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Messages - Nyzer

1281
Help! / Re: Changing item availibility in FFTPatcher
November 18, 2011, 04:03:51 pm
I'd guess just that you hadn't changed the "When Available" yet then. I know I forgot to change mine back after testing. "Why is there a mace with 14 power and I haven't even watched Barbaneth die...?"
1282
Help! / Re: I need Bmp to pallete converter
November 18, 2011, 03:33:47 pm
Ummm... A .bmp is usually an image (think a painted picture) and a palette usually is not (think the painter's paints, as he first paints the picture). There are a few programs that can change the palettes within your images, but typically to change 'em you'll find it easy to just go into a program that can, and select the 16 (?) Colors individually.
1283
Help! / Re: How to make someone join as a guest?
November 18, 2011, 03:29:32 pm
At the very least you should be able to change the text on it. Change it from "Dismiss" to "F*** Up Your Game". After that change the dismissial text of any unit to say "are you really -that- dense? I hope you at least saved the game first."

Not as neat and tidy as totally removing the command but hey, any text that calls on a nonexistent unit freezes the game anyway.

If there's any way to edit the Formation Screen like you do with say, the events that cause Ramza's bravery to rise at the start of two battles, you could instead remove the Yes/No command, and set the conditions for Yes to be impossible to reach by text? Call it "Talk".
1284
Help! / Re: Unique's and job changing
November 17, 2011, 04:42:23 pm
Alternatively, you COULD set Ramza's name to be anything else, perhaps in an ENTD itself. I believe a default "Ramza" exists in the names text (not {Ramza}). Give {Ramza} to an important (yet ambiguously gendered, if you can manage it) NPC or something. Let the player appear as a cameo.

I don't know if {Ramza} joins the party from the ENTD at any point tho, nor if any way to remove him through event editing exists if he doesn't.
1285
Help! / Re: Changing item availibility in FFTPatcher
November 17, 2011, 04:31:51 pm
As I said, the where works as well. Or at least it seems to for me. I used it to set up Gariland with the first crossbow (weakened), as well as look at all the crossbows, bows, axes, maces, and bags early on in a test, to make sure I'd done the text right in TacText. (I hadn't.)
1286
Help! / Re: How to make someone join as a guest?
November 17, 2011, 03:07:06 pm
Late thought on this but I'm fairly sure the ASM option exists to make you unable to buy any slaves recruit people from the Office. If you do that, couldn't you simply remove the Dismiss command entirely? Sounds like a good workaround if you can edit out that option.
1287
Help! / Re: Changing item availibility in FFTPatcher
November 14, 2011, 06:56:13 pm
Weird, it seems to have worked for mine on the PSP. I changed what chapter they were available in and when, then which shops they belonged to.
1288
Help! / Re: How to make someone join as a guest?
November 12, 2011, 08:23:14 pm
Quote from: Pride on November 12, 2011, 08:20:02 pm
Add...

{43}(r01)

To your event to make the units join without prompting. That should work.... Or its it r06? Its been a while...



They're both in the Academy event. r01 is near the end, but r06 is the second-to-last Instruction line. If that helps!
1289
Help! / Re: Event Decompiler - can't get message to close
November 12, 2011, 08:20:38 pm
Thanks! I'll keep that in mind.
1290
Help! / Re: Event Decompiler - can't get message to close
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 :)
1291
I'm playing around with adding Ladd as a guest up until the waterfall battle, where he then chooses to stay with Ramza rather than betray the team with Gaffgarion. He's just got one line at the moment, but it's the last one, and doesn't close.

This is what it looks like unedited: Ramza says Ovelia won't be another Tietra, then talking ends.

WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x92,x000E,x02,x00,x00,+00000,+00008,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
{6A}(r021E0001FA)
{6A}(r0B460000FA)
{1C}(r02)
Focus(x0C,x00,x0C,x00,x00)

Edited. Ladd, with the ID of Orran (he's getting a custom job/sprite for this, and I figured it would be best to make his Unit ID match his job)

WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x92,x000E,x02,x00,x00,+00000,+00008,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
Focus(x15,x00,x15,x00,x00)
Camera(+18539,-09805,-01847,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x92,x0029,x15,x00,x00,+00000,+00008,+00000,x03)
WaitForInstruction(x01,x00)
CloseDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)

{6A}(r021E0001FA)
{6A}(r0B460000FA)
{1C}(r02)

As well, Message 29 is unused in the TEST.EVT.

//Message x28
{font:08}Gaffgarion{br}
{font:00}Damn it...{end}

//Message x29
{font:08}Ladd{br}
{font:00}Gaffgarion, you bastard!{br}
{br}
You think I'll betray them?{br}
No way!{br}
{br}
{Ramza}! I'm with you!{end}


Anyone know what I'm missing when it comes to making a text box close?
1292
Help! / Re: How to make someone join as a guest?
November 12, 2011, 04:11:39 pm
Quote from: RavenOfRazgriz on November 10, 2011, 11:40:42 am
Guests are based on, of all things, their Sprite ID.  Place their Sprite over a character that Guests normally (one form of Agrias, Gafgarion, Mustadio, Rafa, Chapter 1 Delita, Algus, etc.), then set their ENTD Join up like said character.   A unit not using those specific Guest-Sprite slots will NEVER Join As Guest without a specific ASM Hack Xifanie made, as far as I've tested.

As for making Characters Join silently - look at Gariland Military Academy's ENTD, when you get your starting 6 Generics.  Miming what's done there should do what you need.


