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Messages - ArkthePieKing

21
Awesome!

Well one of the definitive traits of the Red Mage from FFV and onward was Doublecast. Obviously there'd be no feasible way to do that, but it could be emulated with a bit of creativity, and that's what I'd done. Using the multihit formula I set it to always roll a 2, and balanced the skill accordingly. With a sufficiently high MP cost, low base damage and strong scaling you could have a really balanced, flavorful take on Doublecast. When I did it, it came in Fire, Ice, and Thunder varieties, but upon reflection it could also come as a cure. I used some other animations besides the Black Mage ones when I did it, though I can't remember at all where the basis came from. If I were going to put forward what I'd take off, I'd probably suggest either the -ara spells for redundancy, or Bio, Haste, Slow, and Pray Faith since they seem a touch out of place in their roster in my personal opinion.

Just give it some consideration if you'd like. I think it would make a good capstone ability for a class that traditionally doesn't get fun capstones. :)

Edit: Went rummaging through some old stuff and found the formula I'd used was 5E, which hits 1+X times. It's used for Triple Flame and Triple Thunder, so dropping X to 1 would make it hit 1+1 times, or 2 times. I should also mentioned I made the spells single target so as not to be completely useless.
22
I also know that this kind of thing can seem rude, so before I go stepping on toes I always want to ask about it first. That said, I've got some ideas for the Red Mage class I'd like to suggest if you'd be willing to hear them. I'm a huge, huge, HUGE Red Mage fan (I have a Red Mage tattoo!) and I built Red Mage into a hack I played for personal use a while back and it worked quite well, and I wanted to spitball a couple ideas I'd implemented if you were interested in them. If not I completely, and totally understand and wish you well nonetheless.
23
Event Editing / Re: ArkthePieKing's Events
September 08, 2013, 07:48:00 pm
Sweet. Cuppin'. Cakes. That FINALLY. FINALLY worked. Those two raggin' fraggin' characters finally joined the raggin' fraggin' party. You have NO IDEA how relieved I am to have gotten that fixed. (Okay you probably do to be honest, but still.) Thank you. Next up on the agenda is to learn how to make the next area activate the event when you walk over it. But I'm super happy that's out of the way!
24
Glad you managed to fix the problem!  :mrgreen:
25
Check which enemy you're using in FFTPatcher. You're probably accidentally using the undead variants of the generic jobs.
26
Well ideally I'd do it without a joinup screen, but I'll take what I can get. The Agrias I'm using is 34, not 1E. If it should be 1E I can easily change it, but that shouldn't have any baring on the Cuar not joining, should it? I just changed it to 1E to see if there was any difference and there isn't. Still no join up screen. Also they don't have ??? status so that's not it. I'm at a loss, and apparently everyone else is too. Leave it to me to break everything ha ha.

Pride you mentioned ATTACK.OUT. Could the problem possibly be there?
27
I just got to work so I can't play with it now but it's certainly something to try. I wouldn't be a bit surprised if that's what the problem was. Though if I remember correctly The 5 were immortal in the first battle in Jot5, so it should be possible...
28
Nope. Agrias has the control, always present, immortal, female, and join after event flags. The Cuar has immortal, always present, join after event, and monster flags. I erased the event in offset 16000 so there's the story/battle in 14000, a blank event in 16000, and the victory/ending in 18000. Then it goes to Ramza alone in the world map.
29
Mmkay. I'll look into doing that. I was hoping to avoid messing with ASM if possible, but I suppose it's inevitable at this point!

The reason there's 2 victory events is I accidentally wrote the event to 16000 and victory to 18000. When I did that it still attempted to play the script from the original Gariland event, so I shifted them back to 14000 and 16000, leaving a duplicate victory event in 18000. Like I said it hasn't caused any problems, so I just left it there.
30
Well I definitely don't want there to be a formation screen, but Jumza just sent me a PM showing me how to get rid of that through ATTACK.OUT, so I should be able to leave Ramza in the ENTD right? After I removed the formation screen it fixed the double Ramza thing anyway, though it's still using starting Ramza rather than the one I set in the ENTD. Can that be fixed by messing around with the save/load formation in the ENTD?

