondering about these questions: How do I trigger for Ramza's attack party to spawn? And have the battle start?

    I am assuming the battle would be another event - but I'm not understanding right now how to get there, and how do I insert this into the storyline of the game as I am not interest in replacing current in-game missions.


    Offset(x00004000)

    UnitAnim(x01,x00,x02,x00,x00)
    UnitAnim(x80,x00,x02,x00,x00)
    UnitAnim(x81,x00,x16,x00,x00)
    UnitAnim(x82,x00,x02,x00,x00)
    UnitAnim(x83,x00,x02,x00,x00)
    UnitAnim(x84,x00,x02,x00,x00)
    UnitAnim(x85,x00,x02,x00,x00)

    {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)

    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)

    Wait(01000)
    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}
    French Maid
    Xifanie (Webmistress) [Posts: 4462]
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    • [April 06, 2017, 10:38:42 PM]
    Re: First attempt at event editing.
    « Reply #6 on: April 06, 2017, 10:38:42 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:
    Code: [Select]
    {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:
    Code: [Select]
    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.

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    scorpiova [Posts: 61]
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    • [April 06, 2017, 11:04:20 PM]
    Re: First attempt at event editing.
    « Reply #7 on: April 06, 2017, 11:04:20 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:
    Code: [Select]
    {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:
    Code: [Select]
    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.
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    Xifanie (Webmistress) [Posts: 4462]
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    • [April 07, 2017, 12:39:03 AM]
    Re: First attempt at event editing.
    « Reply #8 on: April 07, 2017, 12:39:03 AM »
    ...Actually, I was asking where you got that old CONFIG.INI.

    And Raven says that in ~a week he will have added squads to his program, so keep your fingers crossed. 8D

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    Nyzer [Posts: 1066]
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    • [April 07, 2017, 04:56:26 AM]
    Re: First attempt at event editing.
    « Reply #9 on: April 07, 2017, 04:56:26 AM »
    When I was using that old Config, it had been the one that came with the patch suite in the EVSP folder, though IIRC the one in the Compiler folder was the current one. Or at least less old.

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    RavenOfRazgriz [Posts: 3030]
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    • [April 07, 2017, 01:55:15 PM]
    Re: First attempt at event editing.
    « Reply #10 on: April 07, 2017, 01:55:15 PM »
    Actually, you should never use a Unit ID different from the unit's Main ID. Otherwise, I'm pretty sure it checks for the Main ID before it does the Unit ID, and you WILL get a conflict someday, so just get used to assigning a Unit ID that is identical to that unit's Main ID. For EVERYTHING ELSE (generic human/monsters, EVTCHR only units), 0x80-0xFF are always safe to use. It's just that vanilla uses 0x80 and goes up from there.

    Addendum, since it's not mentioned:  IDs 0x70 to 0x7F are reserved for Ramza's party as placed by the ATTACK.OUT scenario.  (This includes Ramza himself and is why Ramza mandatory is used even when the cutscene moves him instead of placing him separately in the ENTD.)  Most player parties are only 5 units large so you'll usually only see 0x70 to 0x74 used, but if a player somehow has more units placed via the ATTACK.OUT they relate accordingly.

    And Raven says that in ~a week he will have added squads to his program, so keep your fingers crossed. 8D

    It'd be done today but I need a day or two of doing absolutely nothing.  But, yes, I do know how to set up the data now and how I want the interface to work so now its just a matter of implementation.  Soon(tm).

    When I was using that old Config, it had been the one that came with the patch suite in the EVSP folder, though IIRC the one in the Compiler folder was the current one. Or at least less old.

    The one in EasyVent Editor Super Perfect 2.0 is the one from the wiki.  He would have obtained his elsewhere, presumably some old download that's not updated.  I updated all links I have jurisdiction over to repoint to the 2.0 thread so either he got a download right from the Tutorial thread of a download of 1.91 from the wiki or something.

    Either way, scorpiova, use THIS TOOL and not any older versions for event editing.

    Second, learn how to edit directly to a savestate.

    Fun Fact:

    EasyVent Editor Super Perfect 2.0 lets you skip the Setup, Re-Setup, and Return to TEST.EVT Format steps / the Re-Setup and Return to TEST.EVT Format steps entirely, for the Old Method and New Method respectively, and comes pre-packed with the most up-to-date Event Instruction Upgrade.xml to apply to your ISO.

    HINT HINT USE THE THING.

    :v
    Nyzer [Posts: 1066]
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    • [April 07, 2017, 04:20:49 PM]
    Re: First attempt at event editing.
    « Reply #11 on: April 07, 2017, 04:20:49 PM »
    Quote
    HINT HINT USE THE THING.

    :v

    The only reason I hadn't recommended it from the start was because I'd not yet gotten a chance to use it, and wasn't sure if any possible broad sweeping changes might throw someone off who's still learning from the outdated event tutorial. Especially when you said in the second paragraph:

    Quote
    this entirely-new tool shares nothing in common with [the previous version] aside from the concept.

    Definitely not ignoring it, I promise! Taking it for a spin is still on my to-do list. :P

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    Elric (Overseer) [Posts: 4191]
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    • [April 07, 2017, 04:44:25 PM]
    Re: First attempt at event editing.
    « Reply #12 on: April 07, 2017, 04:44:25 PM »
    To shed some light on this. I'm pretty sure that my old ass eventing tutorial still has a link to 1.9 or 1.91, which would contain the old config (even though my tutorial specifically says to get the new config)

    I'll fix that today after a nap.

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    Nyzer [Posts: 1066]
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    • [April 07, 2017, 04:47:01 PM]
    Re: First attempt at event editing.
    « Reply #13 on: April 07, 2017, 04:47:01 PM »
    The wiki, as well, has EVSP 1.91 available on it, and I'm pretty sure that's where I picked it up from.

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    Elric (Overseer) [Posts: 4191]
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    • [April 07, 2017, 04:51:39 PM]
    Re: First attempt at event editing.
    « Reply #14 on: April 07, 2017, 04:51:39 PM »
    No one uses the wiki unless they are told to, weirdo. (though they should!)

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    scorpiova [Posts: 61]
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    • [April 07, 2017, 10:44:42 PM]
    Re: First attempt at event editing.
    « Reply #15 on: April 07, 2017, 10:44:42 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?
    French Maid
    Xifanie (Webmistress) [Posts: 4462]
    • View Profile
    • Final Fantasy Hacktics
    • http://steamcommunity.com/id/Xifanie
    • share
    • [April 07, 2017, 11:06:10 PM]
    Re: First attempt at event editing.
    « Reply #16 on: April 07, 2017, 11:06:10 PM »
    replace this:
    Code: [Select]
    {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:
    Code: [Select]
    Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
    Reveal(060)
    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.

    • Modding version: PSX
  • <R999> My target market is not FFT mod players
    <Raijinili> remember that? it was awful
    scorpiova [Posts: 61]
    • View Profile
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    • [April 07, 2017, 11:24:10 PM]
    Re: First attempt at event editing.
    « Reply #17 on: April 07, 2017, 11:24:10 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 :)
    Pages: [1]