øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=735e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc360.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc360.html.zxؼg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ÞOKtext/htmlISO-8859-1gzip8:ÖÞÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:39 GMT0ó°° ®0®P®€§²ð®×¼g^ÿÿÿÿÿÿÿÿsÞ Show Posts - Pinkpuff

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Messages - Pinkpuff

736
If all goes well it will also give you previews of the text from bank 2 when you're entering "data after event call" for those events that use them.

737
Thankfully the Location Trigger data is in nice easy to manipulate chunks of 5.

It seemed like that at first glance to me too, except I think that event calls need to be part of this component as well. So when you create or edit an event trigger you should in the same edit box be able to specify the details (what conditions to call what events, etc).

Unfortunately everything else dealing with NPC's and events are not.

We'll get there (probably next) but hopefully by that time I'll have a nice portable "event call editor box" from the trigger editor that I can port over to the NPC editor since it uses the same mechanic as the trigger tiles for calling events.

Though if I may ask, what design are you currently going for in the Trigger Editor? I know a slight bit about programming, maybe I can help in some way.

Thanks, but the programming part is actually pretty straightforward. The part I'm working on is a good way to display/manipulate the data that's both somewhat intuitive and still allows full freedom of editing. I'll come up with something I just need to toy with things a little first and it may take some time.

738
It sure will!

I'm still trying to design the trigger editor. It's not as straightforward as I had imagined somehow.

Anyway I fixed the mislabelling issues on my local copy. Next time I upload they will be correct.

739
I'm afraid I don't understand...

740
Though now the difficulty for PinkPuff is in how to make this all work in the FF4kster editor without becoming a mess.

Doesn't seem too difficult if I understand correctly...

When writing the info back to the ROM it would just iterate through all the triggers in all the maps, counting how many treasures it comes across. When it reaches the end of the list of triggers for a given map, the treasure index for the next map is the current running total. Simple, intuitive, linear running time, and the user doesn't need to worry about it.

741
Agreed. I changed the entry in my default config file. Next time I upload it will be fixed.

742
Race bug fixed and uploaded.

743
For something on-topic, some of the equip displays in the editor seem to be off. Index 0 shows it equipped by no one, for example (it's what the Cursed ring uses, so it should be everyone).

It seems to me that Index 0 is the only one that's messed up. Are there any others you noticed?

Statuses are similar, the Heal potion is shown not healing a lot of statuses it does (and healing ones it doesn't).

Statuses on healing items are inverted. This is because that's how it's stored in the ROM. So an item that only heals Mute will have all status flags on except Mute.

Edit: You can turn off zombie race resistance in the armor editor, either.

Hmm not just zombie either... I'll have to investigate this one...

Thanks for pointing those out!

744
Ok yeah that definitely sounds like monster action targeting to me... and yes I have a copy of that event trigger document; I'm reading it right now in fact.  :wink:

745
However this is such a great piece of work! Can't wait to see what you have in store next!

 :childish: Thanks! Next I'm thinking... triggers/treasures? But first I must research the details.

:edit: 2 : Reading over some of JCE's old notes there are a lot more targeting options than the editor shows. Are these going to be included later? I for one would love a few of these random choice ones and the "type" targeting, reminds me of Dragon Warrior games in that vein.

Targeting for what? Spells? If so there's only three bits there for a total of 8 possibilities; exactly what the editor displays... Unless you mean commands maybe? In which case the targeting for those apparently only affects the cursor, not what the command actually targets so I didn't really see the point; though that would be a fairly easy component to add if there is demand for it.

746
That was some fast debugging! In any case the start up menu seems to work much better now, as in, it works. I changed Cecil to Rydia successfully, but in that it curiously enough will read Rydia's Level Up Chart when she gains a level. But the actor swapping works very well in that regard. You just have to remember that it's looking at that character's original table, but that might be because I changed the class to Caller rather than Dark Knight, perhaps implying that Levels are linked to Job rather than Actor? Class Changes from that menu also work properly. Stat changes, initial exp and TNL are also working great now.

I'm not quite sure what you mean... I guess I'll have to toy with it a bit.

As for other little things. The game is still looking at some stat chart somewhere for initial HP/MP for instance if you change Cecil's HP to 150, per se he'll still start with 200, but it will be 200/150. The same applies to MP. I guess a trick for that might just be to have an instant HP/MP restore when they join your party to right their HP/MP stats.

Ok I know exactly what's happening there and it's a quick fix, but I have to go now and don't have time to fix it right away, but probably sometime tomorrow morning I'll get that one out of the way.

747
What's this? A bug? Pinkpuff smash!  :banonsmash:

Try it now.

 :edit:
Due to the character editor introducing some large multi-digit numbers, I added functionality to the number inputs to allow you to type in numbers. Now, typing a key from 0 to 9 will multiply the existing number by 10 and add the digit you typed. Typing backspace in a number input will divide the current number by 10, rounding down (effectively erasing the last digit).

748
Yes, DEFINITELY BACK UP YOUR ROM! Actually, do this any time you do any kind of hacking or patching...

Anyway if I understand your question correctly you're talking about giving, say, D.K. Cecil levelup bonuses for, say, Level 5? If the editor works correctly then it will ignore anything like that below the character's starting level. However, you can change their starting level. So if you change his starting level to 5 and then give him levelups for 5-9, then it should work. However, be careful of two things: first, I haven't tested doing that yet; and second, there is a limited amount of space set aside for levelups and there is no guarantee that it will all fit if you reduce too many characters' starting levels too far. If it does not fit, the editor does not care and it will bleed into whatever comes after and probably fool up your ROM horribly. It is like adding event code in this respect. I will at some point put in a safeguard against that, but currently it has none.

749
The character editor is now usable, though has only been very minimally tested, so I would not at all be surprised if it is riddled with bugs. As usual, please let me know if you find anything amiss.

750
Nope those should be working now!