Author Topic: Developing FF4kster: a comprehensive editor for FF4  (Read 235625 times)

Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1170 on: March 07, 2016, 12:53:51 PM »
Does FF4kster list the NPCs in order? If so I don't mind numbering them and putting the txt file up for whoever'd like to use it.  :yabin:
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Grimoire LD

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1171 on: March 07, 2016, 12:58:50 PM »
I am 95% sure it does list the NPC's in order.

Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1172 on: March 07, 2016, 01:41:05 PM »
I am 95% sure it does list the NPC's in order.

Sweet! Then when I take a break from what I'm working on I'll get to work on that.

I also need to check the config files and see if I can change the "Mystery Flag" setting in the Map Info editer to read "Alt Battle BG Palette", or list it's Flag number so I don't accidentally use that flag when making events haha.

 :edit: Got the first 140 done.
« Last Edit: March 07, 2016, 02:40:13 PM by Bahamut ZERO »
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Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1173 on: March 07, 2016, 03:50:26 PM »
All 493 NPC's numbered and good to go. :happy:
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Rodimus Primal

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1174 on: March 07, 2016, 04:40:27 PM »
You guys rock. I knew asking you guys would help.


Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1175 on: March 07, 2016, 07:06:02 PM »
You guys rock. I knew asking you guys would help.



Happy to help! It's already helping me with something I'm working on, so I'm really glad you asked about it.
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Rodimus Primal

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1176 on: March 07, 2016, 07:25:14 PM »
You guys rock. I knew asking you guys would help.



Happy to help! It's already helping me with something I'm working on, so I'm really glad you asked about it.

Well because of it I can ensure that any mistakes I made to my project are corrected. I went off Grimoire LD's list a couple pages back and he was correct for the most part but I learned who could and couldn't be used with the NPCs in the Training Room and Developer's Room. Of course I got a LOT of flack from people because of the mistakes made and I was ready to actually pull the project entirely. So, big thanks again to all of you! 

Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1177 on: March 18, 2016, 12:57:03 PM »
Went through and numbered the Flags in the config file so they show up when viewed in the editor.

Enjoy!
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Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1178 on: March 19, 2016, 12:38:11 PM »
Going through and doing the same with the events now. Should be done between now and tomorrow depending on how much free time I've got.

When it's done I'll likely just a make a new thread so I can have the numbered config files in one spot, rather than spread among posts here.

Til then, here's a preview of what it'll look like (well minus the font used - that's just what I'm rocking for my project).
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Grimoire LD

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1179 on: March 19, 2016, 03:45:08 PM »
Great work on this Bahamut Zero! A fine clarification.

Pinkpuff

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1180 on: March 21, 2016, 09:30:14 AM »
Doesn't the slash key bring up numbers for those?
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Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1181 on: March 21, 2016, 12:18:21 PM »
Doesn't the slash key bring up numbers for those?

I... didn't know that. But yes you're right, it definitely does! Had no idea about that.

 :edit: Holy shit, that works on like every  menu! Makes my edited config files redundant. Though at the same time, it's like having the numbers toggled on for some things by default, so still useful.  :happy:
« Last Edit: March 21, 2016, 12:34:08 PM by Bahamut ZERO »
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Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1182 on: April 08, 2016, 06:25:49 PM »
I was playing around with the Overworld in the Triggers editor, and found that I can't get a trigger's Y coordinate go higher than 120.


 Luckily I have (I think) enough spare triggers with higher Y coordinates to accomplish what I'm looking to do, but this might be a problem for me later on down the line.

Is the a reason why the trigger editor can'r set a trigger's Y coordinate up to 255? I notice it can set the X coordinate to 255 no problem.
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Bahamut ZERO

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1183 on: June 03, 2016, 02:01:27 PM »
Found out something interesting back when I was emptying some events to set up a party changing system.

If you clear enough events of commands, it seems the data that dictates whether chests are closed or open gets moved slightly, causing some unopened chests to be open by default.

On some maps it'll be just one random chest open (Baron Castle Lobby, Damcyan Treasure Room) while on other maps ALL chests will be open (First map of Mt. Ordeals).

Luckily, once enough commands are added to said empty events, this issue fixes itself! Just don't go and empty every event in the game if you're starting a new project haha.
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chillyfeez

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Re: Developing FF4kster: a comprehensive editor for FF4
« Reply #1184 on: June 03, 2016, 02:37:14 PM »
Wow. That's a bizarre bug. Good find!