Final Fantasy Hacktics

Modding => Help! => Topic started by: Kenshin72 on August 19, 2010, 05:38:08 pm

Title: Driving me nuts...
Post by: Kenshin72 on August 19, 2010, 05:38:08 pm
Okay so in the CONFIG.ini for the decompiler/compiler i set Multi=1 as per Zodiac's request so it splits the events into one per text for easier managing. But how do I recombine them? I've tried to just make an event.txt and paste the events in that but that doesn't work. I can't find any topics on this so I assume everybody knows and I'm just stupid. :)

EDIT: I just realized this should be in the Help forum. Forgot we have that one now.
Title: Re: Driving me nuts...
Post by: Xifanie on August 19, 2010, 07:49:15 pm
you can only compile one event at a time. So if you want to compile your event, just write the path in CONFIG.INI and run the compiler.
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 19, 2010, 09:10:14 pm
Do I need to rename the one I want compiled event.txt or is what it named by default fine?
Title: Re: Driving me nuts...
Post by: Xifanie on August 19, 2010, 09:17:53 pm
TEXTFILE='PSX Events\EVT_027_01B.txt'

personally I just link them.

Yeah I know, it's a bit awful. I'm working on the Event Editor right now.
Title: Re: Driving me nuts...
Post by: AvengerXP on August 20, 2010, 01:05:03 am
Personally i copy them over from a SCRIPT directory of all my new texts and simply once copied rename them "input.txt" so i never lose the source and I always compile the same file name.
Title: Re: Driving me nuts...
Post by: Jon on August 20, 2010, 06:41:58 am
Yeah, Kenshin72, this event editor that Zodiac is making will probably be everyone's golden shiny wire of hope, because once I was trying to make a parody patch thing and I stopped after Boco Forest because it takes too long/gets so annoying. Zodiac, how long will it take to make that editor? I don't want to sound like I am rushing you, I'm patient, but like is there a release date perhaps? Once that come out I think there will be like 100 new "Projects" beside Mercenaries and the others. Please announce it when its out, you're gonna make everyone on here happy I'm sure ;)
Title: Re: Driving me nuts...
Post by: Xifanie on August 20, 2010, 07:16:54 am
yes. 2012
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 20, 2010, 05:23:15 pm
I'll ask this here instead of making a new topic. Can I change the Charge +1, Charge +2 etc... skills to be something other than charge skills? I've used the search feature and haven't found the answer.
Title: Re: Driving me nuts...
Post by: Jon on August 21, 2010, 06:12:16 am
What do you want to change them into? Different names, different abilities? I think it can be done with a combo of FFTPatcher, maybe some hacking and FFTacText. If your question is if, then the answer is yes.

Also @ Zodiac, the year 2012? By then the world will explode or something! Oh well, I am patiently awaiting its arrival :)
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 21, 2010, 11:00:10 am
Like no matter how I change the dropdown menu under the jp cost, none of the stuff i can modify appears.
Title: Re: Driving me nuts...
Post by: Zozma on August 21, 2010, 03:45:22 pm
I was wondering about that too as well as the Jump and calculate slots, perhaps theres just not as much to them and so theres no way to edit them like normal skills?, however I would also prefer to turn them into normal skills as well...
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 21, 2010, 04:09:23 pm
I know that's a good amount of custom skills if we could get it to work.
Title: Re: Driving me nuts...
Post by: LastingDawn on August 22, 2010, 11:48:45 am
If I recall right (which I doubt I do in this case...) Melonhead had said that some of those skills weren't put in fully because there was no point at the time.

OR he said that those skills didn't have that actual information, sorry. It's one or the other. I'm sure Zodiac should know.
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 23, 2010, 06:24:23 pm
I'll post this here instead of making topics.
I'm trying to make Delita bend down like the when they are almost dead in my event. According to the wiki 20 is the bend down I think so I set my unitanim to this:
UnitAnim(x04,x00,x20,x00,x00
04 is the Unit ID, then 00 is so it doesn't affect everyone according to the tutorial. 20 is the bend down animation I think thats where you put it. Then 00 I don't quite understand and the last 00 is unknown. Sorry if this is a confusing read. Anyone know why all he does is stand there?
Title: Re: Driving me nuts...
Post by: Miroshi Beshima on August 23, 2010, 06:37:22 pm
i dont think 20 is the critical condition stance. Ive been event editing too, x16 is critical. and x36 is bow which is a similar stance to critical. and the fourth byte your confused about is for the EVTCHR. which are those specific stances for specific sprites that u see in events.
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 23, 2010, 07:19:26 pm
Dur... I just looked and 16 is critical while 20 said Pick On ground which I was taking as like bending down to pick something up on the ground.