Offset(x00014000)

Erase(x84,x00)
Erase(x03,x00)
Erase(x85,x00)
Erase(x86,x00)
Erase(x87,x00)
UnitAnim(x01,x00,x1A,x00,x00)

UnitAnim(x02,x00,x1A,x00,x00)
Wait(00025)

{63}(rC9)
Camera(+00700,+00000,+00650,+00302,+02560,+00000,+04096,+00001)
Camera(+00700,+00000,+00650,+00302,+02560,+00000,+04096,+00001)
{4D}(r78)
Camera(+00700,+00000,+00650,+00302,+02560,+00000,+04096,+00128)
WaitForInstruction(x04,x00)

Wait(00060)

UnitAnim(x01,x00,x24,x00,x00)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

WalkTo(x01,x00,004,005,x00,x00,+008,x01)
WaitWalk(x01,x00)

RotateUnit(x01,x00,x03,x00,x00,000)

UnitAnim(x01,x00,x02,x00,x00)

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x02,x00,x24,x00,x00)

DisplayMessage(x10,x11,x0003,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x02,x00,x01,x00,x00)

RotateUnit(x01,x00,x0B,x00,x00,000)

DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0005,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

RotateUnit(x01,x00,x03,x00,x00,000)

DisplayMessage(x10,x11,x0006,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

SpriteMove(x84,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x84,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x84,x00)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
SpriteMove(x84,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)
Wait(00010)

WalkTo(x84,x00,001,009,x00,x00,+008,x01)
WaitWalk(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)

AddUnitPrep()
UnitPresent(x85,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()

SpriteMove(x85,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x85,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x85,x00)
ColorUnit(x85,x00,x08,+000,+000,+000,004)
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x85,x00)
UnitAnim(x85,x00,x02,x00,x00)
Wait(00010)

WalkTo(x85,x00,004,010,x00,x00,+016,x01)
WaitWalk(x85,x00)*
UnitAnim(x85,x00,x02,x00,x00)

RotateUnit(x85,x00,x0F,x00,x00,000)
WaitRotateUnit(x85,x00)

AddUnitPrep()
UnitPresent(x86,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()


SpriteMove(x86,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x86,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x86,x00)
ColorUnit(x86,x00,x08,+000,+000,+000,004)
SpriteMove(x86,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00010)

WalkTo(x86,x00,002,010,x00,x00,+016,x01)
WaitWalk(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)

RotateUnit(x86,x00,x0F,x00,x00,000)
WaitRotateUnit(x86,x00)

AddUnitPrep()
UnitPresent(x87,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()

SpriteMove(x87,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x87,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x87,x00)
ColorUnit(x87,x00,x08,+000,+000,+000,004)
SpriteMove(x87,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00010)

WalkTo(x87,x00,002,011,x00,x00,+008,x01)
WaitWalk(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)

RotateUnit(x87,x00,x0F,x00,x00,000)
WaitRotateUnit(x87,x00)

RotateUnit(x01,x00,x07,x00,x00,000)
WaitRotateUnit(x01,x00)

RotateUnit(x02,x00,x07,x00,x00,000)
WaitRotateUnit(x02,x00)

RotateUnit(x03,x00,x07,x00,x00,000)
WaitRotateUnit(x03,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x03,x00,x3C,x00,x00)

UnitAnim(x03,x00,x2A,x00,x00)

UnitAnim(x03,x00,x02,x00,x00)
ColorUnit(x03,x00,x04,+027,+031,+031,000)
Wait(00002)
Sound(x006A)
TeleportIn(x03,x00)
Draw(x03,x00)
ColorUnit(x03,x00,x08,+000,+000,+000,004)
Wait(00033)

DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0009,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

