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Topics - CONMAN

Final Fantasy Tactics / Battle Design and Concepts
August 16, 2021, 05:40:57 pm
I've found that one of the most enjoyable parts of making a tactics mod is creating interesting battle scenarios.  Managing to create an interesting and reasonably difficult battle event can feel extremely rewarding.  Crafting these battles really allow for a lot of creativity but it can also be rough hitting a wall after creating a few dozen story events and a hundred randoms. 

I looked into D&D for a while for inspiration and actually ran a fair number of sessions as a dm. That definitely helped expand my view of what can be done and what should be be avoided.

Anyway, I took a few guiding principals to heart and concepts that I try to include where I can.

Action Economy- This isn't quite a one to one with Tactics from d&d, but still (partially because d&d characters get bonus actions).  Essentially the number of turns and damage potential on each side should be fairly balanced.  Comparatively a normal 5v5 regular enemy battle and 5 vs one boss should require the boss to have 5x hp and deal 5x the damage in a round.  That's like asking the boss to one shot per attack or do something like 1/3 damage to the whole party....it's off.  Having a big bad and a couple minions (or lair actions in d&d) is generally a better solution.  Maybe a really good gimmick.

Using Terrain/Mobility- Not really a principal, but this is a tactics game and making the environment part of the battle is huge.  Choke points, obstacles, height advantages make for interesting planning.  Making the player consider the environment or suffer gives an extra consideration in battle. Balancing a boss with extra movement/flight or speed make for a fun otherwise under-powered unit to kite around and annoy the party.  The opposite can be fun as well- crafting a brute force melee user that is somewhat escapable but punishing in close quarters.

Avoid Gimmick bosses- The type that are near unbeatable with surprising status effect damage and chumps when you come back with adjusted equipment.  Also, bosses for whom one strategy is about the only way you can win.

There is such a thing as too many hit points- At a certain point the battle will just drag. 

I had a couple more but I'm running out of time on my end.  Any concepts/strategies/battle ideas, I would love to hear them.
This might be already be completely known by a few on this site already (looking at choto and xif) but I recently solved a problem that I was having trouble finding the answer to.

I hadn't been happy with many of the waveform/instruments used by the game and it seemed to limit my ability to convert music from other games.  A few sounds that I wanted to add included a guitar sound and a deep chorus sound (the instruments list certain sounds as voices but to my ear they are a lot closer to organ notes.)  I really struggled trying to convert other sounds into proper waveforms to replace the current game options.  I figured I could eventually find some in game sound effects and make the changes that I wanted.  I kept hoping I would follow some sort of pointer in the effect file images that would lead me to a cluster of sounds effects elsewhere in game.

What I had found is that ff7 has a lot of similarities with the design of fft for obvious reasons and I spent a fair amount of time looking into their music/sound effects set up.  The file structure for ff7 sound effects are simply just special changes in the use of notes from their waveform/instrument file. 

Sure enough, rather than ever finding pointers to hidden sound effect files I simply found the exact same music format inside of each spell effect file.  This feels obvious now, but I literally thought that the effect file pointers would simply lead to another pointer where those elusive sound effect files were hiding. :roll: 

I'm sure this is why the various event sound effects were never easy to find. They are likely in the exact same "song" format.

I feel dumb now :shock:
I recently started using Xifanie's ISO manager again (it's awesome).  I was importing some new effects and some would take while others wouldn't.  That was when I remembered that effects such as summons and draw outs (and apparently limits) simply don't seem to work.  I was a little disappointed that I couldn't use an Alexander summon that I created from Ifrit nor could I use "marsil" which was from Meteorain.  Granted, I could just replace the original files (they work fine in the original slots), but that sort of ruins the whole venture with the iso manager. 

I have successfully imported and used other effects before with no issue.  I was curious if anyone had ever figured this out?  Effect files seem to have a lot of unknowns and digging through the message board and wiki didn't solve it for me.
Final Fantasy Tactics / Least favorite music tracks
June 20, 2017, 01:33:54 pm
I'm sure I'm not alone when I say that I am sick of/burnt out on many of the Tactics music tracks.  Don't get me wrong, the soundtrack is pretty darn good, but certain tracks not so much.

