EVENT INSTRUCTION__QUIK REFERENCE__1.0
=+=+=+=+=+===+===+============+===+==============
_+_+DISPLAYMESSAGE+_+_
x01 : Top of screen (over unit with Dialog Box)
x02 : Bottom of screen (under unit with Dialog Box)
x04 : Thinking (Dialog Box)
x08 : Remove Arrow (for Dialog Box)
x10 : Dialog Box
x20 : Named box ("Check" if x10 = FALSE; "Help" if TRUE)
x40 : Independant Message Box (becomes a page if x10 = TRUE, if x20 = TRUE too, it becomes a regular Dialog Box forced under unit)
x80 : Close with instruction
the x0002 is the display message number. Or what message it is displaying. x20 is the unit specified in ENTD's ID, or unit ID. x10 is
always x10, while the x12 is the type of dialouge. Numbers are at top.^
DisplayMessage(x10,x12,x0002,x20,x00,x00,+00000,+00000,+00000,x01)
=============================================================================================================
_+_+WAITFORINSTRUCTION+_+_
Makes game wait until further notice. (you hit button) Byte shown here is x01, or it shows next diolouge.
0x01: ShowDialog
0x04: Camera
0x06: {1A}
0x07: {1B}
0x08: {2A}/{2B} block
0x0B: UnitSprAnim / UnitAnim
0x0C: {3E}
0x34: {58}
0x36: DarkScreen / RemoveDarkScreen
0x38: DisplayConditions
0x3D: ShowChapter
0x41: Wait
0x43: Stop
(BY ZODIAC^^)
WaitForInstruction(x01,x00)
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_+_+WAIT+_+_
Wait makes any part of event wait for seconds. (+00050)= about a halve second. (+00100)=1 second. (+00300)=3 seconds.
Wait(00200)
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_+_+UNITANIM+_+_
First byte is unit specified in entd. (x22 is my unit ID) x06 is the unit anime number listed here: http://www.ffhacktics.com/wiki/Animations (http://www.ffhacktics.com/wiki/Animations)
UnitAnim(x22,x00,x06,x00,x00)
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_+_+SOUND+_+_
Sound is possibly the simplest event instruction, but has to be used in the correct place. Only one byte to remember.
x0001 Confirm Selection
x0002 Cancel Selection
x0003 Move Cursor
x0004 Rolling Numbers (gil won)*
x0005 Invalid
x0006 L1/R1/L2/R2 shifting
x0007 Remove Item or Ability
x0008 Power Up
x0009 Unit Removal
x000A Set
x000B Clockwise Rotation*
x000C Anti-Clockwise Rotation*
x000D Stop Rotation
x000E Zoom In (quick)
x000F Zoom In
x0010 Zoom Out
x0011 Zoom Out (quick)
x0012 Help Message Popup
x0013 Slash
x0014 Double Slash
x0015 Punch 1
x0016 Punch 2
x0017 Punch 3
x0018 Door Knock
x0019 Punch Air
x001A SHalf-Word Swing 1
x001B SHalf-Word Swing 2
x001C Landing (Dragoon)
x001D Igros Castle Gate Opening
x001E Beta Magic Charging*
x001F Magic Charging*
x0020 Balmafula's scream 1
x0021 Summoning*
x0022 Trap
x0023 Water Landing 1
x0024 Water Landing 2
x0025 Walking with soaked shoes???
x0026 ?????
x0027 Jumping
x0028 Land 1
x0029 Land 2
x002A Land 3
x002B Balmafula's scream 2
x002C Throw ??
x002D Flip Page
x002E Shield Block Light
x002F Shield Block Heavy 1
x0030 Blade Grasp / Catch
x0031 ?????
x0032 Sparkle 1
x0033 Sparkle 2
x0034 Sparkle 3
x0035 Sparkle 4
x0036 Sparkle 5
x0037 Sparkle 6
x0038 Hit 1
x0039 Hit 2
x003A Land on Wood
x003B Land on Water
x003C Menu Cursor Move 1
x003D Menu Cursor Move 2
x003E ?????
x003F ?????
x0040 Footsteps Arrive
x0041 Exit Map
x0042 Cloud Freaking / Murond Death City' Gate Destruction spell
x0043 Menu Confirmation Yes
x0044 Male Death
x0045 Female Death
x0046 Monster Death
x0047 ?????
x0048 Locked Door
x0049 Blocked Arrow
x004A ?????
x004B ?????
x004C Open/Close Door
x004D Proposition Completed 1
x004E Proposition Completed 2
x004F Proposition Completed 3
x0050 Chocobo Steps?
