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Messages - ToraCarol

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1
Solved (:

2
Oh! Ok! So I did correctly first the step of the TEXT! I solved and change back i was not sure about the [INDENT] opcode but it seems I get right.

Sorry I did not explain right...my fault.

The fact is that I wanted 3 Window that appear one after another to choose which character you want to take with you in the party, and it ends with the "Cinna-Quina Window" that at the end of this last choice it opens the window party based on all your choices.
The problem was that the event does not work correctly. But while I fixed the text and two little things it seems it's finally solved!

So as always, even for a little..thanks for all the help!!


3
Hello Tirlititi, long time I'm not writing here! I write this little post to ask your help another time.

So, I'm trying to modify the DISC 4 from PSX version and I'm making this thing you suggest time ago about swap Blank Amarant Dialogue Window

So i made something like this

Code: [Select]
    case +1:
        if ( 1 ) {
            SetCharacterData( 8, 0, 255, 5, 7 ) <-- this one I made to not make Beatrix temporary and let the passive ability on
            WindowSync( 0, 128, 175 )
            if ( GetDialogChoice == 0 ) {
                SetPartyReserve( 4095 )
                SetCharacterData( 7, 0, 255, 5, 7 )
                Party( 4, 0 )
                UpdatePartyUI(  )
            } else {
                if ( GetDialogChoice == 1 ) {
                    SetPartyReserve( 4095 )
                    SetCharacterData( 11, 0, 255, 21, 7 ) <-- Blank (I could not remove the temporary flag like Marcus and Cinna because if I remove it turns back in Amarant, Eiko and Quina.. I don't know why)
                    SetName( 11, 74 )
                }
                WindowSync( 0, 128, 176 )
                if ( GetDialogChoice == 0 ) {
                    SetPartyReserve( 4095 )
                    SetCharacterData( 6, 1, 255, 21, 6 )
                    Party( 4, 0 )
                    UpdatePartyUI(  )
                } else {
                    if ( GetDialogChoice == 1 ) {
                        SetPartyReserve( 4095 )
                        SetCharacterData( 10, 1, 255, 21, 0 ) <--Marcus
                        SetName( 10, 73 )
                    }
                    WindowSync( 0, 128, 177 )
                    if ( GetDialogChoice == 0 ) {
                        SetPartyReserve( 4095 )
                        SetCharacterData( 5, 0, 255, 5, 5 )
                        Party( 4, 0 )
                        UpdatePartyUI(  )
                    } else {
                        if ( GetDialogChoice == 1 ) {
                            SetPartyReserve( 4095 )
                            SetCharacterData( 9, 0, 255, 21, 5 ) <--Cinna
                            SetName( 9, 72 )
                            Party( 4, 0 )
                            UpdatePartyUI(  )
                        }
                    }
                }
            }
        } else {
            Party( 0, 0 )
            UpdatePartyUI(  )
        }
        if ( IsInParty(5) ) {
            set Setting_OptionalQuina = 1
        }
        break
    }

But something is wrong and I'm messin with something because is not working right it isn't all in the right place..can I say.
I've seen in the Text is quite different from Steam in fact I had to add the "MULTICHOICE" voice, and so that's what I did.

And then is coming out something like

(“Who?”
µEiko
Marcus)

but I guess i'm still wrong with something..what's it? Thank you as always for the reply!

4

@ToraCarol: Maybe it has something to do with the dialog itself? What text opcodes are you using?

Hey Tirlititi! It's along time..sorry for the late reply, and good job with the updateon HWS! So...what do you mean exactly with text opcode? I know there is something like this for sure but I don't know where to look exactly right now..  :-\


5
I'm a such a turtle!
Is you text added in right text block for this field (iirc Text Panel -> Alexander)

In my case (Invincible-Garland) the text is on "Alexandria (Night)". I simply added new dialogs next the other ones for Garland,Kuja etc.. and in the script it let me ready the Dialog Window

Spoiler: show


What I don't get,so, is why it give me this kind of error...

It's a scene added after the "Hilda Garde I" talk with Zorn and Thorn, I simply added a new Variable and a general field entrance... like the other scene on Lindblum that work perfectly..kinda strange..idk.

Spoiler: show


And not worries Tirlititi you're doing such an amazing and huge of work so it's ok to not have time for everything anyway  ;D

6
Looks like a script called text that doesn't exist!.

Thank you for the reply Incinerator..so how can I solve this missing? What did I or didn't I do? I've tried some things but looks like i really don't know how to come through this  :(

7
Hello guys, I'm sorry if I bother but I really hope anyone can help me with this one

Spoiler: show


As you can see in this image, there's a text window..with no text inside it! Why this happens? How to solve?

8
Thank you for the reply Satoh! Il check soon  8)

9
I fixed the "following Character" and Marcus thing..thanks a bunch!


1) About the save dialog box, you know guys where can i put it between the Disc 1 and 2? Is kinda complicated because there's a cinematic/unexisting field and the Borden field without any particular main loop..and I don't know where to put properly without mess everything! :|

2) Also, have you find a way to solve this,Tirlititi? I've tried with "Raise Windows" but for some reason it seem to not work!