{1C}(r02)
{1D}()
{1E}()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
Camera(+01144,-00460,+00504,+00302,+03584,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
March(x00,x00,000)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Ugh{br}
Where...where are we?{br}
This...this isn't Athas.{br}
There's life here.{br}
Abundantly so.{br}
And where's...great.{br}
We get seperated and{br}
I get stuck with her.{br}
*Sigh* Okay. Time to{br}
make the most of it.{br}
{end}

//Message x02
{font:08}{Ramza}{br}
{font:00}You. Get up.{br}
{end}

//Message x03
{font:08}Zaida{br}
{font:00}Huh? W{D11D}where are we?{br}
My head...I{D11D}I can't remember...{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Yeah, yeah, I can't{br}
remember either. We're{br}
seperated from Run and{br}
Malone. As far as I know{br}
Tak'tha is still doing{br}
research on the rune gate,{br}
but we{D11D}
{end}

//Message x05
{font:08}Zaida{br}
{font:00}Seperated? Run, {br}
Malone, who are they?{br}
And you for that matter?{br}
And...who am I...?{end}

//Message x06
{font:08}{Ramza}{br}
{font:00}You're joking. Great.{br}
Just great. Listen up.{br}
We've been travelling{br}
Athas trying to undermine{br}
the power of the{br}
Sorcerer{D11D}Kings and{br}
the Templars. {br}
After Tak'tha {br}
miscalibrated the{br}
runes on that gate{br}
we got catapaulted{br}
here...wherever{br}
here is. At any{br}
rate we need to{D11D}{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}Fantastic.{br}
Just my luck. Stop{br}
gawking and get{br}
ready. Your name{br}
is Zaida, and you're{br}
the last servant of the{br}
old Gods, so start{br}
acting like it. I'm not{br}
going to be able to do{br}
this alone.{end}

//Message x08
{font:08}Zaida{br}
{font:00}This creature...{br}
It seems familiar...{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}That's because{br}
it's a part of your spirit.{br}
He'll obey your every{br}
thought. Now get ready!{end}


Offset(x00016000)
UnitAnim(x01,x01,x02,x00,x00)

Zero(x021A)
ADD(x021A,x0001)
Zero(x0209)
ADD(x0209,x0001)
Zero(x0237)
ADD(x0237,x0001)
Zero(x0281)
ADD(x0281,x0001)
Zero(x0270)
Zero(x0069)
ADD(x0069,x0001)
ZERO(x0031)
ADD(x0031,x001A)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00030)
{60}(r001E)
Wait(00030)
Wait(00010)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x02,060)
WaitForInstruction(x38,x00)
DisplayConditions(x03,060)
WaitForInstruction(x38,x00)
DisplayConditions(x04,060)
WaitForInstruction(x38,x00)
DisplayConditions(x05,060)
WaitForInstruction(x38,x00)
DisplayConditions(x06,060)
WaitForInstruction(x38,x00)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
Wait(00150)
{1C}(r01)
{49}()
{82}()
AddUnitStart()
Wait(00080)
{60}(r003C)
{3E}(r02000000FFFFFF3C00)
Wait(00075)
EventEnd()

//Message x01
{font:08}{Ramza}{br}
{font:00}
Come on. We need to move.{end}


Offset(x00018000)
UnitAnim(x01,x01,x02,x00,x00)

Zero(x021A)
ADD(x021A,x0001)
Zero(x0209)
ADD(x0209,x0001)
Zero(x0237)
ADD(x0237,x0001)
Zero(x0281)
ADD(x0281,x0001)
Zero(x0270)
Zero(x0069)
ADD(x0069,x0001)
ZERO(x0031)
ADD(x0031,x001A)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00030)
{60}(r001E)
Wait(00030)
Wait(00010)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x02,060)
WaitForInstruction(x38,x00)
DisplayConditions(x03,060)
WaitForInstruction(x38,x00)
DisplayConditions(x04,060)
WaitForInstruction(x38,x00)
DisplayConditions(x05,060)
WaitForInstruction(x38,x00)
DisplayConditions(x06,060)
WaitForInstruction(x38,x00)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
Wait(00150)
{1C}(r01)
{49}()
{82}()
AddUnitStart()
Wait(00080)
{60}(r003C)
{3E}(r02000000FFFFFF3C00)
Wait(00075)
EventEnd()

