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Messages - 3lric

4101
Help! / Re: ASM Request
November 14, 2011, 04:07:48 pm
OK so one flaw i just thought of with this method, Would it then only work when the character is their main job? and not once said character switches to a generic job? I can't really change all generic jobs to that since no one would ever crystalize or turn into a box then.. tho i suppose i would still win battles.. hmm i guess that would be a interesting way to do things tho
4102
Help! / Re: ASM Request
November 13, 2011, 11:14:44 am
Quote from: Cheetah on November 13, 2011, 11:07:49 am
Can't you make immortal innate to their job?


I hadn't even thought of that :mrgreen: I've only used FFTP for ENTD's at this point

Quote from: RandMuadDib on November 13, 2011, 11:10:09 am
you could also try to make your unique characters immune to both treasure and crystal, though i don't know how that affects regular people. I've heard that for the undead it triggers a resurrection. I think i also heard that for a regular person it just starts the count over again, but i don't know for sure. And if that were the case i don't know if it would cycle the countdown before triggering the game over when ramza reaches 0.


tl;dr - Try immune to crystal and treasure. it might work.

Edit: i think immortal is only in the entd, its not a status.


I will give this a shot once i get back to that part of my bug report again, I'm not so worried about Ramza if he dies and it game over's then that is fine, but since there are 5 main characters that are important to the games story and flow it would suck to have em die so even if the counter just starts over that will work as a makeshift fix :)
4103
Spam / Re: Mario stops the flood invasion
November 13, 2011, 07:08:27 am
Hahaha this is awesome
4104
Help! / Re: ASM Request
November 13, 2011, 03:22:37 am
Quote from: Cheetah on November 13, 2011, 12:31:19 am
The intro stuff is not related to events at all.

For a group of AI, I recommend just having them all immortal. Thus the game will only gameover when they are all dead, but they will never crystalize so you will never loose those characters. It makes the game a bit easier, but you can just ration resurrection skills. I'm assuming this is what we will end up doing in the FFVII patch as well.

And i actually thought about this which is definitely a possibility but what about random battles? And then wouldn't i have to actually place every unit that i didn't want to die into ENTD for every battle? This would also make it hard to still use a formation screen and allow players to use generics if they so wish
4105
Help! / Re: ASM Request
November 12, 2011, 08:47:16 pm
Quote from: Pickle Girl Fanboy on November 12, 2011, 08:41:14 pm
This belongs in Help.
I think this is event editing.  Don't know for sure.
I know that the game checks if unit ID 1 - which is always Ramza - when determining game over conditions.  Shouldn't be that hard for any ASM hackers to change that to another number (provided they already know where it is), but changing it to a group of unit IDs, or anything else, could be painful.


I wasn't sure since i noticed the old ASM request topic was somewhere in here. EDIT: I was wrong it was actually in Final Fantasy Tactics Hacking

I don't think the Name and Birthday at the very beginning of the game, where you choose your name and bday has to do with event editing, But if I'm wrong that would be great since i could do it myself then lol

As for the other, yea i didn't think it would be easy, but still hoping someone can make it happen since I've run out of alternatives to get around it lol
4106
Help! / Re: How to make someone join as a guest?
November 12, 2011, 08:31:02 pm
freakin awesome, Thank you soo much guys, this will fix one of the more irritating bugs in my demo.

Now i don't suppose there is a way to make it so you can't remove certain units such as with Ramza. Without a ASM hack? Since that's pretty much out of my ability
4107
Help! / Re: Event Decompiler - can't get message to close
November 12, 2011, 08:12:52 pm
Quote from: nyzer on November 12, 2011, 08:09:33 pm
The extra Instruction is in there because that's how I saw the chats above it to be, mostly. :P

Today's the first day I've tried the Compiler. I have no idea what the vast majority of these numbers are for, or some of those commands. But thank you, I'll be trying that out :)


My pleasure man, i had a lot of issues learning event when i started out but this community is awesome when it comes to finding help. Good luck and let me know if you need any other kind of help working with events
4108
Help! / ASM Request
November 12, 2011, 07:49:42 pm
I couldn't find an ASM request thread other than one that hasn't been used in like 2 years, anyway there are 2 ASM's i would like to request if anyone has the time

1. Get rid of Name & Birthday screens while keeping the intro untouched

2. Modify whatever makes the game end when Ramza dies (even in random battles) to do the same for a certain group of unique characters, if anyone could do this let me know and I will tell you which uniques I need this for.
4109
Hacking/Patching Tools / Re: PPF-O-Matic Patch Time
November 12, 2011, 07:07:22 pm
Quote from: Naysaer on November 10, 2011, 02:43:01 pm
I've attempted this 5 times. So it would seem odd if it were random each time.


Naysaer, do you have Yahoo Messenger, MSN Messenger, or Gtalk? if so PM me on here and give me your contact info and I will help you work it out.
4110
Help! / Re: How to make someone join as a guest?
November 12, 2011, 06:39:33 pm
I also have looked at the Academy as Raven suggested but there is nothing special about how those 6 generics are setup besides having join after evewnt tagged which for me doesnt work unless its a fight and then there is the Join Up screen so i dunno how to make people join without a joinup screen yet :/

This is good info tho, I'm going to have to try it out once i get to this point of my bug fixes for my demo lol
4111
Help! / Re: Event Decompiler - can't get message to close
November 12, 2011, 06:38:11 pm
Hey man  you have it set like this

DisplayMessage(x10,x92,x0029,x15,x00,x00,+00000,+00008,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)


I have no idea what you put the extra Instruction in there for since that would actually make it wait for another dialogue box before closing the current one instead of waiting for the player to press the button. It needs to be like this instead

DisplayMessage(x10,x92,x0029,x15,x00,x00,+00000,+00008,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)


Or you could do it much simpler by simply using

DisplayMessage(x10,x12,x0029,x15,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)


if the text is below the person or

DisplayMessage(x10,x14,x0029,x15,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)


if its above.. Hope this helps, PM me if you need any more assistance or you can join chat
lots of friendly people their to help  :P
4112
Quote from: Kagebunji on November 12, 2011, 04:06:27 pm
I forgot to write back about this, shit...