Random battle music is the number one offender.  Some, like "A Chapel", Desert Land, or Random Waltz, I was never crazy about and now have simply had too much.  Even "Apoplexy" (1/2 not sure?) is grating at this point.

Story battle music is easily switched up and usually heard a lot less.  Some of the unused tracks are pretty good...

I've been going a little crazy with the smd converter lately... and I wondered what others would throw out of the game or what they would replace it with.  Personally I have been packing tactics with songs from FF5, FF6, and chrono trigger...

(BTW are Chapel, Desert, and Random Waltz the only Random battle exclusive tunes?  Had trouble figuring that out.)
Help! / Creating new rumors...
March 18, 2017, 11:11:44 pm
So, I have had a lot of fun changing up old rumors and using them to enable side quests.  However, I have few left to mess around with.  A while back I went ahead and put in some fftactext junk to fill the blank spot after Nelveska temple.  I edited an event to activate the variable 2E7 (the first bank spot after Nelveska), but had no luck.

I don't think I messed up at the time, but it's possible.  Any ideas? Perhaps the game just doesn't want to take any more rumors without some extra coding... I don't know.

Anyone tried to create a new rumor before?
Event Editing / Attackout squads
May 20, 2016, 02:12:02 pm
I'm curious about what squads are actually free to use when creating additional events.  I've created several side quests and don't want to overwrite already used squads (I actually already overwrote a couple of random battle ones I have to fix.). 

Xifanie's random battle editor tells me that squads 1-46 are used.

Xifanie's attackout editor tells me that squads 100 to ~14C are used for story battles.

Are the rest  in between free to use? When I pull them up in the editor they already are set with odd arrangements- not that it really means anything.... Anyone know?
Recruitment / How would you implement these characters?
January 27, 2016, 05:03:26 pm
I wasn't sure I should be posting this on the recruitment forum- as I'm looking for some help, but not trying to ask for it long term.  I almost posted this on the Jobs/Ideas thread-but I'm asking, not producing.  If this topic gets moved, I understand.  This just seemed to be in the general theme of this (rather empty) sub-forum.

Character creation is so much fun, but at a certain point you run out of steam.  At a certain point, one can only create so many sword-skillers, monk/brawlers, ranger/rogue,whatever types before they simply step on each others toes.  Similarly, you don't want to keep adding more similar skills that are already getting overdone.

Anyway, I would like some input what kind of skills/builds others would do on a few characters/sprites.

I'm working on the classic ff6 character Umaro, but also intend to use generic bigfoot.

-his storm attack as a ranged "northwind" ice/wind attack

-a "head cracker" attack where he jumps and aims for a big finish (random damage)

-"green cherry"- in which Umaro eats a green cherry and gains berserk, haste, regen and protect.

-I was thinking about giving Umaro some kind of "howl" move that would have a chance of slow/stop.  I'm just not crazy about it.

I'm having a little trouble finishing up an "Ironman" skillset.  The general idea is that he would operate like Worker 8.  All his attacks would require battery power (hit points).  He would be a monster type (why equip armor over armor) and I was considering giving him a bomb only throw as a secondary.

-a "Repulsar" (not sure how to spell that?) attack that would hit a small aoe from relatively short range.

-an electrical "Burst" attack similar to the Samurai's aoe around the caster. short ct

-a "Dive Bomb" attack that would be a jump attack(I'm aware of the drawbacks) with a semi-long ct that follows the target.

I'm also trying to figure out what kind of skillset I would want to give reptilians.  Spitting sounded alright, but I wasn't sure how I could do it and not have it look like just another breath attack.... Currently it has a "growl" move with a chance to reduce a characters ct to zero... but I'm not loving it.

