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Topics - 3lric

91
Help! / How to make someone join as a guest?
November 10, 2011, 09:28:13 am
I can have someone actually join, but how do i make someone join as a guest, such as Delita and Algus from chapter 1?

Also can i make someone join my party not as a guest without having to do the join up screen? eliminating the player from avoiding key characters?
92
Help! / Formation Music
November 04, 2011, 05:13:15 pm
Can this be changed at all?
93
Help! / Why is my Ramza a guest?
October 30, 2011, 11:00:05 pm
Okay so in wanting to get closer to releasing a patch I decided I've wanted to now start linking battles to a few
of my events. (after which I will start on the world map and event conditionals)

The issue I'm having is that when I setup the battle everything works correctly, except that Ramza is a Guest,
I've tried quite a few things and can't seem to rectify this, I'm going to include pictures of the ENTD and Attack.out
setup I'm currently using, It may just be something with were my characters are set to start but I have no idea..

This is basicly the Welcome to Ivalice video i have, but i need make the battle at the end work

Map I'm Using-
Ramza in ENTD starts at 02,07 but I have him tele out and then warp to and tele back in at 06,07 which is were i
have the squad setup at in the Attack.out GUI


Attack.Out Gui
As you can see I'm currently using the blank squad which makes you not need a formation screen such as was in
the first battle at Orbonne (but Ramza is still a guest even when I give it a formation screen) I'm currently using 002-005
in the Attack.out Gui for this demostartion of my issue but it also happened when I had it set to work in Sweegy Woods.


ENTD
I have used 3 different ENTD's trying to making this work I am now using the original one that was set to the Orbonne Monastery
fight. (I had the same luck with the others i used)


I'm sure I'm missing something incredibly obvious but I just can't find it, any help at all will be greatly appreciated since this has
been holding us back on getting this part of the mod done for a while (tho because of this issue I've made many events in the mean time lol)

-Elric42
94
Journey of the Five Ch.1 / Original Jot5 Thread
October 24, 2011, 04:53:34 am


Release Date: On or before Friday 03/29/13

- 164 event slots used.
- 18 Battles.
- Intense boss battles.
- Many different battle conditions in boss battles.
- 56 Completely new scenes (this doesn't even count some of the scenes that lead to other scenes).
- Over 80 Custom sprites (many of which were custom made for Jot5).
- 14 completely new EVTCHR sheets spanning over 35 palettes.
- 2 Returning (but modified) EVTCHR Sheets.
- Over 40 ASM's (Several custom made for Jot5).
- Deleted Scenes (Unlocked in the Bravestory at a specific point in Ch1).
- Backstory Events (Unlocked in the Bravestory at a specific point in Ch1).
- Marks to replace Rumors (Unlocked in the Pub at a specific point in Ch1).
- Letters to Ramza from many vanilla characters post FFT. (Accessed via Bravestory).
- Ramza's Journal (Accessed via Bravestory).
- New title screen and intro.
- Edited Worldmap.
- 4 Edited Maps.
- 2 Vanilla maps that were never used in Vanilla.
- Several battles on maps that couldn't previously be battled in.
- New Backgrounds for ALL Shops.
- Removal of opening videos of FFT.
- And certainly much more... Hungry Yet?? STAY TUNED!



















Elric                       Leader          Events          Story
RavenOfRazgriz                       Leader          Tons of shit          Story
Xifanie                       Slave          ASM          Event Quality Control
Twinees                       Spriter          EVTCHR          Graphic Quality Control
Lijj                       Spriter          Go to Guy          Re-Paletter
MiKeMiTchi                       Spriter          EVTCHR          Shops / Worldmap / Misc Graphics
Kagebunji                       Spriter          EVTCHR         
CONMAN                       Spriter          EVTCHR         
Taichii                       Graphics
Pride                       ASM          Worldmap / Bravestory          Attack.out Organization
Choto                       ASM          ASM Fixing / Ripping Apart          Lots of Misc ASM Stuff
Pokeytax                       ASM          Console Hotfixes
formerdeathcorps                       ASM         
Durbs                       Writer          Story         
Joseph Strife                       Character Bios          Q & A
Dokurider                       Beta Tester
Toshiko                       Beta Tester          Eventual Map Editor         


Ability Requirement Hack.
Status and Skill Proc Hack.
Low Br/High Fa Don't Dismiss Units.
"The Five" Cannot Be Dismissed.
"The Five" cause Game Over if they become Crystals.
Weapon Guard Innate All FIXED.
Random Unit Gear is Story Progression, More Selective.
Crystals include Special Job Abilities.
Undead Rot/Reanimate without Skipping Turns.
Mime can Equip Gear and Secondary Skillsets.

