Modding => Help! => Topic started by: Saeru on April 09, 2009, 03:58:03 pm
Title: Removing ch 1 generics from ch 2
Post by: Saeru on April 09, 2009, 03:58:03 pm
Trying to edit the events to remove all of the chapter one generics(cadets) between Fort Zeakden and when Chapter 2 begins. I've found the events that involve this part of the game, but I can't figure out what command(if there is one) to remove generic characters, 2-16. Saw the command posted in a different topic about removing guest characters and figured there is probably one for generics as well.
I want to dump all of the cadets that you use in Chapter 1 since Ramza 'dropped it all and ran' don't see why he would still be with the cadets. This way Chapter 2 would be a bit of a fresh start with Rad, Alicia, and Lavian, who I almost never used before. I'm changing Rad into a custom special character, and may change the other two as well.
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Post by: Vanya on April 09, 2009, 04:29:19 pm
I'd actually like to to know this, too.
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Post by: Kaijyuu on April 09, 2009, 04:44:02 pm
Kinda cheap to tear the player's characters away from them, no? Also, I believe they stuck with Ramza for the same reason they didn't join Algus and fight you at Ft. Zeakden; they had more loyalty to Ramza than to the Hokuten. Remember that he's a noble, a Belouve even. It's not unreasonable that he could have a small army follow him, even as a heretic, due to blind loyalty if nothing else.
Anyway, you can remove them the same way you remove guests. That makes another problem, though; a blanket removal of generics would remove any you happened to recruit from the soldier office.
It'd eat up some jobs, but you could make a special job or two for all the starting "generics." You'd have a bunch of funky clones though, that oddly don't change sprites when changing jobs...
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Post by: Verdeni on April 09, 2009, 05:16:28 pm
OHOHOH! where is this event in the ENTD?
I wanna change some stuff.
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Post by: Kokojo on April 09, 2009, 05:36:22 pm
Once i am done with COP demo, il do some testing in that field... i know the ID they use, it should't be so much compliquated.
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Post by: Saeru on April 09, 2009, 06:01:54 pm
I'm using the event compiler/decompiler to change it not the patcher. This is with the Multi option on in the config file so it separates all of the events inside a folder: End of Fort Zeakden(end of Ch1): EVT_090_05A Orbonne Monastery(beginning of Ch2): EVT_117_075
If I read it right the following at the bottom of the Fort Zeakden event is where Delita leaves the group, I just want to add a command(s) to automatically remove units 2-16 instead of just the guest with job #4. {7A}(r0400) Wait(00030) {43}(r06) EventEnd()
I just need to know what command line to use, doesn't matter if the soldier office generics get removed as well, was also what I wanted by removing 2-16.
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Post by: Xifanie on April 09, 2009, 06:49:46 pm
if you copy paste this instruction 15 times with ID 80, 81, 82, it should remove any generic male/female/monster from the roster.
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Post by: Vanya on April 09, 2009, 07:37:39 pm
So that removes units based on their sprite set then, rather than their job, right?
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Post by: LastingDawn on April 09, 2009, 07:57:27 pm
I thought it was 78-7C? Might be wrong though.
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Post by: Xifanie on April 09, 2009, 08:02:00 pm
78-7C are for the units you put on the battle formation screen. Not limited to generics, nor directly linked to the roster.
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Post by: Saeru on April 10, 2009, 12:19:57 am
Quote from: "Zodiac"if you copy paste this instruction 15 times with ID 80, 81, 82, it should remove any generic male/female/monster from the roster.
Thanks this was what I was wanting to know; completely strip the party and start over after the 'flashback' ended.
EDIT: Not sure if its still going to work or not.... I put the events into the following spoilers. The first is what it looks like in the event.txt file, the second is what the event looks like if I compile then decompile the test.evt file. For some reason it changed the part after a couple of edits into a completely random mess it looks like, the second one is also missing an EventEnd() line.
EDIT2: Is there a limit to how much can be in the event files? It looks like a run off of a different event.
EDIT3: Removing the added lines then compile/decompile and its back to normal, any thoughts on how to add this into the event without completely messing it up?
One last edit: Tried putting the lines into the orbonne event and they were still intact after I decompiled the test.evt file again. However, scrolling down near the end of the event instructions, before the text, a couple of lines were replaced with a different, but similar, random mess as the first try.