What would you do?
Spriting / Basic Frankein-Spriting with GraphicsGale
January 22, 2016, 12:17:22 pm
Frankein sprite tutorial

Many people come to this site and soon after joining ask that someone make them a custom sprite.  About one out of every one hundred requests gets fulfilled.  Nobody wants to make a sprite for you, sorry.  Similiarly, I don't want to change the oil in your car either.  Sure, I might be able to do it in only an hour or so, but what then?  How about we do it togethor this one time and then you can take care of it on your own. Win-Win right? I can teach you and you can turn around and reward us with a new sprite!

Spriting can get very difficult, but starting off is actually very easy.  While it might seem like a formidable task, the basics are incredibly easy once someone has dove in.  Not all the steps are particularly obvious, so allow me to make this process much more simple for everyone.

The only things required for this tutorial is shishi sprite editor (downloadable in the tools section), and graphics gale.  Other tools can be used, but graphics gale is awesome for editing tactics sprites(and free too). I'm going to assume that use of shishi sprite editor is understood.  Export your wanted Bmp images from here or the main site.

Part 1 -Introduction to tools

First let's look at the Palette box.  You'll notice it has 16 rows of 16 boxes.  The first row is your sprite's basic palette (and the ninth is it's portraits corresponding palette.) 

You must make sure that your sprite never exceeds 16 colors (or 32 counting the portrait)

Locate Image on the command bar. The count colors used button will let you know if you have too many.

Back on the palette box you will see a down pointing arrow with a line underneath it. If you select it several options will appear.  For the purpose of this tutorial you only need to use save palette/load palette.  Make a habit of saving your sprite's palette(s).  You rarely if ever will want ever make up your own colors- the game provides plenty of them. 

Select view on the command bar and make sure "layer" has a check mark.  The layer box should only serve one purpose for us.  A square box with the dots "..." will give us a few options when selected.  Here you can turn transparency on/off and select which color will be made invisible.  Rarely will you choose anything other than the first color (black).  This allows us to copy and paste without disturbing our image being pasted on. This way we can go ahead and steal a belt/cape/hat/boot/tail/head from one sprite and slap it on someone else!

Event Editing / Use 3D Object
October 24, 2015, 01:52:05 pm
 I'm not sure If I can or will get an answer on this question- but I thought I would throw it out here before I started some tedious guess work. 

Originally I wanted to try to use one or two of the Lesalia maps for battle fields (They are awesome).  Kuraudo Sutoraifu actually had posted complete maps for inside/outside castle gates- unfortunately the size of the "8 files" were too large to import.  These appear to be the files (atleast for these two maps) that control targeting.  Without targeting- I find these maps to be unacceptable.

Anyway, I wanted to have an epic series of battles at the capital and now I'm going to have to substitute maps.  I have chosen for one of these maps to be: At the Gate of Limberry Castle (1) (the unused one).  I don't believe an event in game ever uses this map- so now I am going to have to guess which variable will open the doors.  The Event instruction wiki is helpful- and let's me know that 01 will open them, and there is a chance that 2D/3D might reference the correct door.  I'm going to test tomorrow- and post the results, if I find it. 

But if someone already knows- it would save me a lot of trouble.
Event Editing / Combining Events and their Set-ups
July 06, 2015, 08:47:44 pm
I understand Raven discovered that the set-up events prior to real events are unnecessary, hence they can be combined to free up space.  I'm curious just how easy this is to pull off....

1. Would I move my event text over to it's own setup event. 

2. re-point necessary variables in Attack.out, and WorldMap/Battle event conditionals.

?More than just this previous guess work?

As an example  :mrgreen:, say I didn't want wiegraff to kill off Gustav(I know it's an awesome scene), and I wanted to do it.  Couldn't I now manage this with only 2 event spaces?  (Assuming I made the appropriate changes to Battle event conditionals.)     

Ok, actually I thought I would sort of "wing" this earlier and derped the previous sand rats scene- totally throwing off my ability to properly check/ recheck. 
:oops:Yup, I loaded a file at Sand Rats Cellar, save-stated a derped event (without realizing it for a bit) and went back-and-forth checking/changing EVSP/Battle Event Conditionals/Attack.out for 1 1/2 to hours :mad: .... And then I thought, how about I just ask?
Event Editing / Usable Attack.out space
July 06, 2015, 12:00:12 pm
I was wanting to play around and create a couple of side quest and started to compare the space in attack.out with events in evsp.  I searched the forum and found comments regarding an issue, but didn't quite have full clarity on it. 

