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Messages - Grand Angel

1
Help! / Re: A few questions (mainly about animations)
November 19, 2015, 12:31:09 pm
*sees thread bumped with a new post* "Gods... is this Grand Angel guy STILL asking questions!?"

Why yes, thanks for asking!

...anyway, I would like to once again ask about an ability that requires a shield equipped.

Under Require Sword - What is the general hex number for Shields?  As I mentioned, I'm not well versed in hex yet, so I'm not sure what it is.

Under Require Materia Blade - Since FFTorgASM has all the hex numbers for all the shields in the game under this, would it be possible set the X value to all of those numbers?  Probably not, since Require Materia Blade has no Y value unlike Require Sword, but I figure it'd be worth a shot.

But anyway, thanks again to those who helped me.  As for the other issues, I've more-or-less figured how to solve most of them.  This is the only one that's stumping me.
2
Help! / Re: how i do Ability strikes all?
November 19, 2015, 12:07:13 pm
When I make map-targeting abilities, I set it up like this:

Make sure Range is set to 0, and Vertical and Effect are 255.

For the checkboxes, make sure at least Auto-Target, Allow Self-Target, Hit Allies/Enemies and Hit Caster are checked.

Do not check Weapon Range, Vertical Fixed/Threshold, or Select Target.

Edit: Galaxy Stop is a good copy/paste ability, since it has all of these things.  Just paste it over the ability and edit it to your liking.
3
Help! / Re: A few questions (mainly about animations)
November 12, 2015, 02:24:52 pm
Quote from: Jumza on November 12, 2015, 12:08:52 pm
Just looking at galaxy stop in the FFTP, I'd say make sure you have Auto-Target checked, and Select Target unchecked? Not sure exactly but you could try it! If it doesn't, just try copying other things about the ability that would make sense if they somehow effected the targeting selection.


Well, I found the problem.  The abilities in question are pretty similar to the Scholar's in FFTA2, where they strike all units on the map indiscriminate of side.  I went into FFTPatcher and unchecked Hit Allies on one of the abilities to test it, and only the enemy tiles were lit up.  So, apparently having both Hit Allies and Hit Enemies checked causes this to happen.  Like I said it's not a huge deal, and other than that the abilities work perfectly so I've got nothing to worry about.
4
Help! / Re: A few questions (mainly about animations)
November 12, 2015, 11:24:20 am
Hmm I see.  Thank you for the reply.  I'll have to play around with it I suppose.  Some animations do work better than others (Stab Up for example seems to work normally).  The animations work perfectly with other ranged weapons, so I might just make the class Gun based or something.

As for the charging deal, I noticed with the normal Charge abilities, if you decide to use a Charge skill without moving, the Move option will be grayed out.  I wonder if there's some way to replicate this...

Anyway, I have another question.  When using abilities that target the map (ie Galaxy Stop, Math Skill), how do I prevent every tile on the map turning green when using the ability?  It's not THAT big of a deal, but I was wondering if it was possible to have the tiles only highlight what's being hit, similar to the previously mentioned abilities.

Edit - Yet another question...FFTorgASM has options to change Require Sword and Materia Blade to other weapons.  If it possible through ASM to make something require a Shield?  I'm thinking of a 'Shield Bash' ability, which would obviously require the caster to have a shield equipped.  I've been trying to learn how to use ASM hacking through the tutorials here, but I still have a long way to go before I fully understand.
5
Help! / A few questions (mainly about animations)
November 03, 2015, 08:23:04 pm
So lately I've been working on revamping the Archer class.  I've been working on the skillset a lot, and I'll put the ability changes I've made so far in the spoiler below (may be subject to change):


For these abilities, I made Charge a default skillset, took some of the high level spells and changed them.

Cure 4 -> Serrated Shot (adds Poison, ability effect is Black Magic spell Poison)
Protect 2 -> Shadow Shot (adds Blind, ability effect is Magic Sword spell Blind)
Shell 2 -> Head Shot (separate chance of adding Confuse and Berserk, ability effect is Magic Sword spell Confuse)
Fire 4 -> Heart Shot (adds Charm, ability effect is Thief skill Steal Heart)
Bolt 4 -> Reaper's Shot (adds Death Sentence, ability effect is Yin Yang Magic spell Doubt Faith
Ice 4 -> Throat Shot (adds Silence, ability effect is Magic Sword spell Silence)
Death -> Devil's Shot (30mp, damage [PA*(WP + 6), probably going to change this formula], and may add Dead, ability effect is Use Hand skill Shadow Stitch
Haste 2 -> Aimed Shot (essentially Charge+3, albeit with a different damage formula)