//Message x01
{font:08}{Ramza}{br}
{font:00}
Come on. We need to move.{end}


I realize I've got the victory screen posted there twice, but that's because I accidentally wrote it to the wrong offset first, and after changing it it hasn't really caused any issues so I just left it there.
31


Sorry. Saw that and it summed up exactly how I feel, ha ha.

Managed to get the world map working with Jumza's help. I also tried fiddling around with the order of things and making the game skip over Orbonne and the Military Acadamy and jump straight into the Garland fight, but that's causing it's own complications. It goes to a formation screen before the event, and there's a lone Ramza dancing in the corner in addition to the one used in the scene. I flagged save formation/load formation in FFTPatcher, but it didn't seem to have any effect. And even when flagged to join after, Agrias and the Cuar still don't join. So...Tons of little things that probably just need minor tweaks. Honestly I think it was less broken before I went over changed everything to Garland Magic City. Not sure what direction to take things now.
32
Derp. I'm an idiot. It's working perfectly, Juzma helped me set up the victory screen as well. I'll post a video when the lady isn't home with both changes, and the changes to job/skillset/ability names and descriptions too. :D



Edit: Went ahead and made that video. Some of the descriptions need to be fixed (Furious Growth's range/effect and the Divine Strike being a copy of Furious Growth for some reason. Spacing is also weird, and Jago's abilities are missing information I need to add.) But progress is being made steadily and happily. And as you guys can see, I successfully(?) made it to the world map! H-hooray! Yeah I'll be needing some help on that one. Also to get the party into the party screen. I tried checking the join after battle flag in FFTPatcher, but it didn't work. Oh, and suffice to say Braze Story is having all kinds of weird errors. It kind of makes me giggle.
33
Made the changes you said Elric. Didn't notice a change at the end of the battle. It should probably be noted that I'm altering the Orbonne Battle at the beginning of the game, so it tries to play the kidnapping scene afterwards. I haven't made any changes to that or or it's ATTACK.OUT file, so I probably just need to change the go to next scene selection, or something. Not super familiar with any of that.

However, I did finish the names and descriptions of the jobs, skillsets, and skills! :D

Offset(x00008000)

Erase(x84,x00)
Erase(x03,x00)
Erase(x85,x00)
Erase(x86,x00)
Erase(x87,x00)
UnitAnim(x01,x00,x1A,x00,x00)

UnitAnim(x02,x00,x1A,x00,x00)
Wait(00025)

{63}(rC9)
Camera(+00700,+00000,+00650,+00302,+02560,+00000,+04096,+00001)
Camera(+00700,+00000,+00650,+00302,+02560,+00000,+04096,+00001)
{4D}(r78)
Camera(+00700,+00000,+00650,+00302,+02560,+00000,+04096,+00128)
WaitForInstruction(x04,x00)

Wait(00060)

UnitAnim(x01,x00,x24,x00,x00)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

WalkTo(x01,x00,004,005,x00,x00,+008,x01)
WaitWalk(x01,x00)

RotateUnit(x01,x00,x03,x00,x00,000)

UnitAnim(x01,x00,x02,x00,x00)

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x02,x00,x24,x00,x00)

DisplayMessage(x10,x11,x0003,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x02,x00,x01,x00,x00)

RotateUnit(x01,x00,x0B,x00,x00,000)

DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0005,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

RotateUnit(x01,x00,x03,x00,x00,000)

DisplayMessage(x10,x11,x0006,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

SpriteMove(x84,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x84,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x84,x00)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
SpriteMove(x84,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)
Wait(00010)

WalkTo(x84,x00,001,009,x00,x00,+008,x01)
WaitWalk(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)

AddUnitPrep()
UnitPresent(x85,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()