Namely,  that attack.out jumps from 18E/18F underground limberry straight to the tutorial.  Easyvent editor shows the random battle template, one free space, game over event, then 6 free events and finally the tutorial events.  (The numbering between these two editors go off the rails at this point.)  Should I assume these 6/7 events are unusable? (or can be meddled with in a different manner). 

I have heard that the spaces at the end of the attack.out (1E0 to 1F3) are unusable as well. (related to the 10 empty space at the end of EVSP?) 

On a related note- the tutorials themselves are un-editable correct? In the FFT-Lion War thread Elric mentions this and I was curious.

Currently, I am under the impression that the best (only?) way to make space for things is to start fusing events with their own setup events.  I would probably start with the regular side quest as that sounds like it would require the least restructuring.  Or at least I would think because they have their own variables and don't up the story progress variable....
This section has been pretty dead for a while.  This is understandable for a few good reasons.... For one, there is a lack of fresh blood: newbies either give up quickly, or are simply scared of trying (honestly I would love to just see random head swaps/ re-palettes).  For another, vets are either tired or unmotivated to make new sprites.  Depending on how adventurous the sprites is, the time need could be anywhere from 5 to 30 hours of tedious work!

As for the first issue, I have considered making a franken-sprite tutorial to jump start newbies...  Once someone has seen how easy it is to head-swap/mix+match body parts/re-palette existing sprites, they should never need to request it again.  Honestly, how many simple request pop up that could be handled in a couple of hours with tiny effort.

As for vets, it gets very hard to fall in love with a sprite enough to actually finish it.  I have started several that go no where- because I/others would probably never use it... I'm not going to make a sprite of someone I have never heard of for a single user.  On the flip-side, if Xifanie wanted a sprite for her Delita Mod and many people would get some use out of it- you can bet your ass I would give it a try!

Okay, just rambling on a little now... Nothing gets done without some motivation!  Dozens of great sprites have popped up that never got completed in part because the creator didn't feel it was rewarding.  (I intend to finish Magus/Ruvelia one of these days) What are you favorite sprites that began and never completed?  There are too many to name for me...

However, I will highlight a few: Seushiro's Garland,  Luiakyn's everything (but especially ultima weapon), Kaedre's "anbu style" faceless mercenaries (how cool would it be to replace all of Barinten's troops with these guys), or Lijj's Sahagin (no image).
Event Editing / EVTCHR display issues
August 01, 2014, 08:44:07 pm
Back again with another question.  I recently replaced the Draclua evtchr 31(49) with an identical movement swap of Alma for an event.  This worked perfectly. However, Draclua is pretty awesome, so I figured I would use a different slot and keep him around.

I had pretty much removed almost all evtchr's from my patch because they would be useless when story/events/characters are mostly changed up.  Honestly after playing around the evtchr thing SEEMED easy/obvious as fuck (short of actually creating the new animations).

Having a huge amount of evtchr laying around at my disposal, I figured I would just start with the first one.  First test I immediately noticed a very buggy result with only some of the animations displayed and then total sprite disappearance.  I chalked this up to the way the original evtchr was composed: 7/8 ovelia frames followed by 5 female knight frames.  I assumed that the knight frames were meant to use a different palette, so I shortened my frames to 7.... and then I got really irritated.

event.txt instructions

The descriptions in the event instructions say:  Used in events: x002
Load & Save x01
This appears pretty simple and I have cut my animation usage down to:58-59-5A-5B-5C-5D-5E. This appeared to be a simple 1 to 7 series. However after the process of double checking evtchr+test.evt+slowing down time between animations and 2 hours of tweaking/reload savestating I got a clear look at what was happening:
animation variable/ Reality in event
58(1)  / 5C
59(2)  / 5B
5A(3)  / 5C
5B(4)  / Vanish!
5C(5)  / Sprite return/ turn away from camera
5D(6)  / 5A
5E(7)  / 59 