All abilities are using the animation hexes 07 00 00


With these changes, I've run into some animation issues.  Luckily for me they mostly happen when using a (Cross)Bow, the main weapons of the class.  What usually happens is the ability's effect playing twice in rapid succession.  If the target dodges, they will dodge both hits rapidly, and if the attack hits it seems like the effect is applied twice (status/damage indicators quickly pop up twice).  I don't actually know if the effects are actually being applied twice, but the animation makes it seem that way.  The animations are never in sync either, the effect will happen before the arrow strikes its target (which is probably what's causing the animation errors).  This never happens with any other weapon, but that's probably because no other weapons fire a separate onscreen projectile.  Crossbows seem to have a less terrible time than Bows, but they're both still pretty wonky.

I tested using Stasis Sword with a Bow to see what would happen.  The bow was drawn and fired, but no arrow was shot, and Stasis Sword's animation played out normally as if I had used it with a sword.  Is there any way I can do something like this with my abilities?  Even though they'll look silly without an arrow being fired, at least the animations will be normal.

Moving on, I've also run into some problems with the Aimed Shot ability.  First is the animation, or lack thereof.  Is there any way to use the "build power and use weapon" animation that the normal Charge skills use, or are those hardcoded to only work with the Charge skills?  I've been cycling through some regular ability effects (currently on Stab Up), but none of them really seem to fit.  Second, when I use Aimed Shot and move while charging, I stop charging.  How do I fix this?

Other non-animation related questions:

-I know people have modified Arrow Guard to block guns, but is there any way it can block Throw as well?
-Is it possible to combine all of the Ninja's Throw X abilities into a single ability?
-Off topic question, but is there a way to fix certain sound effects in psx 1.13?  For example, Galaxy Stop sounds incredibly high pitched compared to the regular PS1 version.

Big thanks to anyone who can help me solve these issues.
6
Event Editing / Re: Event Editing 101 WIP
December 02, 2013, 12:39:09 am
Strange, when I went and tried to compile the original event to see if I would get the error, I still got the '$la is not a valid integer value' error, and I even got it when I went back and tried to compile edited events that I had successfully compiled.

When the error pops up, another window comes up called "event_compiler_2," and it only has a button that says "Compile."  If I close it, another window comes up saying "Event Compiled successfully to Offset x00010000," and it will say that for every event.
7
Event Editing / Re: Event Editing 101 WIP
December 01, 2013, 10:44:29 pm
Ugh, sorry to pester you guys further, but I have yet run into another snag.

After doing some text edits to more events, I went back to compile them, and got an error on one of them, specifically, the scene at Gariland Military Academy.

When I try to compile it, I get an error that says "'$la' is not a valid integer value." Most of the time this causes EasyEvent to go into a "not responding" state.

Also, if I try to save it I get another error, here's the summary of it:  "The process cannot access the file because it is being used by another process"

Here's the event in question (edited), copied directly from EasyEvent:

Offset(x00010000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Remove the previous line if you wish text to compile directly after instructions.