So do I put 16 where I have my 20 or on the fourth byte and make the third byte 00?
Title: Re: Driving me nuts...
Post by: Miroshi Beshima on August 23, 2010, 07:28:18 pm
No, dont mess with the fourth byte unless you have a EVTCHR frame u wanna use, which isnt a good a idea unless uve edited it or using the correct frame with the designated sprite. Just leave the fourth byte as x00
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 23, 2010, 07:32:44 pm
Still doesn't work here are my custom events.

DisplayMessage(x10,x10,x0004,x04,x00,x00,+00000,+00004,+00000,x00) Works fine
WaitForInstruction(x01,x00) Works fine
WalkTo(x04,x00,001,000,x00,x00,+005,x01) Works fine
UnitAnim(x04,x00,x16,x00,x00) Doesn't work, just keeps marching from the Walk event before.
Wait(02000) Here to just delay the rest of events so I can make sure the above work.
Title: Re: Driving me nuts...
Post by: Xifanie on August 23, 2010, 07:45:02 pm
You need to use WaitWalk, else the game tries to unitanim right after the unit started walking.
Also remove the wait 2000
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 23, 2010, 08:36:32 pm
Wunderbar! After all my years of RPG Maker I thought I should be able to figure this out but the unitanim just stumped me. Thanks Zodiac.

EDIT: Great after all my custom editing works fine, the regular event script is screwing up now.
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 23, 2010, 11:59:34 pm
Angry double post.
Not driving me nuts anymore more like pissing me the eff off. I had my custom event done. Went to test it, the custom stuff went great, the regular scripting stuff on the other hand not so much. First of all this is the Sweegy Woods event where Algus and Delita talk about the monsters. I added about 5 extra messages, worked fine.

But when the camera scrolls over to the monsters and shows them walking towards you the whole scene resets with the camera spinning in again. I kept trying to find an error. Couldn't find one. So I started again from scratch. C/Ping my custom events one by one til I found the problem child. Its the unitanim that I had problems with before. UnitAnim(x04,x00,x16,x00,x00) This guy causes the Battle Conditions to not appear and go straight into the battle. When I hve the rest of the custom code in it makes the camera respin in. I've attached a picture for reference, the highlight stuff is custom. Maybe someone else can see what I can't.
Title: Re: Driving me nuts...
Post by: Xifanie on August 24, 2010, 07:11:55 am
If you're using pSX, make a quicksave with the event started and send it to me. Because I just can't see what's wrong here.
Title: Re: Driving me nuts...
Post by: Jon on August 24, 2010, 07:50:43 am
I have a question, can you start to actually read this stuff and make sense of it? What I mean is that whenever I work on a game (using BYOND code), I can just sorta read the code and understand what will happen. Like I see up above that the WaitForInstruction is always the same thing in the ()s- are there rules that I can learn this stuff properly? Something that stuns me everytime is the DisplayMessage("seemingly random numbers here") stuff, how does that work? I once tried to read a guide on this but it seemed like it was written by someone who doesn't speak English too well (no offense to whoever out there), which means I didn't learn what seems to me like something that isn't too hard. I also made (up to chapter 2) a parody patch where I changed most dialogue, but I never figured out how to get characters to do stuff I want them to do, like when Algus begs Ramza to save the marquis, wouldn't it be funny if Delita sorta kicked Algus away? Okay, nevermind... Btw, sorry for posting this on your question Kenshin72, just didn't feel like making a whole new topic ;)
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 24, 2010, 11:23:59 am
Here's my TEST.evt, event.txt and the save state. I use epsxe, and CDPROG for inserting.

Here's a video of what happens.
http://www.youtube.com/watch?v=-MgxZvvPNsg (http://www.youtube.com/watch?v=-MgxZvvPNsg)

As for you Jon, just by editing this event I've learned what every command does that is used in this event except for the ones we haven't figured out what they do. I read the tutorials on this site and I thought they do a pretty good job of explaining. Also I did of lot of trial and error.
Title: Re: Driving me nuts...
Post by: LastingDawn on August 28, 2010, 02:35:14 pm
You don't have this...

Offset(x0018C000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Text(x0000013F) <---
//Remove the previous line if you wish text to compile directly after instructions.

still there, do you Kenshin?
Title: Re: Driving me nuts...
Post by: Kenshin72 on August 29, 2010, 01:03:52 pm
Yeah, is that bad?
Title: Re: Driving me nuts...
Post by: SilvasRuin on August 29, 2010, 02:23:10 pm
Don't the "//" mean it is commented out and has no effect anyways?  Or is this coding abnormal?  (Not that I know much coding in the first place.)
Title: Re: Driving me nuts...
Post by: Miroshi Beshima on August 29, 2010, 07:31:14 pm
I dont think LD meant to put the "//" there.
Title: Re: Driving me nuts...
Post by: LastingDawn on August 31, 2010, 03:07:31 pm
Quote from: "Kenshin72"Yeah, is that bad?

Yes. So many problems have happened because of that, unless you are testing  it on a savestate version. Get rid of that ASAP.