I am half tempted to simply overwrite a different slot in the evtchr.bin but that wouldn't really solve my confusion.  As far as I know the order of the my animations line up with the variables, but perhaps I'm missing something here and I just don't see it  :mad: I haven't seen many questions about evtchr's and I plugged it in to the search bar.... so does anyone see what I'm screwing up here?

edit-I'm half tempted to think that I need to reorder the animations in a seemingly strange order matched up exactly with how it's done in the first event of the game....

double edit- ah fuck- I only just now saw the evtchr diagram on the wiki for instruction 11(unitanimate). I had just been looking at instruction 58(loadevtchr) - I might actually get this.  If I do I'll try to explain my screw up in this spot to justify this post....
Event Editing / CONMAN SCREWS EVENTS-solved!
July 03, 2014, 09:46:53 pm
So....yeah I'm not that great at eventing- and sometimes not sure where/why I am f'ing up!  I try not ask too many questions and see if I can solve something on my own.  Sometimes you go back and forth trying stuff... take several months off and then relearn... only to rinse and repeat. 

...So yeah, this should be one of my top 2 favorite events (that don't work right) and a couple things are still off- but I know I can fix them.  The one reoccurring screw up I can't fix actually plays out several times in this event!  This scene is a replacement for the old attack on Beoulve.  Namely, my villain should cast bolt and kill 3 guys in a row- (not all at once).  They should take a pain loop animation, get hit+ bolt sound, cry out, and fall down dead.  Typically- my 1st guy would play out- get hit by lightening, fall down and then get the fuck back up!  I actually just retried this and simply added a wait and he failed to fall at all.  So this is exactly where I am failing.....
Simple recap on this event- hit 3 guys with bolt- fall down dead.  Walk up to Zalbag and dodge a sword strike (works).Villain leaps into the air(cool).  3 more bolt strikes: injure Dycedarg, kill 4th random dude, blocked by Zalbag.  Change map to the balcony outside off Igros Office(cool). Villain drops in: final line of dialogue-end scene

A couple of little problems in this event I can totally fix- and I'm happy that it most of it plays out the way I want but- fuck   

//Remove the previous line if you wish not to override the offset in CONFIG.INI.












































//original junk below



//Message x01
{font:00}I'm sorry, the Beoulves are{br}
not taking visitors at the moment.{end}

//Message x02
{font:00}Don't worry, this won't{br}
take me long.{end}

//Message x03
{font:00}That was no random bolt!{br}

//Message x04
{font:00}The hell...?{end}

//Message x05
{font:00}....Magnus?!!  Whoever{br}
you are, prepare to die.{end}

//Message x06
{font:00}I'm not here to see you.{br}
This will have to wait.{end}

//Message x07
{font:00}Dream time.{end}

//Message x08

//Message x09
{font:00}I, I'm all right......{br}
What about ...Alma....?{end}

//Message x0A
{font:00}Yes. I'm fine.{br}
What an awful wound....{end}

//Message x0B
{font:00}I never thought they'd come{br}
here. They're after me.{end}

//Message x0C
{font:00}Five people were killed, and{br}
Teta was kidnapped.{end}

//Message x0D
{font:00}After them....Leave no stone{br}
unturned until you find them.{end}

//Message x0E
{font:00}Please don't talk anymore!{end}

//Message x0F
{font:00}Death Corps.....bastard.{end}

//Message x10
{font:00}Are you all right!?{end}

//Message x11
{font:00}Hey! Anybody there!?{end}

//Message x12
{delay:05}Meanwhile,{delay:14} {delay:05}at Igros{delay:14},{br}
{delay:05}capital of Gallione{delay:14},{br}
{delay:05}Beoulve castl{delay:2D}e{end}

//Message x13

PS: I assume I should remove all units when the map changes (a couple of them appear in the Igros Office)

PPS: shall I post further help questions in this topic and change it's name, or mark it as solved and start a new one when needed?