{7C}()
LoadEVTCHR(x01,x02,x00)
WaitForInstruction(x34,x00)
SaveEVTCHR(x01)
Camera(+00616,-00640,+00615,+00302,+03584,+00000,+04096,+00001)
UnitAnim(x00,x00,x02,x00,x00)
SpriteMove(x81,x00,+00002,-00001,-00010,x00,x01,+00001)
WaitSpriteMove(x81,x00)
SpriteMove(x85,x00,+00008,+00000,+00000,x00,x01,+00001)
WaitSpriteMove(x85,x00)
SpriteMove(x83,x00,+00004,+00000,-00014,x00,x01,+00001)
WaitSpriteMove(x83,x00)
{2C}(r81008400000200)
{2C}(r80008500000200)
RotateUnit(x04,x00,x08,x00,x02,000)
WaitRotateUnit(x04,x00)
RotateUnit(x01,x00,x04,x00,x01,000)
WaitRotateUnit(x01,x00)
UnitAnim(x01,x00,x58,x02,x00)
UnitAnim(x83,x00,x5C,x02,x00)
UnitAnim(x04,x00,x59,x02,x00)
UnitAnim(x85,x00,x5E,x02,x00)
Background(000,000,000,000,000,000,000,x00)
Wait(00002)
ColorField(x07,+004,+003,+001,000)
ColorUnit(x00,x00,x07,+004,+002,-001,000)
{63}(rC9)
Camera(+00616,+00128,+00615,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
WaitForInstruction(x04,x00)
Wait(00030)
DisplayMessage(x10,x0B,x0001,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
ColorField(x07,+002,+001,-001,004)
ColorUnit(x00,x00,x07,+002,+000,-003,004)
ShowChapter(x01)
WaitForInstruction(x3D,x00)
WaitForInstruction(x3D,x00)
ShowMapTitle(+000,+000,+001)
BgSound(x0B,+000,+036,x3C,060)
BgSound(x0C,+000,+040,x01,060)
Wait(00060)
ColorField(x08,+000,+000,+000,008)
ColorUnit(x00,x00,x08,+000,+000,+000,008)
Wait(00065)
Focus(x81,x00,x81,x00,x00)
Camera(+01536,+00008,+04096,+00302,+03584,+00000,+04096,+00140)
WaitForInstruction(x04,x00)
{1C}(r02)
DisplayMessage(x10,x11,x0002,x81,x00,x00,+00000,+00002,+00012,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0003,x84,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
{1C}(r01)
Wait(00060)
{6A}(r0B24143C3C)
{6A}(r0C241C013C)
Focus(x01,x00,x01,x00,x01)
Camera(+04097,+12800,+00052,+00302,+03584,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
{1C}(r02)
DisplayMessage(x10,x91,x0004,x01,x00,x00,+00000,+00000,+00008,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0005,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
UnitAnim(x82,x00,x5B,x02,x00)
BlockStart()
Wait(00010)
UnitAnim(x83,x00,x02,x00,x00)
BlockEnd()
ChangeDialog(x01,x0006,x00,x00)
WaitForInstruction(x01,x00)
Wait(00014)
UnitAnim(x04,x00,x5A,x02,x00)
Wait(00004)
ChangeDialog(x02,x0007,x00,x00)
WaitForInstruction(x01,x00)
UnitAnim(x01,x00,x02,x00,x01)
Wait(00004)
ChangeDialog(x01,x0008,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,x0009,x00,x00)
WaitForInstruction(x01,x00)
BlockStart()
Wait(00014)
UnitAnim(x82,x00,x02,x00,x00)
BlockEnd()
ChangeDialog(x01,x000A,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
Wait(00014)
UnitAnim(x04,x00,x59,x02,x00)
BlockStart()
Wait(00020)
UnitAnim(x82,x00,x5B,x02,x00)
BlockEnd()
Wait(00004)
ChangeDialog(x02,x000B,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x08,x00)
ChangeDialog(x01,x000C,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00004)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00004)
DisplayMessage(x10,x91,x000D,x01,x00,x09,+00070,+00062,+00015,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
{1C}(r01)
{6A}(r0B14003C3C)
{6A}(r0C1C00013C)
Wait(00060)
RotateUnit(x83,x00,x08,x00,x01,000)
WaitRotateUnit(x83,x00)
UnitAnim(x83,x00,x03,x00,x00)
SpriteMove(x83,x00,+00000,+00000,+00000,x00,x01,+00030)
WalkTo(x01,x00,002,004,x00,x00,+004,x01)
WalkTo(x82,x00,002,005,x00,x00,+008,x01)
RotateUnit(x84,x00,x08,x00,x00,000)
Wait(00020)
RotateUnit(x80,x00,x08,x00,x00,000)
Wait(00010)
RotateUnit(x81,x00,x08,x00,x01,000)
RotateUnit(x85,x00,x08,x00,x01,000)
SpriteMove(x85,x00,+00000,+00000,+00000,x00,x01,+00030)
SpriteMove(x81,x00,+00000,+00000,+00000,x00,x01,+00030)
WalkTo(x80,x00,004,004,x00,x00,+004,x01)
UnitAnim(x83,x00,x02,x00,x00)
WalkTo(x85,x00,005,004,x00,x00,+008,x01)
WalkTo(x04,x00,001,004,x00,x00,+004,x01)
WaitWalk(x82,x00)
UnitAnim(x82,x00,x02,x00,x00)
WaitWalk(x01,x00)
{39}()
WaitForInstruction(x0B,x00)
UnitAnim(x80,x00,x02,x00,x00)
UnitAnim(x01,x00,x02,x00,x00)
UnitAnim(x04,x00,x02,x00,x00)
UnitAnim(x85,x00,x02,x00,x00)
UnitAnim(x00,x00,x02,x00,x00)
WarpUnit(x86,x00,003,000,x00,x02)
UnitPresent(x86,x00,x01)
{48}()
RotateUnit(x86,x00,x08,x00,x01,000)
WaitRotateUnit(x86,x00)
