C
crushilista
Guest
Thanks for the hard work and dedication friend. I will try this right away. Luck to you in the future.

Wha-hey, don't need to keep the old version now.Time for an upate, finally I release a new version of Hack7 with the event interpreter back !
BattleStart( XXX );
/*AKAO [0xF2]( 0x00, 0x00, 0x00, 0x29, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 )*/;
MateriaAdd( Materia.Restore, 0, 0, 0 );
AddGils( XXX );
ItemAdd( Item.ItemPotion, X );
PlaySound( 360, 64 );
MateriaAdd( Materia.BahamutZERO, 0, 0, 0 );
ItemAdd( Item.AccessorieBoltRing, 1 );
When you find a line of the form /*NAME [HEX_VALUE] (HEX_VALUE, HEX_VALUE, ...)*/;, it means that the command is not yet fully decrypted (either in the qhimm wiki, either I didn't understand it :-[). But one can still change the HEX_VALUE to make some test, it will be saved.First question :
Code: [Select]What are these lines of code for ? Are they important to add, when initiating a battle ?Code:/*AKAO [0xF2]( 0x00, 0x00, 0x00, 0x29, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 )*/;
I think you probably noticed that when you write "Materia" followed by the dot, a kind of autolist will popup, letting you choose the materia you want.Here is my second question : is Hack7 clever enough to add a Bahamut materia to the inventory, if I type "MateriaAdd( Materia.Bahamut, 0, 0, 0 );" instead ? If yes, I don't know how you managed to make your program turn real words into bytes, but you rock.
Code: [Select]This one is confusing. Do one always has to attach "Item" to the item name ? Like :Code:ItemAdd( Item.ItemPotion, X );
ItemAdd( Item.ItemTurbo Ether, 1 ); ?
Yes, it's because "Item." is the type of the parameter of the command "ItemAdd", and ItemTurboEther is the value selected for this parameter.So, I guess that Item.AccessoryBoltRing wouldn't work - I bet one would have to add the typo for the line of code to work
For armors and weapons, is it Item.ArmorMystile and Item.WeaponWizerStaff ?
This is strange, because in the PSX version the parameters of the sound command for the potions in the first screen of the game, and the materia restore in the reactor, are the same. Maybe the sounds are stored in the field files in the PSX version, while they are in a common place for the PC version...But we know that when you obtain a materia, the sound you hear is different from the one that plays when you obtain an item. In Meteor or Makou Reactor (Field editors for the PC version), the play sound calls a different byte to reflect this. So, what gives ?
I see, thanks. Yeah, Akao was the sound programmer IIRC.When you find a line of the form /*NAME [HEX_VALUE] (HEX_VALUE, HEX_VALUE, ...)*/;, it means that the command is not yet fully decrypted (either in the qhimm wiki, either I didn't understand it :-[). But one can still change the HEX_VALUE to make some test, it will be saved.
So I can't tell you if there is some connection between this command "AKAO" and the battles... I think AKAO is linked with sounds, but I'm not sure of anything...
This is awesome. I just tried it, and yes, the list of items/materias displayI think you probably noticed that when you write "Materia" followed by the dot, a kind of autolist will popup, letting you choose the materia you want.
To fully understand how it works, you should read this short article about C# enums. One of my main goal when working on the new field events interpreter, was to make editing as simple as possible, which means to avoid byte values when possible. So I used this "enums technique" which make the selection of items, materias, field maps and so on much easier. Glad that you like it .
Ah yes, that would explain it. Thanks for the replyThis is strange, because in the PSX version the parameters of the sound command for the potions in the first screen of the game, and the materia restore in the reactor, are the same. Maybe the sounds are stored in the field files in the PSX version, while they are in a common place for the PC version...
TalkSet( false );
ShowMenu( MenuType.Shop, X );
I will see what I can doAlso, it would be great if clicking on the message ID (in the message tab) would instantly point you to the Event script that calls said message. For example, if you wanted to edit the event regarding the bald guy in Sector7 who whines that Johnny's gone, you could click on its message (or its ID, which is 073), and the program would directly lead you to E28: oyaji1 S1 "OnTalk" in the Events tab. Right now, it's sometimes a pain to find the event you're looking for.
ShowMenu( MenuType.SaveScreen, 0 );
02 - REQSW - CallEntityStartWait49 - MENU - ShowMenu
Just as a heads-up, this doesn't workCode: [Select]Inserting it after the message / ItemAdd code will ensure that you won't be able to talk to the NPC again and thus, get the item againCode:TalkSet( false );![]()
OOps, I did it again (dat_ini.dec is a file generated for my tests, I forgot to disable it :-[). Should be ok now.Running in administrator mode, yet I still get Access to the path 'd:\dat_ini.dec' is denied.