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Started by DarthFutuza, March 18, 2019, 12:23:24 pm
Quote from: DarthFutuza on March 19, 2019, 02:34:55 pmOkay thanks for the information guys, I didn't realize attack.out dealt with mid battle conditions as well as other things. Looks like I will need to reserve a new event and edit the attack.out to point to it after setting up a condition. Thanks for the hex tutorial Elric should be helpful, though I've done this thing before its just been a while so its a good refresher. I'll give it a try and let you know how it goes.
Quote from: Elric on March 20, 2019, 06:28:50 pmIt wasnt really a hex tutorial. It was a mini tutorial on how some of the commands work and letting you know its in reverse hex bytes. Knowing how to hex edit doesnt immediately mean you know what our commands are, lol.
0100 7D00 0000 0100 8000 0000 0400 2400 0500 2400 0100 0400 2A00 0500 2A00 0100 0B00 2A00 1900 C001//if varD7==0 if var08==0 ifUnitExists(42) ifHP(Meliadoul HP > 1%) ifUnitExists(A2) ifHP(Vormav > 1%) ifATReached(Vormav) LoadEvent(01C0)
Quote from: Elric on March 21, 2019, 12:48:17 amhowever you broke it down wrong. The bytes are reversed, not the hex in the bytes themselvesExample: 0123 would be 2301, not 3210.
Quote from: DarthFutuza on March 21, 2019, 12:51:19 amAh okay that makes sense on that one. Is variable 08 the standard way to check to see if the battle is over/still happening or unique to this instance/event? I didn't see any reference to that on the variable reference, maybe its just out of date.
QuoteExample 1: NormalOrbonne MonasteryENTD: 18301 00 FD 01 01 00 19 00 04 00Orbonne Battle (Gafgarion and Agrias chat)01 00 7F 00 00 00 01 00 80 00 00 00 04 00 17 00 04 00 34 00 0B 00 17 00 05 00 17 00 01 00 05 00 34 00 01 00 19 00 05 00Orbonne Battle (Abducting the Princess)01 00 80 00 00 00 16 00 19 00 06 00First Line: Checks that boolean "FD 01" is present and runs even script "04 00". This is the standard opening of every event or battle.Second Line: Checks that booleans "7F 00" and "80 00" are not present. This is because part of the event that is run with this activates boolean "7F 00" so that this Event Conditional will not trigger multiple times. It checks that "80 00" hasn't been run because that is the end of the battle, preventing this script to be run after the end of the battle had occurred. The game then checks to see that units "17" and "34" are present, checks that it is unit "17" turn, and that units "17" and "34" are both alive. Then runs event "05 00", which happens to contain the boolean "7F 00" so that it will be considered present.Third Line: Checks to make sure boolean "80 00" is not present. Checks to see that all enemies are dead. Runs event script "06 00".
Quote0x0080 0x8005791C 0x01 Orbonne: Gafgarion's Turn (unused)Mandalia: Victory (unused)
QuoteIn vanilla, Cloud comes in at LV.1 and this was considered unpopular and changed in 1.3 (which is the version I'd like to practice the editing on ). I actually prefer to get some of my special characters at LV.1 so that I have more control over their leveling progressions. ... how would I go about making it happen?
QuoteAre there any drawbacks to doing this?
QuoteAlso, I'm having the worst time getting the event portraits to change colors... Looked into a sprite editing tutorial video and read everything posted on this site, but no matter what combo I implement, I can't get the portrait to out of those reverse colors. Any common mistakes I should consider? I'm using the sprite files from this site, and everything else changes over just fine.
QuoteLastly, how do I edit abilities? I'd like to add one, or make it learnable like Ultima to a certain class what can't be fully mastered. You can just answer that one with a link on this site. Thank you so much... I love you
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