SpriteMove(x86,x00,+00000,+00000,-00034,x00,x01,+00001)
WaitSpriteMove(x86,x00)
Draw(x86,x00)
SpriteMove(x86,x00,+00000,+00000,+00000,x00,x01,+00032)
WaitSpriteMove(x86,x00)
WalkTo(x86,x00,003,007,x00,x00,+008,x01)
Wait(00048)
Camera(+00504,+00115,+00728,+00382,+03584,+00000,+04096,+00096)
WaitWalk(x86,x00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00030)
Sound(x0041)
RotateUnit(x86,x00,x00,x00,x01,000)
WaitRotateUnit(x86,x00)
Wait(00024)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57001C00)
UnitAnim(x86,x00,x67,x02,x00)
{7E}(r57009A00)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00010)
UnitAnim(x86,x00,x68,x02,x00)
{7E}(r5700E200)
UnitAnim(x86,x00,x02,x00,x00)
BlockEnd()
DisplayMessage(x10,x11,x000E,x86,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
UnitPresent(x87,x00,x01)
{48}()
WarpUnit(x87,x00,003,000,x00,x02)
Draw(x87,x00)
WalkTo(x87,x00,003,006,x00,x00,+012,x01)
WaitWalk(x87,x00)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00008)
UnitAnim(x86,x00,x69,x02,x00)
Wait(00030)
SpriteMove(x87,x00,+00000,+00000,+00006,x02,x0A,+00024)
UnitAnim(x87,x00,x5F,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x60,x02,x00)
Wait(00010)
UnitAnim(x87,x00,x61,x02,x00)
Wait(00010)
UnitAnim(x87,x00,x62,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x63,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x64,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x65,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x66,x02,x00)
Wait(00060)
UnitAnim(x87,x00,x63,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x62,x02,x00)
Wait(00008)
SpriteMove(x87,x00,+00000,+00000,+00000,x02,x0A,+00024)
UnitAnim(x87,x00,x61,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x60,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x5F,x02,x00)
Wait(00008)
UnitAnim(x87,x00,x02,x00,x00)
Wait(00010)
RotateUnit(x87,x00,x00,x00,x01,000)
WaitRotateUnit(x87,x00)
BlockStart()
WalkTo(x87,x00,003,000,x00,x00,+012,x00)
WaitWalk(x87,x00)
ColorUnit(x87,x00,x01,+000,+000,+000,001)
SpriteMove(x87,x00,+00000,+00000,-00016,x00,x01,+00008)
WaitSpriteMove(x87,x00)
Erase(x87,x00)
BlockEnd()
Wait(00016)
CallFunction(x01)
Wait(00016)
UnitAnim(x86,x00,x02,x00,x00)
Wait(00016)
UnitAnim(x86,x00,x6A,x02,x00)
Wait(00004)
UnitAnim(x86,x00,x6B,x02,x00)
Wait(00006)
UnitAnim(x86,x00,x6C,x02,x00)
Wait(00012)
UnitAnim(x86,x00,x6D,x02,x00)
Wait(00020)
ZERO(x0057)
ADD(x0057,x0000)
BlockStart()
{7E}(r57009400)
Sound(x0030)
UnitAnim(x86,x00,x6E,x02,x00)
Wait(00004)
UnitAnim(x86,x00,x6F,x02,x00)
Wait(00016)
UnitAnim(x86,x00,x70,x02,x00)
Wait(00002)
UnitAnim(x86,x00,x71,x02,x00)
Wait(00006)
UnitAnim(x86,x00,x72,x02,x00)
Wait(00008)
UnitAnim(x86,x00,x73,x02,x00)
Wait(00010)
UnitAnim(x86,x00,x74,x02,x00)
BlockEnd()
DisplayMessage(x10,x91,x000F,x86,x00,x00,+00000,+00008,+00000,x01)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00030)
RotateUnit(x00,x00,x00,x00,x00,024)
Wait(00024)
ColorUnit(x00,x00,x00,-031,-031,+000,004)
ColorField(x00,-031,-031,+000,004)
Wait(00033)
ColorUnit(x00,x00,x00,-031,-031,-031,004)
ColorField(x00,-031,-031,-031,004)
Wait(00033)
{3E}(r02000000FFFFFF0A00)
WaitForInstruction(x0C,x00)
WaitForInstruction(x08,x00)
ZERO(x0031)
ADD(x0031,x0006)
CallFunction(x06)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{br}
{delay:04}Born to the name Delita Hyral, Delita{br}
the Hero{D11D}King made his first appearance in Ivalician{br}
History a year prior to the outbreak of the Lion War.{delay:3C}.{delay:01}{br}
{br}
{br}
{delay:04}Ivalice at the time had just seen the end{br}
{delay:04}of the Fifty Years' War, when her armies had{br}
{delay:04}finally returned home from the battlefields{br}
{delay:04}found themselves without employment,{br}
{delay:04}without money, and thus, for many, without loyalty{br}
{delay:04}to the Crown.{delay:3C}.{br}
{delay:04}In their discontent, many took to banditry{br}
{delay:04}or plotting rebellion against the Royal Family.{br}
{delay:04}This troubled era, when theft and murder{br}
{delay:04}were commonplace, produced many of Ivalice's{br}
{delay:04}most famous heroes and wizards.{delay:3C}{br}
{delay:04}The city of Gariland was no exception to{br}
{delay:04}the state of post{D11D}bellum Ivalice...{end}