SpriteMove(x85,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x85,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x85,x00)
ColorUnit(x85,x00,x08,+000,+000,+000,004)
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x85,x00)
UnitAnim(x85,x00,x02,x00,x00)
Wait(00010)

WalkTo(x85,x00,004,010,x00,x00,+016,x01)
WaitWalk(x85,x00)*
UnitAnim(x85,x00,x02,x00,x00)

RotateUnit(x85,x00,x0F,x00,x00,000)
WaitRotateUnit(x85,x00)

AddUnitPrep()
UnitPresent(x86,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()


SpriteMove(x86,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x86,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x86,x00)
ColorUnit(x86,x00,x08,+000,+000,+000,004)
SpriteMove(x86,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00010)

WalkTo(x86,x00,002,010,x00,x00,+016,x01)
WaitWalk(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)

RotateUnit(x86,x00,x0F,x00,x00,000)
WaitRotateUnit(x86,x00)

AddUnitPrep()
UnitPresent(x87,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()

SpriteMove(x87,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x87,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x87,x00)
ColorUnit(x87,x00,x08,+000,+000,+000,004)
SpriteMove(x87,x00,+00000,+00000,+00000,x00,x01,+00014)
WaitSpriteMove(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00010)

WalkTo(x87,x00,002,011,x00,x00,+008,x01)
WaitWalk(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)

RotateUnit(x87,x00,x0F,x00,x00,000)
WaitRotateUnit(x87,x00)

RotateUnit(x01,x00,x07,x00,x00,000)
WaitRotateUnit(x01,x00)

RotateUnit(x02,x00,x07,x00,x00,000)
WaitRotateUnit(x02,x00)

RotateUnit(x03,x00,x07,x00,x00,000)
WaitRotateUnit(x03,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x03,x00,x3C,x00,x00)

UnitAnim(x03,x00,x2A,x00,x00)

UnitAnim(x03,x00,x02,x00,x00)
ColorUnit(x03,x00,x04,+027,+031,+031,000)
Wait(00002)
Sound(x006A)
TeleportIn(x03,x00)
Draw(x03,x00)
ColorUnit(x03,x00,x08,+000,+000,+000,004)
Wait(00033)

DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0009,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

{1C}(r02)
{1D}()
{1E}()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,090)
WaitForInstruction(x38,x00)
Camera(+01144,-00460,+00504,+00302,+03584,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
March(x00,x00,000)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Ugh{br}
Where...where are we?{br}
This...this isn't Athas.{br}
There's life here.{br}
Abundantly so.{br}
And where's...great.{br}
We get seperated and{br}
I get stuck with her.{br}
*Sigh* Okay. Time to{br}
make the most of it.{br}
{end}

//Message x02
{font:08}{Ramza}{br}
{font:00}You. Get up.{br}
{end}

//Message x03
{font:08}Zaida{br}
{font:00}Huh? W{D11D}where are we?{br}
My head...I{D11D}I can't remember...{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Yeah, yeah, I can't{br}
remember either. We're{br}
seperated from Run and{br}
Malone. As far as I know{br}
Tak'tha is still doing{br}
research on the rune gate,{br}
but we{D11D}
{end}

//Message x05
{font:08}Zaida{br}
{font:00}Seperated? Run, {br}
Malone, who are they?{br}
And you for that matter?{br}
And...who am I...?{end}

//Message x06
{font:08}{Ramza}{br}
{font:00}You're joking. Great.{br}
Just great. Listen up.{br}
We've been travelling{br}
Athas trying to undermine{br}
the power of the{br}
Sorcerer{D11D}Kings and{br}
the Templars. {br}
After Tak'tha {br}
miscalibrated the{br}
runes on that gate{br}
we got catapaulted{br}
here...wherever{br}
here is. At any{br}
rate we need to{D11D}{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}Fantastic.{br}
Just my luck. Stop{br}
gawking and get{br}
ready. Your name{br}
is Zaida, and you're{br}
the last servant of the{br}
old Gods, so start{br}
acting like it. I'm not{br}
going to be able to do{br}
this alone.{end}