I'm not sure on either point there. I don't see anything special in the ENTD for the Gariland Academy for those characters, and I'm reasonably confident I managed to pull off getting a guest to join by doing just what RMD suggested. I didn't replace a slot normally used by a Join guest in the sprites, and I didn't write over a Join guest in any ENTD.

It may have been that I used a character who had the formation screen set up though (i.e. an overwritten Valmafra or something) so it's possible they don't join as guest unless they have a sprite slot in the Formation as well.
1293
Help! / Re: Making new Weapon Strike based skills
November 01, 2011, 08:07:53 pm
Yeah, I noticed that when I tried modifying skills at first and got an ability to match my weapon range, so my archer stood still, held her arms up, and had the focus sphere glowing above her head.

But I don't know what that's about either. I haven't tried deleting any Rend skills; haven't wanted to. My weapon attack attempt was a copy of a Rend, with the formula, status, MP cost, and JP changed. Another try was the same thing, except I didn't make any changes to the MP cost...

In the end, I just ended up using some of the quicker, simpler monster animations.
1294
Help! / Re: Making new Weapon Strike based skills
October 31, 2011, 07:58:33 pm
Quote from: RandMuadDib on October 31, 2011, 01:33:36 am
Most likely its the animations tab that's your problem. Try copying the hex from something like break weapon, or given the mystical qualities of the shots, beowulf's sword attacks.


I did copy the Break stuff. Still decides to be volatile on me. :/

So far, any actual animation makes it work without issue, it's when I just want to use FFFF for a regular weapon strike (GRR SLOWDOWN) it decides not to report damage on melee weapons. Bows all work fine with FFFF. >_<

I'm just going to put a few monster animations on it though... see how that looks. Venom Fang probably works well for the poison shot.
1295
Help! / Making new Weapon Strike based skills
October 30, 2011, 11:22:18 pm
I've been trying to make some weapon strike skills work... mostly simple stuff for a revamped Archer, things that will allow the archer to fire a poison shot, a sleep shot, a mana restoration shot (mostly because I found that one amusing), and a death shot.

Anyway, I managed to get them all functioning wonderfully, but when I use the skills with a melee weapon, they won't show the damage done or effects inflicted. The spells use the FFFF animation, formula 2D for the damage ones; ether formula for the mana shot, and they're basically copies of the Rend skills.

I know the effects of the Rend skills appear even when you do them with a melee weapon, so I'm wondering if there's anything I could possibly be missing as I work on this.
1296
Help! / Re: Why is my Ramza a guest?
October 30, 2011, 11:16:47 pm
Check Control?

It may still register him as a guest though, I'm not sure. I've never edited event stuff...

I don't remember ever seeing Ramza in the ENTD during storyline battles though, not after the Monastery one.
1297
War of the Lions Hacking / Re: ENTD 188
October 28, 2011, 01:35:11 pm
I only tried for one of the NPCs that was talking.

But the first time I tried it, I'd simply cloned a "tester" version of that character over from the Gariland battle itself. That turned out to be a bad idea.

Something about the NPCs that are already there lets the event work. There may have been a setting I didn't change when I'd cloned, I dunno (Unit ID is a possibility), but it's safest to just take the NPC as it is, and change the name/job/sprite set/equipment/br & fa, rather than clone.
1298
Help! / Re: Is there a patch which...
October 27, 2011, 06:11:50 pm
They would need to change the Formation Screen sprite and portrait as well, just for starters (and I have no idea how that palette stuff works for the monsters, or if it just doesn't, and they each have separate Formation Screen data spots!) - you'd be best off just replacing the Simon sprite, as he's one of the few characters who has a spot in the Formation Screen data, and then latching his old sprite onto the unused Celia or Lettie sprites.

Unless you use the PSP, then you have to get rid of Valmafra or Orran, since Simon's sprite is too large.
1299
Help! / Re: Sprite Head
October 27, 2011, 06:07:56 pm
You're likely not working within the Palette. There are programs out here, and links scattered about the forums, that will let you edit the palettes of your image files.

A palette, in this case, is a certain number of colors - I believe it's sixteen - that are used in a specific image. So "paletted" images will only ever use sixteen different colors. On the sprite files we use, I think we have sixteen possible palettes per image. Changing between the palettes changes the colors - for example, you can change between a first and second palette to change all blue into red, or what have you, and if you copy colors like tan for skin, that one stays the same...
The last eight palettes are the ones the game uses for the portrait (it does NOT share the sprite palette!), so if you want to truly know what the portrait looks like, you have to open the image in a program that lets you see palettes, pick the ninth palette, and edit the portrait with the ninth palette in use.

Otherwise, you don't know what the portrait colors will change into. Green could change into red, while blue also changes into red.
1300
Help! / Weapon modification
October 27, 2011, 05:59:46 pm
I haven't made any major, sweeping changes yet, but I was planning on doing such things as changing all Flails into Axes, changing Axes to the 2D formula (which gives them the same effect as the Sword formula), changing the Books into Bags, changing some Knives into Ninja Blades...

Anyway, I've been testing this weapon swapping on Dragoons, and when I tried changing a polearm into a bag, it seems to work okay - except when attacking, the final outstretched animation changes it into a bow.

Is there something I don't know about weapon editing that's coming back to bite me on the ass? >_>

The attributes of the Spear match the attributes of the Croakadile Bag for palette, graphic, item type, second table, range, formula, weapon power,
Striking, Lunging, 2 Hands, and Throwable.

(I'll be playing with more editing after posting this, seeing if it glitches for other weapon types too.)

Edit:

Hmm. Changing the options in Patcher failed even harder for the Flail -> Axe, Ninja Blade -> Knife (graphic), and Book -> Bag... this time instead of one animation being wonky and the others successful, none of them changed in the slightest. :/