//Message x02
{font:08}Cadet{br}
{font:00}I heard another wagon bound{br}
for Igros was attacked just last night.{end}

//Message x03
{font:08}Cadet{br}
{font:00}I'd wager the Death Corps are responsible...{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}If so, I wonder why we've been summoned{br}
today... Might you know, Delita?{end}

//Message x05
{font:08}Delita{br}
{font:00}Nay, but I've heard some rumors...{br}
I have a few thoughts.{end}

//Message x06
{font:08}{Ramza} {br}
{font:00}Any that you're apt to share?{end}

//Message x07
{font:08}Delita{br}
{font:00}Prince Larg's coming to Gariland.{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}Prince Larg? Why?{end}

//Message x09
{font:08}Delita{br}
{font:00}Not only the Prince, but Marquis{br}
Elmdor of Limberry, too.{end}

//Message x0A
{font:08}{Ramza}{br}
{font:00}That's news indeed! Not an{br}
official visit, is it?{end}

//Message x0B
{font:08}Delita{br}
{font:00}I could not say... but as to our summons{br}
today, dangerous places lie aplenty{br}
in Ivalice.  As skilled and versatile in their{br}
operations as the Knights of the Northern{br}
Skies might be, they have a derth{br}
in manpower.{end}

//Message x0C
{font:08}{Ramza}{br}
{font:00}Thus they need us cadets.{end}

//Message x0D
{font:08}Shout{br}
{font:00}Cadets, attention!{end}

//Message x0E
{font:08}Aquilor Knight{br}
{font:00}Ladies and gentlemen, as you{br}
are aware, in recent months{br}
Gallionne has seen a surge in{br}
criminal activity. Foremost amongst{br}
our region's current problems are they{br}
known as the Death Corps.{br}
{br}
{br}
We have overlooked these traitorous{br}
rebels for far too long; by royal{br}
decree, we are now entering operations{br}
to eradicate the Death Corps presence{br}
in Gallionne and other provinces.{br}
{br}
This is a large scale military{br}
operation; as Aquilor resources{br}
are strained at the moment, we{br}
will be collaborating with several{br}
other groups, including the Royal{br}
Guard in Igros under the command{br}
of Prince Larg.{br}
{br}
{br}
We also expect you, as cadets{br}
to participate in logistical and combat{br}
support.{br}
As Igros castle will be undermanned{br}
in days to come, cadets will be temporarily{br}
assigned there for police and guard{br}
duty.  Do you all understand?{end}

//Message x0F
{font:08}Aquilor Knight{br}
{font:00}Cadets, you are to arm{br}
yourselves immediately!{br}
A group of rebels have been cut off{br}
by Aquilor knights inside the city.{br}
You are to infiltrate the streets and{br}
halt the rebels before they escape{br}
and re{D11D}establish contact with the{br}
Death Corps.{br}
Mobilize immediately! Dismissed!{end}

//Message x10
8
Event Editing / Re: Event Editing 101 WIP
December 01, 2013, 06:29:24 pm
Ahh I see, thank you!  Glad I can speed up that horribly slow text.

