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Eventing experimentation continues - Dialogue Loops???

Started by scorpiova, April 19, 2017, 02:23:03 pm

scorpiova

Eventing - take two....

So trying to do a little more with events - for my current mod I have mainly been simply altering existing dialogue - and in places re-directing dialogue to new characters that I have added.

Sometimes - this works flawlessly, for example in the windmill in chapter 1 - I changed the monk that enters to speak with Wiegraf to my new assassin class, I named her and was able to make her use the lines that the monk spoke (was pretty easy to do). In another scene after Dorter in the "Interrogation" I added an additional unique character, and re-directed 2 OF Delita's lines to her and altered the dialogue.

So sometimes I can get things to work no problem.

But then other times, I get strange errors that I really don't understand.

What I am trying to do now - is re-directed one dialogue line in Mandalia plains from Ramza to a new unique guest character. I can re-direct the line no problem, but once the dialogue ends, and the battle objectives launch - all of a sudden we go back to the dialogue - then portrait boxes drop in the same sequence as the dialogue (just without the dialogue) and the lopps continues over and over.

Any ideas what might be causing the looping?

This is the only changes I made:

The new guest unit is listed as unit 85 in the patcher. SO the only changes I made were in reference to dialogue box 3. The re-direct and alteration to dialogue.

Focus(x85,x00,x01,x00,x00)
Camera(+26649,+17154,+18432,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
DisplayMessage(x10,x70,x0003,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)

I'm probably making a simple mistake that is causing the loop - as the initial dialogue plays through exactly as planned.


Here is the complete excerpt from the event editor... the only change i made is above.

Offset(x00022000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000000F0)
//Remove the previous line if you wish text to compile directly after instructions.

DisplayMessage(x10,x70,x0001,x01,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
{63}(rAA)
Focus(x04,x00,x04,x00,x00)
Camera(+31814,+29440,+10000,+00302,+02560,+00000,+04096,+00024)
WaitForInstruction(x04,x00)
FaceUnit(x01,x00,x04,x00,x00,x01,x00)
WaitRotateUnit(x04,x00)
DisplayMessage(x10,x70,x0002,x04,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
Camera(+26649,+17154,+18432,+00302,+02560,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00010)
Focus(x85,x00,x01,x00,x00)
DisplayMessage(x10,x70,x0003,x85,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)
Focus(x04,x00,x04,x00,x00)
Camera(-26599,-19709,-06144,+00302,+02560,+00000,+04096,+00064)
WaitForInstruction(x04,x00)
Wait(00020)
RotateUnit(x04,x00,x08,x00,x00,000)
WaitRotateUnit(x04,x00)
Wait(00056)
DisplayMessage(x10,x70,x0004,x04,x00,x00,+00000,+00000,+00000,x02)
WaitForInstruction(x01,x00)
Wait(00030)
March(x00,x00,002)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
CallFunction(x03)
ZERO(x007D)
ADD(x007D,x0001)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Our duty is to destroy{br}
the Death Corps.  {br}
Get them!{end}

//Message x02
{font:08}Delita{br}
{font:00}Are you mad {Ramza}?{br}
Leaving him stranded!?{end}

//Message x03
{font:08}Bellinda{br}
{font:00}{Ramza} is right! Cleanse the area!{end}

//Message x04
{font:08}Delita{br}
{font:00}...I'll save him.{end}

//Message x05

  • Modding version: PSX & WotL

3lric

Try removing the text offset (as you should be doing anyway per my tutorial...)

And don't use ID 85... Thats an enemy ID, use something in the 90's
  • Modding version: PSX

Xifanie

And don't update your CONFIG.INI.
Actually, just be sure you don't get EVSP 2.0! It's great for eventing. You don't want that.

(trying reverse psychology since everything else failed)
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

scorpiova

Ugh - yeah I should do the config thing - is that what's causing the looping?

I'm finding event editing to be really irritating. It seems so random in when it works and when it doesn't - as I have done the same types of alterations in other scenes with zero issues (Interrogation, Yuguo Woods, Araguay Woods). Yet here, this looping makes zero sense to me.

Anyhow - sometimes when someone says "they give up" they should make that final. Which is my case specifically. I tried the offset and using a 90+ number and the same looping occurred.

Clearly I just do not understand or grasp how the coding works for this games events. So I am sorry for bothering you guys. I should stick to modding PC games where I have found much more success.

Bellinda thanks you for your efforts... see below.
  • Modding version: PSX & WotL

3lric

Quote from: scorpiova on April 19, 2017, 07:32:58 pm
Ugh - yeah I should do the config thing - is that what's causing the looping?

I'm finding event editing to be really irritating. It seems so random in when it works and when it doesn't - as I have done the same types of alterations in other scenes with zero issues (Interrogation, Yuguo Woods, Araguay Woods). Yet here, this looping makes zero sense to me.