//Message x08
{font:08}Zaida{br}
{font:00}This creature...{br}
It seems familiar...{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}That's because{br}
it's a part of your spirit.{br}
He'll obey your every{br}
thought. Now get ready!{end}
34
Yeah, it's coming together really smoothly. I honestly don't see much of a need to change the camera from where it's set now, so that's fine. I may change it in the future to get something more interesting and dynamic. The animations are all pretty okay now. The skeletons look a bit funny, but I think I'll leave it that way. Sort of makes them look decrepit. Next on the agenda is the battle conditions and victory screens! Unfortunately, I have 0 idea how to do those. Also since I'm almost done with this scene aside from some polishing aspects, I'm not sure how to get the rest of the project in order.

Changing the world map (just minor things), getting this to go to the world map after the battle instead of to the military acadamy, etc. Once I get those down it should be really smooth sailing afterwards.
35
Elric, you're ridiculous. Of course all of that was helpful. You too Pride. I'm so glad the text looks better now (Except I forgot to fix the typo with the word 'Make'. Oops!)

Anyway, the scene looks quite a bit smoother now. I'm still having trouble with rotateunit rotating everyone on blue team instead of just Ramza, and I don't know how to fix it. As a result, I haven't bothered realigning the skeletons to actually face the party, but I'm not super worried about that. I also tried adding a 4th skeleton, but apparently did something wrong, so I'll have to check what went wrong there. Probably going to give them special names so I can at least keep track of them when I'm on my own.

Oh, and I went ahead and included some of the changes I'll be making to the actual gameplay, in case anyone was interested. It's all very rough, no text has been changed, but the animations and effects are in at least. I just need to toy with the numbers to get everything in order, but the basics are there.



Offset(x00008000)

Erase(x84,x00)
Erase(x03,x00)
Erase(x85,x00)
Erase(x86,x00)
Erase(x87,x00)
UnitAnim(x01,x00,x1A,x00,x00)

UnitAnim(x02,x00,x1A,x00,x00)
Wait(00025)

{63}(rC9)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00001)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00001)
{4D}(r78)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00128)
WaitForInstruction(x04,x00)


{63}(rAA)
Focus(x01,x00,x01,x00,x00)
Camera(+00001,+01253,+04352,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)

UnitAnim(x01,x00,x24,x00,x00)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

WalkTo(x01,x00,004,005,x00,x00,+008,x01)
WaitWalk(x01,x00)

RotateUnit(x01,x01,x03,x00,x00,000)

UnitAnim(x01,x00,x02,x00,x00)

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x02,x00,x24,x00,x00)

DisplayMessage(x10,x11,x0003,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x02,x00,x01,x00,x00)

RotateUnit(x01,x01,x0B,x00,x00,000)

DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0005,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

RotateUnit(x01,x01,x03,x00,x00,000)

DisplayMessage(x10,x11,x0006,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

SpriteMove(x84,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x84,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x84,x00)
ColorUnit(x84,x00,x08,+000,+000,+000,004)
SpriteMove(x84,x00,+00000,+00000,+00000,x00,x01,+00024)
WaitSpriteMove(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)
Wait(00010)

WalkTo(x84,x00,001,009,x00,x00,+008,x01)
WaitWalk(x84,x00)
UnitAnim(x84,x00,x02,x00,x00)

AddUnitPrep()
UnitPresent(x85,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()

SpriteMove(x85,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x85,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x85,x00)
ColorUnit(x85,x00,x08,+000,+000,+000,004)
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00024)
WaitSpriteMove(x85,x00)
UnitAnim(x85,x00,x02,x00,x00)
Wait(00010)

WalkTo(x85,x00,004,010,x00,x00,+016,x01)
WaitWalk(x85,x00)*
UnitAnim(x85,x00,x02,x00,x00)

AddUnitPrep()
UnitPresent(x86,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()