I would also like to speed up the rest of the text as well, so I'm assuming changing the {delay} to 03 or 04 would speed up everything a bit.
9
Event Editing / Re: Event Editing 101 WIP
December 01, 2013, 06:08:02 pm
Also, I have 1 last question.  My next text chance involves the infamously slow "little money" text.

Here's the line:
{delay:05}had no jobs{delay:19}, little money,{br}

I'm guessing if I delete the {delay:19} it will scroll as fast as the other text?
10
Event Editing / Re: Event Editing 101 WIP
December 01, 2013, 11:05:45 am
Yep, that revision worked perfectly!  Gafgarion now says his lines without fail.

Thank you!
11
Event Editing / Re: Event Editing 101 WIP
December 01, 2013, 12:50:06 am
Alrighty, I've shortened it, but I'm still having the problem.

Here's the newly written script:

//Message x0A
{font:08}Gafgarion{br}
{font:00}I rather think that I'm showing more{br}
than enough respect for some backwater{br}
guard-captain. Perhaps I should remind you{br}
that we are but mercenaries hired by{br}
the Knights. Believe it or not, my lady,{br}
our contract doesn't demand good{br}
manners in your presence.{end}

Did I accidentally make another line too long?  Or does this have something to do with the ChangeDialog option (still a little confused about that one though)?
12
Event Editing / Re: Event Editing 101 WIP
November 30, 2013, 11:31:36 pm
Hello!  I am editing my first events today, I've been changing the dialogue in the first scene at Orbonne to match this script I found over at GameFAQS ( http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/48627 ).

Everything was going pretty good, until I hit a little snag.  There's one point in the script where Gafgarion's dialogue is completely skipped.  Here's the scene:

(Original)
Agrias: So there are rude knaves even among the Hokuten?

Gafgarion: I'm being more than kind to the guard captains here.  Besides, we're mercenaries hired by the Hokuten.  I'm not obliged to show respect to you.

Agrias: What?  How dare you!

(My rewrite, exactly how it is in EasyEvent)

//Message x09
{font:08}Agrias{br}
{font:00}It's a pity that the Aquilors do not{br}
screen for manners in their men.{end}

//Message x0A
{font:08}Gafgarion{br}
{font:00}I rather think that I'm showing more{br}
than enough respect for some backwater{br}
guard-captain.  Perhaps I should remind you{br}
that we are but mercenaries hired by the Knights.{br}
Believe it or not, my lady, our contract doesn't{br}
demand good manners in your presence.{end}

//Message x0B
{font:08}Agrias{br}
{font:00}What do you mean, you impertinent...!{end}

Now, during my rewrite, after Agrias' line, Gafgarion's line is completely skipped (although he looks up from his "bow"), and it goes straight to Agrias saying her "What do you mean, you impertinent...!" line.  What did I do wrong?  Did I make Gaf's text too long?  (Please be easy on me, I'm a newbie at all this.)

13
Help! / Re: FFTactext Help
November 06, 2013, 10:38:02 pm
So I downloaded the version 0.478 of FFTPatcher with the older version of FFTactext.  I imported the ISO and didn't get the first error this time, so I thought everything was fine, but when I went to patch the ISO I got the second error, the exact same as the second picture above.

Is there something I'm doing wrong?  Is it my ISO (I'm sure it's clean)?
14
Help! / Re: FFTactext Help
November 04, 2013, 01:14:06 pm
I believe I opened it in the zip file before extracting to see what it was, but in the pics above everything is extracted.
15
Help! / FFTactext Help
November 03, 2013, 05:40:42 pm
Hello, I am new to all of this, so please bear with me if I look stupid.

When I boot up Tactext and import my ISO (psx), I'm met with this colossal list of errors (first attached pic).  When I click the option to ignore them, all the text in the game seems to pop up just fine.

I made some small edits to ability names and ability quotes just to test it out, and when I tried to patch my ISO I was met with another error(second attached pic).  I even did the thing people suggested where you save the .ffttext file, close Tactext and reopen it, open the saved text file, then patch, but when I tried to open the .ffttext file I got the first error again, and when I tried to patch I got the second error again.

Can anyone tell me what I'm doing wrong, and can help me fix whatever problems I'm having?  Sorry if these questions have been answered elsewhere.