Spoiler: show


3) Last but not least, what about if I want to set in a "Trance Mode at start of the battle" other characters instead only Zidane, Steiner and Vivi? It's possible?
 I know there is something that enables "Trance Mode" in the main enemy attacks, is it correct?


10
Quote
@ToraCarol: There should not be any "return" line if the first "if" block that you show.

The problem with the jump animation is more likely to be the one described here. You need to use this jump animation before in the script to let the game load it (using "SetRightAnimation( 5041 )" just before "SetRightAnimation( 5224 )" is enough).

Emulating a "Change disc" screen requires modding the C# code and adding new assets (textures) to the game. I don't know if it can work, sorry.
You may more easily add a "Would you like to save?" screen, as it can simply be emulated with a dialog box... but I can understand that it's not what you want.

Thank you for all you replies, as always.
I was already thinking of adding a dialog box, but I was hoping that somebody has an idea of how to emulate this thing, because as I said i'm not good on C# code an stuff... but it's ok anyway! Let's hope someone someday will find a way! For now i'll just add a dialog box!

11
Marcus's model might not have a jump animation as I don't think there is any point in the story that he jumps.
This sounds like the model moving, trying to execute an animation that doesn't exist, so instead doesn't do anything for the duration that the animation is meant to happen and then returning to the normal state.

Yeah, I think so too..so what's Jump3 stands for?  :| Probably nothing of what I used to think!

12

What is the current script that you got?
There are two possibilities: either the loop enters a case where the script "returns" (which stops for good the script making her following Zidane) or you forget to set the safety variable back to its normal state (that's if the cutscene safety relies on a variable).

I think is the second case..the loop works correctly, it also finish with "loop"
I simply made here something like this...because I didn't have any idea of how to solve  :|

Code: [Select]
      }
            if ( ( IsMovementEnabled == 0 ) && ( General_ScenarioCounter <= 3820 ) ) {
                Wait( 1 )
                return
            } else {
                if ( ( IsMovementEnabled == 0 ) && VAR_GlobBool_247 ) {
                    InitWalk(  )
                    Walk( GetFieldExitX, GetFieldExitY )
                    return
                }
            }



While we're in argument I also want to ask you..I've tried on South Gate to make Marcus jump on the bridge after Dagger jumps, but I don't know why for some reason the Object "Marcus" moves but not read the "jump" animation, plus takes a little to go back in it's normal state..if you know what I mean. What I did is simply copypaste the same codes of Dagger and use them for Marcus (setting his Jump animation..obviously) and also added the script on the Region...so what's wrong?

Thanks as always if you can help

UPDATE: I was wondering..is there a way, somehow, to emulate a "Change Disc"? Like a save menu, and then an image appears like to change the disc even if it's not? (You know, like Game Over)

13
Sorry Tirlititi, one last thing.
I haven't still found a solution about  Freya that stuck in her place after the "Zorn and Thorn event" instead of following Zidane, how can I solve?

14
UPDATE:
Nevermind Tirlititi, I've decided to solve in another way..let'see if works!

15
Here, like I always did.. (in this case I've taken a few codes from Zidane init , but the model and animations are the right ones)

Code: [Select]
Function Blank_Init
    switchex 3 ( General_FieldEntrance ) {
    case 150:
        set VAR_GlobInt16_0 = 65390
        set VAR_GlobInt16_4 = 62586
        set VAR_GlobInt16_6 = 151
        set VAR_GlobInt16_2 = 937
        break
    case 152:
        set VAR_GlobInt16_0 = 117
        set VAR_GlobInt16_4 = 3048
        set VAR_GlobInt16_6 = 255
        set VAR_GlobInt16_2 = 65349
        break
    case 10000:
        set VAR_GlobInt16_0 = 64979
        set VAR_GlobInt16_4 = 65407
        set VAR_GlobInt16_6 = 64
        set VAR_GlobInt16_2 = 65321
        break
    default:
        set VAR_GlobInt16_0 = 65382
        set VAR_GlobInt16_4 = 62643
        set VAR_GlobInt16_6 = 0
        set VAR_GlobInt16_2 = 937
    }
    SetModel( 5467, 87 )
    CreateObject( VAR_GlobInt16_0, VAR_GlobInt16_4 )
    TurnInstant( 80 )
    SetStandAnimation( 5041 )
    SetStandAnimation( 462 )
    SetWalkAnimation( 5225 )
    SetRunAnimation( 5222 )
    SetLeftAnimation( 5223 )
    SetRightAnimation( 5224 )
    SetJumpAnimation( 5041, 9, 25 )
    SetObjectLogicalSize( 20, 20, 30 )
    SetAnimationStandSpeed( 14, 16, 18, 20 )
    SetHeadAngle( 96, 61 )
 MoveInstantXZY( GetEntryPosX(255), VAR_GlobInt16_2, GetEntryPosY(255) )
    SetPathing( 1 )
    DefinePlayerCharacter(  )
    EnableHeadFocus( 0 )
    if ( General_FieldEntrance == 10000 ) {
        SetObjectFlags( 14 )
        SetObjectSize( 12, 0, 0, 0 )
    }
    return

16
@ToraCarol: It's not really possible to do that because not all the characters have the correct animations (like opening a chest or climbing a ladder).
"InitObject( 251 )" works only if there are script functions for the character. For instance, if Eiko is the first character, then the script must have a "Eiko_Init" function attached to Eiko's entry for "InitObject( 251 )" to work.
You can see in the "Edit Entries" window that there is always an entry for the player characters. It's just that they usually don't have any function linked to them.