SpriteMove(x86,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x86,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x86,x00)
ColorUnit(x86,x00,x08,+000,+000,+000,004)
SpriteMove(x86,x00,+00000,+00000,+00000,x00,x01,+00024)
WaitSpriteMove(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00010)

WalkTo(x86,x00,002,010,x00,x00,+016,x01)
WaitWalk(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)

AddUnitPrep()
UnitPresent(x87,x00,x01)
AddUnitStart()
Wait(00030)
AddUnitEnd()

SpriteMove(x87,x00,+00000,+00000,+00014,x00,x01,+00000)
ColorUnit(x87,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x87,x00)
ColorUnit(x87,x00,x08,+000,+000,+000,004)
SpriteMove(x87,x00,+00000,+00000,+00000,x00,x01,+00024)
WaitSpriteMove(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00010)

WalkTo(x87,x00,002,011,x00,x00,+008,x01)
WaitWalk(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)

DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x03,x00,x3C,x00,x00)

UnitAnim(x03,x00,x2A,x00,x00)

UnitAnim(x03,x00,x02,x00,x00)
ColorUnit(x03,x00,x04,+027,+031,+031,000)
Wait(00002)
Sound(x006A)
TeleportIn(x03,x00)
Draw(x03,x00)
ColorUnit(x03,x00,x08,+000,+000,+000,004)
Wait(00033)

DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0009,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)





EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}{Ramza}{br}
{font:00}Ugh{br}
Where...where are we?{br}
This...this isn't Athas.{br}
There's life here.{br}
Abundantly so.{br}
And where's...great.{br}
We get seperated and{br}
I get stuck with her.{br}
*Sigh* Okay. Time to{br}
Make the most of it.{br}
{end}

//Message x02
{font:08}{Ramza}{br}
{font:00}You. Get up.{br}
{end}

//Message x03
{font:08}Zaida{br}
{font:00}Huh? W{D11D}where are we?{br}
My head...I{D11D}I can't remember...{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Yeah, yeah, I can't{br}
remember either. We're{br}
seperated from Run and{br}
Malone. As far as I know{br}
Tak'tha is still doing{br}
research on the rune gate,{br}
but we{D11D}
{end}

//Message x05
{font:08}Zaida{br}
{font:00}Seperated? Run, {br}
Malone, who are they?{br}
And you for that matter?{br}
And...who am I...?{end}

//Message x06
{font:08}{Ramza}{br}
{font:00}You're joking. Great.{br}
Just great. Listen up.{br}
We've been travelling{br}
Athas trying to undermine{br}
the power of the{br}
Sorcerer{D11D}Kings and{br}
the Templars. {br}
After Tak'tha {br}
miscalibrated the{br}
runes on that gate{br}
we got catapaulted{br}
here...wherever{br}
here is. At any{br}
rate we need to{D11D}{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}Fantastic.{br}
Just my luck. Stop{br}
gawking and get{br}
ready. Your name{br}
is Zaida, and you're{br}
the last servant of the{br}
old Gods, so start{br}
acting like it. I'm not{br}
going to be able to do{br}
this alone.{end}

//Message x08
{font:08}Zaida{br}
{font:00}This creature...{br}
It seems familiar...{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}That's because{br}
it's a part of your spirit.{br}
He'll obey your every{br}
thought. Now get ready!{end}


36
Thanks for all the encouragement guys! I just took a crack at doing something a tad more complex. It...didn't turn out as well. It wasn't a disaster, but it's a work in progress. I'm having this odd issue with all of the units on blue team rotating instead of just Ramza, and the text looks really weird. Plus hyphens don't show in the text. And again, petrified of camera controls, but this time I did tell it to focus on Ramza at the beginning!

Oh, and Ramza and Agrias are just placeholders until I get further into production.

[youtube]4C2cNiAWKko[youtube]

So things I need to change to make this work:

-Ramza and Agrias need to start in the dead animation
-I need to learn how to make Skeletons run into the fight like in many fights
-The Cuar should teleport directly before Agrias starts talking about how familiar it looks.
-That weird rotating thing needs to be fixed.
-Camera could be more dynamic and interesting.
-Text needs cleaning up something fierce.

