World Map Instructions

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Revision as of 10:37, 6 September 2014 by Xifanie (talk | contribs)
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Legend

== : Equal to
<  : Lesser than
<= : Lesser than or Equal to
>  : Greater than
>= : Greater than or Equal to

0001: Variable is ==

0001 AAAA BBBB

AAAA = Variable ID
BBBB = Value
If Variable 0xAAAA == 0xBBBB { continue }

0002: Variable is >=

0002 AAAA BBBB

A = Variable ID
B = Value
If Variable 0xAAAA >= 0xBBBB { continue }

0003: Variable is <=

0002 AAAA BBBB

A = Variable ID
B = Value
If Variable 0xAAAA <= 0xBBBB { continue }

0004: Unit is present is roster

0004 00AA

A = Unit ID
If Unit 0xAA is present in roster { continue }
  • It doesn't matter if the unit is a guest or not

000E: War Funds are >=

000E AAAA

A = War Funds (gil amount)
If War Funds >= 0xAAAA { continue }

000F: War Funds are <=

000F AAAA

A = War Funds (gil amount)
If War Funds <= 0xAAAA { continue }

0010: Current Month is >=

0010 00AA 0000

A = Month
If Current Month >= 0x00AA { continue }
  • Current Month = Variable 0x002E
    • 0x00 = January
    • 0x01 = February
    • 0x02 = March
    • 0x03 = April
    • 0x04 = May
    • 0x05 = June
    • 0x06 = July
    • 0x07 = August
    • 0x08 = September
    • 0x09 = October
    • 0x0A = November
    • 0x0B = December

0011: Current Month is <

0011 00AA 0000

A = Month
If Current Month < 0x00AA { continue }

0012: Casualties are >=

0012 AAAA

A = Casualties (# of foes permanently dying)
If Casualties >= 0xAAAA { continue }

0013: Casualties are <=

0013 AAAA

A = Casualties (# of foes permanently dying)
If Casualties <= 0xAAAA { continue }

0019: Load Scenario

0019 AAAA BBBB

A = Scenario ID
B = Screen Transition Style
    0x0000: "Hard" Battle push-in
    0x0001: "Normal" Battle push-in
    0x0002: Fade in (used for non-battle events)
If landing at location OR attempting to cross over location over OR attempting to leave location
{
    Load Scenario 0xAAAA with Screen Transition Style 0xBBBB
}

Stop Parsing

001A: Scenario List

001A AAAA BBBB CCCC DDDD EEEE FFFF GGGG HHHH

A = Item 1 Name
B = Item 1 Scenario

C = Item 2 Name
D = Item 2 Scenario

E = Item 3 Name
F = Item 3 Scenario

G = Item 4 Name
H = Item 4 Scenario
If Current Location's colour == red
{
    Create Menu
    {
        If 0xBBBB > 0x0000 { Add Event option 0xBBBB with Map Name 0xAAAA }
        If 0xDDDD > 0x0000 { Add Event option 0xDDDD with Map Name 0xCCCC }
        If 0xFFFF > 0x0000 { Add Event option 0xFFFF with Map Name 0xEEEE }
        If 0xHHHH > 0x0000 { Add Event option 0xHHHH with Map Name 0xGGGG }
    }
}

Stop Parsing
  • Location colours can be found at variables 0x0267 to 0x0292. Only works if set to red (0x0000)
  • Always performs a fade-in Screen Transition
  • Map Names can be found under file WORLD.LZW, section "Map Names" in FFTactext
  • The Menu cannot be closed, you have to pick one of the options. It display the location's image and creates a selection window.

001C: Set Variable to

001C AAAA BBBB

A = Variable ID
B = Value
Variable 0xAAAA = 0xBBBB

001D: Display Text

001D AAAA

A = Message ID
If returning to the world map (from an event or loading a save)
{
    Display Message 0xAAAA in a "check" box on screen
    Variable 0x006D = 0x0001
}
  • Messages can be found under file WORLD.LZW, section "Help text" in FFTactext


001E: Placeholder

001E AAAA BBBB

A = 
B = 

001F: Placeholder

001F AAAA BBBB

A = 
B = 

0020: Draw Path

0020 00AA 00BB

A = From Location ID
B = To Location ID
If some path data exists featuring locations 0xAA and 0xBB
{
    Draw a path from 0xAA to 0xBB
}


0025: Main Character's Brave is >=

0025 00AA

A = Brave
If Main Character's Brave >= 0xAAAA { continue }

0026: Main Character's Brave is <=

0026 00AA

A = Brave
If Main Character's Brave <= 0xAAAA { continue }

0027: Main Character's Faith is >=

0027 00AA

A = Faith
If Main Character's Faith >= 0xAAAA { continue }

0028: Main Character's Faith is <=

0028 00AA

A = Faith
If Main Character's Faith <= 0xAAAA { continue }

Unused

0000
0005 0000 0000
0006 0000 0000
0007 0000 0000
0008 0000 0000
0009 0000 0000
000A 0000 0000
000B 0000 0000
000C 0000
000D 0000
0014 0000
0015 0000
0016 0000 0000
0017
0018 0000 0000 0000 0000
001B 0000 0000
continue