In order for the player to control a character, it's something different: you need to use "DefinePlayerCharacter()" in the entry that you want the player to take control of (usually, it's in the "Init" function but it can be in another function if, for instance, the control is not given as soon as the characters are placed).

You don't bother me; it's just that I stopped modding so I don't answer right away anymore.

Mhmhmh..maybe I'm missing something. So what I actually did for a test it was to "InitBlank", so I created this Init for him and then I've tried to put on the Main Init the "InitObject (251)"  ???
But it doesn't work anyway.. I've also added the  "DefinePlayerCharacter()"  thing.

I had to mention this before, forgive me!

Anyway, I was thinking about memoria because is the place where it needs less animation (like Hiza and stuff that are in common with all the characters, almost). And since is the last part of the game I thought it would be nice to create something like this!

And don't worry, you've been very helpful and I appreciate it! I want to say thank you for the help you gave me, also Incinerator too! Without you I guess this Mod (even if is not perfect) would never have been created!

17
I'm really sorry if I bother...now I'm trying to solve by myself the Burmecia thing..I think I can solve somehow...

Still no Idea about Memoria..can someone help? :(

18

I'm so so sorry to bother you again but this time I seriously don't know where's the problem. So in the end of the Zorn and Thorn loop, when Zidane move is enabled again, it looks like Freya doesn't want to follow him and stay in her place...so..why? I've tried everything but I guess i'm missing something..

Anyway when I change from one field to another, everything it's ok, so this just happen at the end on the loop, before to leave the field!



UPDATE: Another thing, on Memoria I want to make appear on the Field the first character of the Party, to control instead of Zidane..so I've tried to entry a new character for test, set InitObject (251) (TeamCharacter 1),  but it doesn't seem to work..Zidane still appears? Why?

19
Sorry I have another little problem, tomorrow I try to check again but if someone can help me for now, I'll be glad. So on Burmecia I'm in the "Zorn and Thorn event", but I don't know why for some reason it's freezing at the start, when Zidane comes in the Region for the event. I've tried to set the VAR_GlobBool_247=0 because if I don't put the variable in it freezing anyway, and if set to 1 Freya keeps walking randomly for some reason, but..it seems to not work. Have I to set "if" or something on the loop? I really don't understand :| The only thing I know is that before to put the variable the script worked! So it may be the reason..i'm not sure.

I'm sorry if i'm coming with silly problems like this but...sometimes I don't really know how to come through x"D



Ok guys, I've checked and solved...thank you anyway!!! 8)

I also want to say sorry for my oversight, yesterday I was on my phone and I haven't seen that TheHobgoblin asked about the temporary character-trance thing..and Tirlititi explained very well. So I'm very sorry for having asked a so obvious question.  :oops:

Just a thing, it's necessary to use DnSpy? And if so, where I have to go exactly? (I didn't used DnSpy so much, the only time I've used it was just for change the font  :roll:)

20
@ToraCarol: Yes, that's the main point of my previous message.

Okay, great! I'll check closer the post later  ;)

21
Thanks for the help Tirlititi, it works!

ps: while we're in argument of "battle trance model"...there is, so, a way to let temporary characters use trance mode, right?

22
Quote
@ToraCarol: You can put the "Freya follows Zidane" code in a new function with a high function code (let's say "Function Freya_20" if it doesn't exist already) and add the line "RunScriptAsync( 2, 255, 20 )" inside the "Freya_Init" function (replace 20 by your function code if needed).
This way, it won't mess with the "Freya_Loop" function. The condition "IsMovementEnabled" in the code I showed should be enough to disable that feature during cutscenes.
You may want to add a "return" line after the end of the "while ( 1 )" loop even though that shouldn't be problematic (I think I added a warning if there's no "return" or "loop" line when you parse).

Thank you as always, it works great!  One last question for now about the "following" thing, when I'm going from one Field to another it happens that Zidane keeps to run through the new field as he have to do, but Freya, instead, stops suddenly and waits in that field (anyway she appears back in the new field, obviously) ..so, how can I do to let Freya follow Zidane? Hope I explained well

23
Thank YOU for all the replies Tirlititi! Tomorrow I check

Ok, the problem on World Map was solved..thank you so much!

Now I'm testing the "following character" thing on Burmesia and..seem to work perfectly! I have Freya that follows Zidane and it's...awesome. But I have a problem on the first part.

At the start of Burmesia there's a looping part where Freya, Zidane etc talking to each other... in this case, where I have to put that code for Freya? Thank you and anyone for the reply!

24
Thank YOU for all the replies Tirlititi! Tomorrow I check


25
Aw man..now how can I solve? I've tried to copypaste back the original code but it still happen and I really don't know what to do! :(

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