Help getting those things taken care of would be fantastic. Also as for the bigger picture, such as editing the world map, getting custom sprites, etc. Where would be a good place to post about the overall progress of the project?
37
Event Editing / ArkthePieKing's Events
September 01, 2013, 04:25:45 pm
So like the topic said, I made my first cutscene. I think I've got a vagueish grasp on event editing, though I didn't really mess with the camera controls at all. One thing I'm not exactly sure how to do though would be changing other cutscenes to other maps. For instance, if I wanted to use a map other than the tutorial map for the first scene, how would I do that? And if I were to change the map used for the first battle and scene, what would go into that? I'm also not sure on how to use different music. I'm really anxious to start digging my teeth into this project, but I still have such an elementary grasp on all the various tools, rules, and processes that my progress is slow because I'm not getting anything actually done. Anyway, here's the fruits of my labor. Not much to look at, but I'm proud of it.

38
I've been following along with Elric's tutorial on event editing, and for the most part it's been going smoothly. There have been hiccups here and there, but that's part of learning. I figured them out and fixed my own problems. But this...this is just weird. I mean really weird.

I've been toying with dialogue, and for some strange reason whenever I have a name other than 'Ramza' typed, then program then wigs out and completely ruins my TEST file to the point where CDMage won't even import it. It will say something like "$xx is not a valid integer value", where xx is usually the first 2 characters in the name, though when I tried 'fffffq', xx was fq.

http://imageshack.us/a/img18/7294/e6np.png

http://imageshack.us/a/img163/3320/7bl7.png

I've even tried typing 'Ramz', and it does that. I add that extra 'a', and suddenly presto, it's back to normal. I just can't figure it out. If I try closing the Event Editor and opening it back, it loses the ability to even change the event. I had to export TEST again and start from scratch. It's the most bizarre thing I've ever seen. Can someone enlighten me on this?

Edit: Just got an answer to my question from Raven. Apparently {Ramza} is actually a command to call up whatever you named the main character. To do any other name I'd just remove the brackets. Thanks Raven!
39
Okay, I've got a storyboard slammed out, and a first draft of the first scene. Would it be appropriate to start a new topic in another of the sub boards for progress and work on it? I've been thinking of what all needs to be done on it.

-1, possibly 2 custom sprites (I may be able to get away with reskinning or reusing a sprite for Jago, but Zaida would have to be redone completely.).
-Plenty of events. For the most part nothing too extravagant. Just some basic sprite movement, some text, and your average, "monsters appear by walking into the map" type thing. The scene for the BBEG I've got written down is more complicated than that though, but from what I can tell nothing too terribly much. A short argument, maybe some stance changing, then teleportation, and a new scene at the Graveyard of Airships. More text, then boss transforms into his ULTIMATE FORMZ!!!11!

The things that I'm most unsure about is 1: I'd like to create a new world map. As I said before, nothing extravagant, just 5 or 6 maps. I'd like to know if it's possible to put guests in your party in random battles, because her DnD character had a spirit companion, so I thought that'd be a neat way to represent it. I'd also like to know how difficult it would be to block off the next area after a town until she sees a specific rumor from the tavern. I know Deep Dungeon is blocked off that way in Vanilla. Would it be possible to recreate something like that? If that's not possible, then just an event inside the tavern similar to when Ramza met Beowulf would be perfectly fine. I just thought that extra touch of involvement would be fun.

And of course, I'm coming to you all for help. Please tell me how unreasonable or ridiculous any of my ideas are, because I don't know. I don't even know what a reasonable timeline for all of this would be. I'd also like to be able to give something back to the community, so if I can help anyone else out, then that'd be great. And of course when it's done, if anyone is interested, you're more than welcome to play through it. :D
40
Excellent. At dinner with the lady but I look forward to working with you both!