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Started by dck, February 21, 2016, 09:19:33 am
Quoteand a lot of cutscene animations break as well
Quote from: undefinedI need to figure out causes for the cutscene issues first
Quote from: undefinedit automatically gives any job any skill that requires 0 AP
//setting up special animations
//never register as special character for the original dismiss message routine
QuoteI noticed it seems to stop on units don't normally use weapons
QuoteI have no idea how you made the animation.txt for each individual unit
Quotethere's a safeguard that makes them able to aim weapons up and down slopes
Quotewould deleting the current content of animations.txt be a good way to recreate this effect
Quote from: undefinedthe ROM buildfile.event file is made to contain the options of which engine hacks to install, if you don't see one in there then that means it's considered essential and is always installed.
Quote from: undefinedThis is because I made these with a script (...) I can try to explain the format if you would be interested in making your own.
Quote from: undefinedI'm lost here, why do you want to remove the weapon animations?
Quoteit would be good to learn about it.
Quotebar the missing mastery bit option for working with 0AP
QuoteThat said, I've run into not so much of an issue but a customization question:
Quote from: Leonarth on August 02, 2020, 11:52:25 amKeep in mind the engine hacks are made to be used as a base, rather than be added on to an existing hack
Quoteability mastery issues
Quoterepointed text questions
Quote from: undefinedI understand the concern of having an inaccurate display
Quote from: undefinedsupport for custom items was added one day?
Quote from: Leonarth on August 01, 2020, 02:54:25 pmAs a side note, I've had an idea for a while: loading palettes into the 3rd and 4th slot (normally used by totemas and li-grim) based on mission ID, with a default case and some other options, which could give people either 2 new always usable palettes to give jobs (which is incompatible with totemas, I guess), or 2 mission based palettes for bosses and the like? or I guess a combination of the two options.
Quote from: undefinedI tested and saw that the game can handle a totema and Li-grim on the same map.
Quote from: undefinedI want to see how normal units look in a totema's palette
Quote from: Leonarth on Yesterday at 04:45:15 pmI'm not sure why you are bringing it up
Quote from: Leonarth on Yesterday at 04:45:15 pmOf course it can, that's what I said, and also happens in vanilla.
Quote from: undefinedI don't think we get to see Li grim and a totema, in their special palette, paired on the same map in vanilla.
Quote from: undefinedLi grim is paired with the Deph-purple variant
Quote from: undefinedwhich does not cause any palette shifts.
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