Final Fantasy IV Research & Development / Re: Developing a comprehensive editor for FF4
« on: August 08, 2014, 05:57:35 AM »Hmm, looks like there is still the "one off" error, presumably caused by the "Opening the Sealed Cave??", things appear to be thrown out of order when you reach the Feymarch Entrance Event, the flag there reads "Obtaining the Dark Crystal", when it should read "Feymarch Entrance" I'd imagine, meaning that the proper flag that activates when Rydia rejoins should be "unknown" and "Rydia Rejoins". To note though, the "Opening the Sealed Cave??" is used in the actual "Kain Stealing the Dark Crystal" event, which is also one off, I imagine then that one of the "Sealed Cave" flag copies is causing this error.
... I'm confused now. What is the range of flags that are one-off? Is it all of the ones after "Opening the Sealed Cave??" all the way down? Simply inserting a flag wouldn't move all the others down like that; if you open up the config file you can see how it has each flag index along with what it's labelled. Some of the ones I copied and pasted must be off by one, but I'm not sure at this point which ones those were... It's gonna be a pain trying to track all these down piecemeal; maybe we should tackle it in the "Event Flag Log" thread and once we have something more complete I can paste it in.
Now as for your fix...
It works perfectly! I am curious to know how you fixed it! That is quite an impressive work, may I add to have it read each instance of a "loaded map" for the proper message and NPC layouts!
I'll do my best to explain. The key observation I made was that when you select an event in the event editor, it has to read through the event script linearly to construct the menu for editing that event. I figured, since it has to do that anyway, I'll also get it to construct a list of map links as it goes, one for each entry in the script, that corresponds to that individual entry. It will start with the currently assigned "preview map" for the event in question, but whenever it encounters a teleport event, it changes to that map, where it stays until the next teleport. The only tricky part was remembering to adjust the list when a teleport action was inserted, deleted, or modified.
Since I know I've missed a few steps please accept a well-deserved and long-overdue: "Way to go Pink! This is AWESOME!"
Thanks!

I think the process of trying to make a hack of my own using it is giving me a better idea of how it needs improvement in terms of user-friendliness and usability rather than the up-til-now main focus being strictly on functionality and being able to do all the necessary things, even if a little awkwardly.



You guys have no idea how happy I am right now!