Numerous Formula Edits.
Sell Price is 1/4th Buy Price.
Monster Talk Removed.
Money Rewards are Level x20 Per Unit KOed.
Short Charge affects Charge Skillset.
%HP Formula use Min(999,MaxHP).
"Equip" Ability Edits.
Weapon Formula Rewrite Hack.
Undead Units take 25% Damage from Phoenix Down.
Many Pre-Raw Stat Edits.
Gained JP = 10. (15 with JP Boost.)
Starting Inventory Rewrite Hack.
Brave Up = +10 Brave.
Faith Up = +10 Faith.
Permanent Br/Fa Alteration Removed.
Supports Under Non-Charge become Sturdy, Adeptness.
Teleport Fail Rate is 25% per Tile beyond Move range.
Inherent RSM Limitations.
Knockback on "Throw Stone" formula is 100%.
Poison and Regen also Damage or Heal MP.
Support Under Equip Change becomes Bandit's Eye.
Abandon is Evasion x 1.5.
Speed Save is CT +25.
Mighty Sword Hits Monsters / Naked Units.
Two Hands becomes Damage x 1.5.
Guns are Affected by Blind, Weather Penalties.
Arrow Guard becomes Projectile Guard.
Haste, Slow become x1.25 and x.75 SPD.
Empty Reaction becomes Keen Senses.

Opening Video Removed.
Status Name Display Updates.
No Math Skill Slowdown.
Cursor Starts on Continue instead of New Game.
JP Scroll Glitch Fix.
95
Help! / How do i make a map black?
October 02, 2011, 04:55:04 pm
im trying to use Changemap to go to another map in a event, and i want the map i move to to be all black (like the deep dungeon so i can see see my characters) Is there a way to do this?
96
Help! / 2 Quick Questions regarding events
September 29, 2011, 05:21:51 pm
1. How can i make a unit in a cutscene hold a UnitAnim, like say i wanted to have a character holding someone by gunpoint?

2. Is there a way with ColorField or any other command to simulate a red flashing light? like an alarm? i dont remember if i ever saw that in game or not

thanks for any help :) my mod is coming along great so far cant wait until im far enough to post a playable demo

EDIT: Also is there an easy way to turn a map black with the event editor? i just want to use the changemap to change to a map but i want it to be an entirely black map so it looks like the characters are falling

i tried that ColorField and made it (-128,-128,-128) but there is still a blue hue to the map
ChangeMap(000,x00)
ColorField(x1F,-000,-200,-200,-200,-001)
ColorField(x1F,-000,-200,-200,-200,-001)

even with that its still blue  :gay:
97
Help! / A few questions on Editing with EasyVent
September 24, 2011, 03:20:35 am
Im not sure if its ok to post all this here but if not ill remove it if need be
Ok so im working on my first mod and ive run into a few snags on my first event,
most of it was copied right from the first event of the game. (the opening camera views
and i used the sprite move for agrias on one of the characters) ill leave the messages out
since they arent really relavent since im not having an issue with them,

Issue 1:When i teleport in then warp character and use unitanim on 1B, it seems
random weither the character for 1B actually appears or not and it seems sometimes
to depend on how fast i hit the button to skip the text before it but i just dont know

Issue 2: Probably one of the most annoying, i want my dialogue boxes to actually be above the
character when they talk as they should be, but for some reason i cant seem to get to coordinates
correct and yet the ones for character 1B are right where they should be, im very puzzled by this

Issue 3:okay the one ive been working on the longest, near the end after the talking is done, both characters
are suppose to run toward each other (after which there would be an attack animation and character
32 would be teleported away before being struck, yet for some reason when i setup character 32
with walkto, he goes in the wrong direction and i cant get spritemove generator to work correctly
i add the numbers right according to the directions but when i tell it to export to my event the numbers are in the
thousands and no matter what i set it to i cant get it right.. why cant i just use the walk to?

i very much appreciate anyone who takes the time to help me with my issues, im really enjoying editing
the game and would like to know how to solve these snags for future reference as well  :)

QuoteOffset(x00004000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
Text(x000008F9)
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
LoadEVTCHR(x01,x00,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
{6D}(r0000)

UnitPresent(x1B,x00,x01)
UnitPresent(x32,x00,x01)
ColorUnit(x13,x00,x04,-001,-001,-001,000)
Wait(00002)
UnitAnim(x32,x00,x1A,x00,x00)
Camera(+02040,-00572,+00488,+00750,+03074,+00000,+08192,+00001)
WaitForInstruction(x04,x00)
Background(000,000,000,000,000,000,000,x00)
{4D}(r80)
ColorField(x04,-004,-004,-004,000)
ColorUnit(x00,x00,x04,-008,-008,-006,000)
{63}(rA8)
{1D}()
Camera(+01528,-00364,+00488,+00510,+03074,+00000,+05952,+00260)
Camera(+01448,-00328,+00488,+00350,+03202,+00000,+04128,+00080)
Camera(+01256,-00328,+00488,+00334,+03314,+00000,+04032,+00068)
Camera(+01000,-00280,+00496,+00318,+03442,+00000,+03808,+00056)
Camera(+00872,-00220,+00500,+00308,+03552,+00000,+04096,+00032)
Camera(+00840,-00220,+00504,+00302,+03584,+00000,+04096,+00048)
{1E}()
{49}()
AddUnitStart()
Wait(00180)
{1A}(r04141F1F04)
DisplayMessage(x10,x09,x0001,x34,x00,x00,+00000,+00060,+00000,x00)
Wait(00086)
{1A}(r0400000004)
Wait(00184)
WaitForInstruction(x04,x00)
Camera(+00440,-00204,+00600,+00302,+04608,+00000,+04096,+00064)
WaitForInstruction(x01,x00)
Wait(00100)
UnitAnim(x32,x00,x35,x00,x00)
ColorUnit(x00,x00,x04,+000,+000,+000,004)
ColorField(x04,+000,+000,+000,004)
Wait(00150)