Wel, I am liking the events soo far, and since Dante's type is now fixed, I don't see much wrong. I still spot three thing that should, but not neccesarry, be changed(Dante's and Snake's portraits), and Link sprite improved. Now when Seph came in, I must say his coat is looking very flat. I will try to do at least one o these things once I get the time.

Good work guys, keep it up.

Thank you Kage  :mrgreen: and yea I am still a bit red faced from messing up the whole Dante thing originally :P

How's that Zelda sprite looking?
4113
New Project Ideas / Re: Final Fantasy VII Project
November 12, 2011, 02:26:10 pm
Quote from: Cheetah on November 12, 2011, 10:47:44 am
I'm still waiting on more input on the event script before moving forward with recruiting an event editor. Don't plan on seeing anything concrete for a long while, though slow progress is being made. I would like to release a gameplay demo at some point for testing, but I doubt that would even happen before the end of the year.

That's understandable, If i wasn't working so hard to get my own events done i would definitely lend my hand at it
4114
Help! / Re: Winning conditions
November 12, 2011, 01:33:25 am
Woot! Pride to the rescue again! Thanx man

EDIT: If anyone else has this issue in the future go to this page

http://ffhacktics.com/smf/index.php?topic=4984.0

the version of shishi listed there is capable of reading these images, versus the one i had which could not

EDIT: Altho the above version of shishi can read the images and import/export, if you do this method they
don't show up correct in game, there are other working methods in the thread i linked tho
4115
Help! / Winning conditions
November 12, 2011, 01:21:47 am
How can i change what winning conditions say? Like say i wanted to change Defeat/Kill said unit, with another units name?
4116
Hacking/Patching Tools / Re: Gameflow Editor
November 12, 2011, 12:11:51 am
Quote from: Pride on November 12, 2011, 12:00:42 am
There may be a way to do it but when I tried... It didn't work. You probably have to hack something in the game to do it.


Ah i gotchya, its not a big deal right now I'm just trying to get everything nailed down, Story, Events, Worldmap, so that i don't take on to much at once, once i start adding more side-quests other then the 2 planned for Chapter 1 i will experiment with it a bit more and post my results.
4117
New Project Ideas / Re: Final Fantasy VII Project
November 11, 2011, 10:18:37 pm
Just wondering what the progress on this is? Do you guys have an event done for this first section yet? This is defiantly one work in progress that i am very heavily wanting to play  :mrgreen:
4118
Hacking/Patching Tools / Re: Gameflow Editor
November 11, 2011, 09:57:30 pm
Quote from: Pride on November 11, 2011, 09:38:32 pm
I'm pretty sure you can draw a line anywhere on the map, I've created and erased lines all over the map before.


I'm going to do some more testing on this, I have only found the one place that it did not work on so far and all i did to fix that particular incident was change the line to go from Dorter to Araguay instead of Araguay to Dorter.

You said you've created lines all over the map, have you been able to successfully create a new line somewhere that didn't previously exist in the game? For example drawing a line directly from Lionel to Golgorand? Which would bypass Bariaus Valley?
4119
Hacking/Patching Tools / Re: Gameflow Editor
November 11, 2011, 09:23:30 pm
Ohh i did not realize that they enemies where counted that way i get it now, but yes this will make it so i atleast don't have to keep swapping my other attack.out in and out because eventually in the confusion of it all i will probably overwrite it lol, so thank you very much for that update.

As for the line drawing, it may be because to my knowledge there was never a line drawn from Araguay to Dorter so that particular animation might simply just not exist, in which case its not a huge deal.

Edit: How will i know which portion I would need to copy now? Since i still only see the one xml tab? I'm probably missing something obvious here lol  EDIT: Never mind i noticed that you set it up so attackout and wldmap conditions show up separately in FFTorgASM now, thank you very much for adding that
4120
Hacking/Patching Tools / Re: Gameflow Editor
November 11, 2011, 03:40:00 am
Okay so I've successfully created the worldmap for my mod using your Gameflow Editor and it's working perfectly  :mrgreen:,
I'm going to test some side-quests soon and I will let you know if there is are any bugs with that. A couple questions tho.

-Did you ever figure out if a line can be drawn in a direction it wouldn't normally go? For example; if i try to have a line go from
Araguay Woods to Dorter it won't happen and the game will just kind of hang there, however if I make the line go from Dorter to
Araguay then it works fine, not a huge deal i just thought i would ask.

-Now one thing that is causing me some confusion is the Sub-event editor which I believe is the attack.out editor, now the issue
i have is if i go to 03D Miluda 2 to try to edit it to match what i did in raven's spreadsheet (so I don't have to keep repatching my
attack.out every time i have a game flow update). I notice that while in Ravens spreadsheet Miluda is referred to by her unit
number which is this case would be 85, but in your game flow editor she is referred to as Enemy 6, where do you get this value? If i
go into the ENTD she is the first of 6 enemies in the list but i don't know is that has anything to do with it? If you could clear this up
for me i would appreciate it since then i could just use 1 spreadsheet for gameflow/worldmap conditions/attack.out conditions.