Original Posting:
Firstly, let me say like the rest of you I love Final Fanstasy Tactics.  I have played this game on and off since about 1998 and found new ways to enjoy it for many years.  Beaten the game a half dozen time, started an new pay through well over a hundred.  I spent forever playing around with class and skill combinations.  I was lucky enough to have used the work of many to gameshark tinker for years....And then I found this place! :wark:

All that I have tried to say in the previous paragraph is this: I have enjoyed tactics for many years and it has become a long term hobby.  It's one I can imagine enjoying for many more years to come.

fyi these videos need work - totally unedited and recorded straight from my emulator...



Souls of Destiny...

Magic stones, dimensional portals, ....demonic hosts?

Ramza faced many strange things in his battles against the Lucavi, but he never understood them quite like his own brother and sister.  Perhaps he could have?  Imagine if this game had been played from the perspective of Weigraf...  How many people could have potentially been suitable hosts for the various Lucavi?  ...and could different, or perhaps lesser spirits have grabbed hold of other individuals in some shamanic possession through contact with the stones?

My game is like an alternate version of Tactics, in which the Lucavi set out to take the world in a different, more direct manner.  That is to say that the Lucavi/Zodiac Braves are less behind the scenes and are out in full force trying to deceptively sell their cult worship to the public. 

What's more, our hero could very well be one of them.  Not a noble, not a general, not one of the elite, just a man who wants to be left alone when the worst door-to-door evangelist imaginable comes calling.  Leaving behind a simple life, a normal man and his family must face an ancient evil that desires them.

Simply put, our commoner/everyman is a potential lucavi host.  Be hunted or be haunted, embrace power beyond reason or battle it to the end.  When a mysterious prophet desires him for a new disciple, he learns saying no isn't enough. He must leave behind the comfort of his home to face a world that can no longer be ignored.

Battle-wise, I plan to allow the main characters to be badass-ish (Not calc/Cid more like agrias/ninja level).  To balance it out fewer player characters would be allowed on most maps, along with more enemies.  Mechanically, most jobs will stay the same (with some little tweaks).

New Characters

Connor (yes, that's my name...)- (Main)-Sprite-ZOZMA.
Class-Sidhe/Sith: monk/aura style skills. 

Chelsea-sprite- Female Rogue (brown hair)
Class-Ace: similiar to weak assassin/ninja.  High movement and evade, two hands, disabling skills at weapon range (sleep, don't act, don't move)

Jenna-Sprite- 10 year old girl (brown hair)
Class-Indigo: Glass-cannon Mage. high mp/ma. Low hp/pa (duh). Some zero ct spells, and other low ct spells.  Very high mp cost for skills.

LaLa-sprite-H82 with LuLu portrait (finished btw)
Class-Outlaw: Thief/Ranger mash up.  (Crossbow) Steal, couple of musty like skills.
Favorite skill: Repeater: repeated attacks locked onto one panel.  Attacks on regular interval like sped up song/dance.

Class: Paladin: Holy knight plus healing

Esperella?- sprite-.....Esperella.....
Class: Esper: to be determined...

Magnus-(early villain)-sprite-Magneto
Class: Prophet:... to be determined....

Job Changes: (as of now...)
--->many attacks previously without mp cost now have them.  This effectively nerfs sword skills and monk etc. In this way various jobs have "trump cards" and holy explosion etc. can't be spammed.
Archer- same skills, buffed jump and speed. innate poach
Thief- lose steal gil/exp gained poison slash, and precision (pa*(wp+4)) @ 20mp
Samurai- drawout debuffed. (while actual MA multiplier increased) innate 2 hands
Calculator- now archmage... essentially Kletian (ya, I know)
Dancer- now Storm- elemental style sword skills. ma based
Bard- now feral/Blue mage 

Slowly chugging along on this patch still!  Many small changes have been made since the original beta ppf patch.  I finally got around to making sure that all the main characters cannot be booted out of the party and their deaths equal instant game over. Many events are cleaned up (still some awkward camera angles here and there) and a solid 2 chapters of game play ready to go (a handful of scenes and two battles up for the third chapter).   

