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October 31, 2024, 07:57:53 pm

Battles

Started by SojournerRena, February 09, 2013, 05:28:21 am

SojournerRena

Alright.. I did do a search on a couple of keywords first and came up with nothing. So I'll ask here since at this time everyone seems asleep ahahha.

I want to make an event where there is talking first then have monsters go to their intended positions from the side of the map (which is right by where they are intended to be) then have specific unit use a specific ability (which ironically kills all enemies courtesy of my ability edits..assuming they worked correctly) then afterwards there is more talking before the scene ends like it would on any other Event.

I have the camera commands and the dialogue commands already in place and ready..I just gotta figure out what I put in between the two sets of dialogue that will make the monsters appear from off screen and the certain unit use the certain ability before the other half of the speaking happens. (If this is change dialogue's function I apologize but the tutorial hadn't finished explaining that further and what I read didn't make it seem like this would be covered by it as it's examples used simple unit rotation not ability using. :3)

Also if this is the wrong spot to post this -Still new here and all- Sorry ^^;

Xifanie

Sadly this isn't the easiest thing to explain and remember, your best bet is asking me or Elric, so just drop in chat.

WarpUnit(x01,x00,11,3,x00,x01)
ColorUnit(x01,x00,x01,-006,-004,-002,000)
SpriteMove(x01,x00,+00012,+00000,+00000,x00,x01,+00000)
Draw(x01,x00)
ColorUnit(x01,x00,x08,+000,+000,+000,004)
SpriteMove(x01,x00,+00000,+00000,+00000,x00,x01,+00012)
WaitSpriteMove(x01,x00)


The first x01 of all those instructions is the UnitID.

You need to:

  • Warp the unit to the edge of the map.

  • Colour the unit black (always use the same parameters as the box above for this [except for the UnitID]). Make sure to use 000 time

  • Move the unit back 12 to 16 units using SpriteMove (originally the game uses 28 but that's a bit trickier to play with to make it look good and unnecessary). Make sure to use +00000 time

  • Make the unit march with a unitanim() unless the unit wasn't used yet, then it will appear with a walking animation by default.

  • Make the unit appear using Draw

  • Use SpriteMove to make the unit walk back to the tile you Warped it on. It might be a bit tricky at first to get the right walking speeds since it is dependant of the distance and total time the unit will be travelling... not to mention how fast you might make the unit walk using WalkTo, but I can help a bit with that.

  • Use ColorUnit to remove the darkness/shadows covering the unit

  • And finally WaitSpriteMove just to make sure your timing is right for whatever's coming next.

  • Modding version: PSX
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3lric

Are you actually making a real battle or is this to all be cinematic? The answer is different depending on that
  • Modding version: PSX

SojournerRena

well.. this was supposed to be "cinematic" but I wouldn't mind learning how to make actual battles as well since that'll help me in the long run when I start trying to make my own mod. o-o I is a sponge and you guys are the water :D Teach me! or I can eventually figure it out by staring at all the events pre-configured like you suggested. or both! I like both. both is faster.

3lric

Haha ok. I'll be on IRC around 430 (Arizona mountain time) and I can explain whatever you wanna know.
  • Modding version: PSX