DisplayMessage(x10,x12,x0002,x32,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00150)
UnitAnim(x32,x00,x08,x00,x00)
UnitAnim(x1B,x00,x5A,x32,x01)
Wait(00030)

DisplayMessage(x10,x12,x0003,x32,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
RotateUnit(x32,x00,x05,x00,x00,000)
Wait(00100)
UnitAnim(x32,x00,x04,x00,x00)
SpriteMove(x32,x00,-00012,-00002,+00001,x00,x01,+00008)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00025,+00000,+00002,x00,x01,+00008)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00039,-00002,+00003,x00,x01,+00007)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00054,+00000,+00004,x00,x01,+00007)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00070,-00003,+00006,x00,x01,+00006)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00086,+00000,+00008,x00,x01,+00006)
WaitSpriteMove(x32,x00)
RotateUnit(x02,x00,x04,x00,x01,000)
SpriteMove(x32,x00,-00102,-00003,+00009,x00,x01,+00006)
WaitSpriteMove(x32,x00)
SpriteMove(x32,x00,-00118,+00000,+00010,x00,x01,+00006)
WaitSpriteMove(x32,x00)
ColorUnit(x32,x00,x01,+000,+000,+000,002)
SpriteMove(x32,x00,-00134,-00004,+00010,x00,x01,+00006)
WaitSpriteMove(x32,x00)
UnitAnim(x32,x00,x06,x00,x00)
DisplayMessage(x10,x10,x0004,x1B,x00,x00,+00260,+00000,+00000,x03)
Wait(00100)

TeleportIn(x1B,x00)
WarpUnit(x1B,x00,008,004,x00,x01)
UnitAnim(x1B,x00,x0B,x00,x00)

Wait(00300)
RotateUnit(x32,x00,x0D,x00,x00,000)
Wait(00150)
DisplayMessage(x10,x12,x0005,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0006,x1B,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0007,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0008,x1B,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x1B,x00,x06,x00,x00)
DisplayMessage(x10,x12,x0009,x32,x00,x00,-00400,+00000,+00050,x03)
WaitForInstruction(x01,x00)
UnitAnim(x32,x00,x06,x00,x00)
SpriteMove(x32,x00,+00010,+00005,+00002,x00,x01,+00008)
UnitAnim(x1B,x00,x06,x00,x00)
WalkTo(x1B,x00,+004,+004,x00,x00,+032,x01)
Wait(00300)
AddUnitEnd()
EventEnd()
98
Okay so im kind of new here, but final fantasy tactics is my all time favorite game so no matter what it takes i WILL finish the mod im working on,
basically I'm trying to make a mod involving main characters from a few different games, i already have most of the story written on my PC and
ive already edited all the names and skillsets in FFTactext so that everything shows up as it should on the main char now, im using in this
mod currently, Ramza, Delita, Algus, Zalbag, Dycedarg, Orlandu, Olan and Beowulf, altho Ramza is the only one with his sprite as the others
will be Link, Snake, Rei, Alucard, Crono, etc etc.

Anyway currently im trying to make an event so i can get a feel of how it works, i used EasyVent to replace all the x17 (gafgarian) with x07
(Algus) and then i used FFTPatcher and went to ENTD and edited 100 (Beginning of game inside Orbonne) i changed the Sprite, Name and
Unit ID to 07 since that should be Algus, now my issue is that every one of these things ive done has just made Gafgarian appear completely
invisible yet still appear with his name just no picture  :gay:.. Now i thought i was doing this right, but then again i could've messed something
or even every step up, but i just dont know.. If anyone could please lend a hand and tell me what im doing wrong i would very much appreciate it,
this whole event thing is the only thing holding me back from what could potentially be a really cool new mod for FFT.

P.S. At this point my main goal is to replace all the units in the church with the units ive modified, this has nothing to do with my story, this is
just for testing, i just want to be able to see my character in this scene and then i want to move on to making them all be in the fight directly
after the church scene which would be replacing Rad and the 2 female knight since obviously i wont be using Simon or the Princess in the fight

Thanx again,
Elric42