Thanks to tinkering and critiques, the mains have been stream lined and have more clearly defined roles: physical glass cannon, 2 rogue-ish disablers, apprentice mage.... Zalbag is now a controllable guest unit- he comes in very handy.  The large level jump early in the game has been removed, but battles should be difficult because of entd editing instead.   

This started as story mod- and now is rolling with more structural changes.  Jobs haven't been changed from the 1st beta, but all chap1/2 randoms are new.  Items have gotten a change up. The goal is to have lots of equipment that stays viable for a longer period of time-  but still have an overall progression in value.  Thrown out equipment such as hair adornments, bags, harps and cloths are retooled to be a larger variety of mid to late tier equipment.  A couple weapon types have a completely different flavor.

Items: (Incomplete- I don't want to throw everything out there!)
07 : Orichalcum- magic+1
0A : Zorlin Shape-speed +1
20 : Materia Blade- attack+3: will be remodeled..
22 : Save the Queen- attack-1
23 : Excalibur- attack-1
24 : Ragnarok- attack-1
25 : Chaos Blade- attack-5
(Axes now longer random damage)
30 : Battle Axe-attack-2
31 : Giant Axe -attack -2
32 : Slasher-attack-2
37 : Poison Rod-attack+1
39 : Dragon Rod-attack+7
3A : Faith Rod attack+3
3B : Oak Staff-(vigil staff) casts protect
3C : White Staff (priest staff) cancels negative status
3E : Rainbow Staff (Osirus Staff) revives dead
3F : Wizard Staff (Magus staff)magic+1, absorbs magic points
40 : Gold Staff (Accuser staff)-initial regen, add death sentence
41 : Mace of Zeus-attack+6
42 : Sage Staff-magic+2, add shell, att+3
(Flails now hammers-no random damage)
43 : Flail attack-1
44 : Flame Whip attack-1
46 : Scorpion Tail (Mjolnir) Power 25, magic/physical+2
47 : Romanda Gun attack-1 (6)
48 : Mythril Gun attack-1 (7)
49 : Stone Gun (Pistol) attack=8
4A : Blaze Gun (sniper) attack=10, range 10
4B : Glacier Gun (shotgun) attack=15, range 4
4C : Blast Gun (rifle) attack=13
51 : Hunting Bow attack+1
52 : Gastrafitis attack+1
59 : Ultimus Bow attack+1
5A : Yoichi Bow attack+1
5B : Perseus Bow attack+1
5F : Battle Dict (fire tome) cast fire1/2/3
60 : Monster Dict (Ice Scroll) cast ice1/2/3
61 : Papyrus Plate (Heaven Codex) cast bolt1/2/3
62 : Madlemgen (Necronomicon) power=18, adds undead
AB : Ribbon (trance hat) ;) hat that gives the wearer confidence
B5 : Carabini Mail (azure mail) hp bonus 75 (from100) and mp bonus +40
C7 : Rubber Costume (snow muffler) -tbd
CB : Chameleon Robe (druid robe)- strengthen wind, water, earth
CF : Robe of Lords hit points -15
D1 : Spike Shoes (rubber shoes) spike/rubber fusion jump+2
D3 : Rubber Shoes (karate shoes) move+1, physical evade +15
D4 : Feather Boots (hermes boots) feather/sprint fusion
D5 : Sprint Shoes -tbd
D6 : Red Shoes-tbd
DB : Reflect Ring -tbd
DC : Defense Ring (Rage Ring) Berserk, haste, protect, cancel sleep
E4 : Defense Armlet (Thief glove) speed +1, physical evade+10
EC : Chantage-tbd
ED : Cherche- (Magic cloak)Physical evd  5, magical evd  32, magic/power/jump +1
EE : Setiemson -tbd
EF : Salty Rage  (Ribbon) original ribbon as accessory

Thanks to event compression, I have begun to implement side quests via rumor- so far just one chap1, and one in chap3. 

If you manage to be beat the first two chapters (okay- it's no that hard!) You get to battle the first of the church's Lucavi empowered super soldiers! 

EDIT: just added my updated 3.5 patch here too, so I wouldn't have so many partial patch updates all over this thread.