Anyhow - sometimes when someone says "they give up" they should make that final. Which is my case specifically. I tried the offset and using a 90+ number and the same looping occurred.

Clearly I just do not understand or grasp how the coding works for this games events. So I am sorry for bothering you guys. I should stick to modding PC games where I have found much more success.



Ooookay, dude, first off, you did not do what I mentioned and remove the text offset.

I've coded over 200 events from scratch (more than any one person at Square ever did for FFT) and I can tell you they are 100% not random. If it doesn't work, its because you did something wrong.

Now, remove the Text Offset line and try again...

Also, go download EVSP 2.0, can't answer questions if you are using outdated material
  • Modding version: PSX

scorpiova

April 19, 2017, 07:47:47 pm #5 Last Edit: April 19, 2017, 08:26:19 pm by scorpiova
Quote from: Elric on April 19, 2017, 07:45:06 pm

Ooookay, dude, first off, you did not do what I mentioned and remove the text offset.

I've coded over 200 events from scratch (more than any one person at Square ever did for FFT) and I can tell you they are 100% not random. If it doesn't work, its because you did something wrong.

Now, remove the Text Offset line and try again...

Also, go download EVSP 2.0, can't answer questions if you are using outdated material


I mean i changed it after - just did not post it. I certainly did not mean disrespect - you guys have been very helpful. I just don't get how to move forward. Meaning - I'm just not understanding - which is my issue, not yours or anyone else.

EDIT:
Man I am so lame at this... what I deleted as the text offset - was not the right item to delete (Don't ask, I'm stupid sometimes). Tried a third time and I deleted the right thing that you were trying to beat into my head. Now it worked. I need to grow some patience for this...
  • Modding version: PSX & WotL

RavenOfRazgriz

Recommended course of action:
1. Download EasyVent Editor Super Perfect 2.0
2. Give your .EVT you're editing for your mod a unique name, place it into the .EVT Directory included in EasyVent Editor Super Perfect 2.0
3. Press "Decompile .EVT", choose your .EVT, choose one of the included sub-folders (or make your own), and decompile the entire .EVT into this folder with EasyVent Editor Super Perfect 2.0.  This will ensure all your events are compatible with the new configuration file.
4. Open your specific event you're editing in EasyVent Editor Super Perfect 2.0 as it appears in the decompiled folder and resume bugtesting.  If your event looks strange or garbled upon opening, that's probably your problem.  Based on my experience, I'm expecting this to be the case.  If/When that happens, just use EasyVent Editor Super Perfect 2.0's backups of Vanilla events to load a fresh copy of the event you're trying to edit and re-apply your edits.
5. Continue using EasyVent Editor Super Perfect 2.0 and discontinue using old stuff.

scorpiova

Quote from: RavenOfRazgriz on April 19, 2017, 08:27:43 pm
Recommended course of action:
1. Download EasyVent Editor Super Perfect 2.0
2. Give your .EVT you're editing for your mod a unique name, place it into the .EVT Directory included in EasyVent Editor Super Perfect 2.0
3. Press "Decompile .EVT", choose your .EVT, choose one of the included sub-folders (or make your own), and decompile the entire .EVT into this folder with EasyVent Editor Super Perfect 2.0.  This will ensure all your events are compatible with the new configuration file.
4. Open your specific event you're editing in EasyVent Editor Super Perfect 2.0 as it appears in the decompiled folder and resume bugtesting.  If your event looks strange or garbled upon opening, that's probably your problem.  Based on my experience, I'm expecting this to be the case.  If/When that happens, just use EasyVent Editor Super Perfect 2.0's backups of Vanilla events to load a fresh copy of the event you're trying to edit and re-apply your edits.
5. Continue using EasyVent Editor Super Perfect 2.0 and discontinue using old stuff.


Ok, I will try these steps as well as update the config before I post again. For some reason I am using 1.91.

My only concern  is, will i lose the event alterations that I have successfully made to date? I have a bout 5 scenes that are working right. Or will they be present when I decompile?
  • Modding version: PSX & WotL

RavenOfRazgriz

Quote from: scorpiova on April 19, 2017, 08:40:00 pm
Ok, I will try these steps as well as update the config before I post again. For some reason I am using 1.91.

My only concern  is, will i lose the event alterations that I have successfully made to date? I have a bout 5 scenes that are working right. Or will they be present when I decompile?


If you do the steps I gave you to decompile the .EVT you've been adding all your events to and they all function properly, they'll be fine when you decompile.

You don't need to update the CONFIG.INI file in EasyVent Editor Super Perfect 2.0.  It already includes the most up-to-date CONFIG.INI file.  It also includes comprehensive error-checking that would prevent errors like what you're seeing right now from turning up.  There's a reason we keep telling you to use the 2.0 release.