x0051 ?????
x0052 Choke Hold 1
x0053 Choke Hold 2
x0054 Arrow 1
x0055 Arrow 2
x0056 ?????
x0057 ?????
x0058 ?????
x0059 Arrow 3
x005A Gun Load
x005B Gun Shot Loud 1
x005C Gun Shot Loud 2
x005D Gun Shot Loud 3
x005E Crush / Explosion
x005F ?????
x0060 ?????
x0061 Ability Un-Equipped
x0062 ?????
x0063 Slap
x0064 Female Scream (Balmafula)
x0065 SHalf-Word Clash
x0066 Zodiac Stone Spirit Howl 1
x0067 Zodiac Stone Spirit Howl 2
x0068 Zodiac Stone Spirit Howl 3
x0069 Door Lever Pull
x006A Teleport Out
x006B Teleport In
x006C Random Encounter 1
x006D Random Encounter 2
x006E Crossbow Arrow 1
x006F Crossbow Arrow 2
x0070 Riovanes Castle Footsteps
x0071 In-Battle AT Halt
x0072 Cinematic Impaling Hit
x0073 Text Typing
x0074 Lever Pull
x0075 Sparkle 7
x0076 New Map Course Drawn
x0077 In-Battle Selection
x0078 Reinforcements Footsteps Arrive
x0079 Reed Flute 1
x007A Reed Flute 2
x007B Reed Flute 3
x007C Failed Reed Flute
x007D Whistle
x007E ?????
x007F Lionel Gate Open
x0080 ?????
x0081 ?????
x0082 ?????
x0083 ?????
x0084 Bad Breath
x0085 Crystal Pickup
x0086 Feather Bomb
x0087 Scratch Up
x0088 ?????
x0089 Altima I Knife Strike
x008A Shield Block Heavy 2
x008B ?????
x008C Lick
x008D Straight Dash
x008E ?????
x008F ?????
x0090 Dash
x0091 Shield Block Heavy 3
x0092 Monster Strike Heavy
x0093 Equipped
x0094 ?????
x0095 ?????
x0096 ?????
x0097 ?????
x0098 Ability Learned
x0099 Magic Hit
x009A Male Death
x009B Bio Hit
x009C Dictionary / Book Hit
x009D Final Fantasy Theme Harps
x009E Laugh 1
x009F Laugh 2
x00A0 Laugh 3
x00A1 Zodiac Stone Pulsing Sound
x00A2 Church Bells
x00A3 Male Zodiac Death
x00A4 Impact 1
x00A5 Impact 2
x00A6 Impact 3
x00A7 Zodiac Stone Sparkle
(BY ZODIAC^^)
Sound (x????) Insert byte # into this ????.
================================================================================================================
_+_+WEATHER+_+
Relize, advanced weather editing done in attack.out editor. but only to bytes to remember. (copy and paste if in doubt, as koko would say)
0x00: Cancel Rain/Cancel Snow
0x01: Cancel Rain/Cancel Snow
0x02: Rain/Snow
0x03: Rain/Snowstorm
0x04: Rain/Strong Snowstorm
Weather(x??,x01)
=================================================================================================================
_+_+TELEPORT+_+_
This is a little shaky. The teleports in and out, are the animations, therefore, if you want teleport in, you have to put erase, at the
begaining (shown below), before the hole event. Later on, right before or right after your teleport in instruction, put in the draw instruction
(below). You can try different cobos, like draw before tele/ draw after tele, whatever works. Just dont put any Wait instructions in between them.
Teleport out is the same way. You perform your event with the person you want to be tele out- then simply put tele out with the erase instruction.
This will all be listed below.
Erase(x??,x00) ??= unit ID.
Draw(x??,x00) ??=Unit ID
TeleportOut(x??,x00) ??=unit ID
TeleportIn(x??,x00) ??=Unit ID
===================================================================================================================
Not fully completed!
Thank you to Kokojo, and expecially Zodiac, for event compiler/decompiler, and the event instructions.
???
http://www.ffhacktics.com/instructions.php (http://www.ffhacktics.com/instructions.php)
http://www.ffhacktics.com/instructions.php?id=10 (http://www.ffhacktics.com/instructions.php?id=10)
http://www.ffhacktics.com/instructions.php?id=E5 (http://www.ffhacktics.com/instructions.php?id=E5)
etc.
well, this is kinda for noobs. I mean, some people dont even know were to put the bytes. Like byte 1, the wont know the formation of the instruction either