Timers and Status Durations
#2
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For #1, yes timers can be used pretty much anywhere and in lot's of creative ways for events or battles or whatever. This tutorial here by Madsiur explains how to implement them correctly:
Countdown Timers tutorial: https://www.ff6hacking.com/forums/showth...ight=Timer

For your example it would need to be done within the entrance event for that map, with some checks to tell it when you want it to activate.

#2 is very much doable with some assembly, but that isn't my strong point and I'm too lazy to scour through the disassemblys looking for the code to edit, so I will let someone else answer. XD

And the bonus question I've never seen that feature in a save state editor and am not sure how or where to do it in the hex, to set them back to unopened. If it's been documented I've never seen it.
We are born, live, die and then do the same thing over again.
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Messages In This Thread
Timers and Status Durations - by lopolly - 11-28-2013, 06:05 PM
RE: Timers and Status Durations - by Gi Nattak - 11-29-2013, 12:23 AM
RE: Timers and Status Durations - by lopolly - 11-29-2013, 01:58 AM
RE: Timers and Status Durations - by Gi Nattak - 11-29-2013, 02:44 AM
RE: Timers and Status Durations - by lopolly - 11-29-2013, 06:31 PM
RE: Timers and Status Durations - by madsiur - 11-29-2013, 07:22 PM
RE: Timers and Status Durations - by lopolly - 11-29-2013, 09:14 PM
RE: Timers and Status Durations - by madsiur - 11-29-2013, 10:36 PM
RE: Timers and Status Durations - by lopolly - 11-30-2013, 02:28 PM
RE: Timers and Status Durations - by madsiur - 11-30-2013, 05:07 PM
RE: Timers and Status Durations - by lopolly - 11-30-2013, 05:33 PM
RE: Timers and Status Durations - by madsiur - 11-30-2013, 10:13 PM
RE: Timers and Status Durations - by lopolly - 11-30-2013, 11:46 PM

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