Help! / Black screen on new event...Not 1st camera command
September 21, 2012, 06:45:01 pm
Hey all, I haven't posted in a while largely because I have been stuck with an event change that has been driving me nuts...

I have been trying to change: EVT_038_026 Interrogation (the scene following the dorter battle) and have run into a snag.  By using the AttackOUT gui and EVSP I have managed to reach upto the Teta kidnapping scene... so I have "some" exp at this....(I haven't messed with the world map, or Event conditionals and have only used the Attack, EVSP, Patcher... the basics)

Rather than place this scene at the broken down wood building, I am having a different scene at the Beoulve residence (the Balbanes death bed map).  I successfully changed orbone chapel to hospital slums, the opening battle to thieves fort and Balbanes death to broken down wood building... so I had done this before....
Sadly on my multiple play throughs to fix my MANY mistakes, I keep hitting a wall at this scene. (Yes, I remade several scenes and played through noting mistakes to try and cut down on replaying the exact same scene over and over.) 

Music plays.....and the black screen never lifts...  I figured I had screwed up the opening camera... but after a few attempts...nothing.
Fuck it- I say!  I put back the original Scene into the compiler and reinsert my TEST file (I started over from scratch a couple of times on other scenes).... nada...

I figured I had 2 potential places to find where I screwed up- on the ATTACKOUT gui; or if not on the event in question, maybe the prior scene.

I created a seperate folder which contained a copy of the ATTACKOUT.editor and a fresh Attackout file from a clean version.  I compared and changed my edited copy to make sure the NEXTSCENE, and TEXT numbers matched up.  I went back and forth trying see if the two unknowns should be set to zero, or leave them like as 09, and 01 respectfully.  nada

I double checked in EVSP my changed file, the original file and the preceding scene that I had changed:
EVT_035_023 Dorter Trade City1. I never edited EVT_036_024 Dorter Trade City1 (Victory), or EVT_037_025 Interrogation (Setup) because that seemed pointless.
  I specifically looked for this information:

I knew better than to ever adjust this info, (which I don't really understand) but believe is neccessary to let the game know that this scene is completed...so move to the next scene number.     

So, I am at a crossroads with this now.  Either I have once again overlooked something that should be obvious,  or I may have to learn to use another tool to fix this sucker (and while typing this considered that I might need Delita's and or Algus's unit id's in my party to proceed).

Any ideas guys?  I've exhausted what i know to and other than the possibity I just noted, have no clue how to proceed from here... :(
After finally getting up the courage to attempt some more indepth moding of Tactics I decided to try and give event editing a try.  I had a couple beers and watched the first two videos for the most basic editing and reread everything a couple times and gave it a try.

I tried to follow along, but with two minor differences:  3 characters and a different map.  Seemed pretty reasonable.  Perhaps becuase I was drinking I made a minor mistake that should have been easier to catch.  I had two copies of the attackout and placed one with easyvent editor and another in a folder with the actual application.  Foolishly I imported the copy that I hadn't edited. 

I start the game to get a look and everything goes right, except  my characters walk in place inside of the monastery.  No, big deal I expect to make mistakes (sometimes a lot of them).  I retry the the tutorial and make the same mistake... long story short before I call it a night I notice what I had done :oops:.

Today I try to give it a spin again and find my current problem.  Now using the proper attackout I go to the correct map, but my characters don't load  :(  Instead, I keep getting a handfull of monsters on a different part of the map.  I try and try again to see if some minor error has caused this.  I keep reviewing patcher, evsp, and attackout knowing something just aint right....  Where do these monsters come from? 

On a hunch I look at attackout out and see that it says it is loading entd 100- should be my three characters.  So, i'm think hey- 100 in hex should be 64 and check that entd and it isn't right either, I check entd63 (araguay woods west3) and there are my intruder monsters (0 to 63 is 64 duh)

So is there something off with attackout editor, or am I screwing up something obvious?
Spriting / We need MOAR Monsters
May 29, 2011, 08:33:15 pm
current list of my sprites both complete and random unfinished: