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Timers and Status Durations
The problem with the timer graphics being messed up lies in the map properties.
Open up FF3LE (or ZE if it has this) and go to your map you have this event on. Click on the Layers tab. You should see a checkbox for 1.7, and it should be unchecked. Check it. That will copy the numbered tiles to VRAM so the timers will display correctly on that map.
For the other, if I'm understanding the problem correctly the event is being triggered again and again, the problem is if you're making an 'event square' that is triggered for this, then you would need to set a condition at the start of the event to check if you already activated it, so that when you walk over it again it does nothing.
It would look something like:
C0 23 80 B3 5E 00 [then your timer, etc.] D0 23 (Set bit 023) FE (Return)
= if byte 023 has been set, then do nothing.
That's just a basic example of a check, you can make it so it check for that bit and then jumps to something else rather than simply returning if you want, or check for multiple bits (C1).
Entrance event's are map specific that happen the moment the map loads, it dictates what is to go on, like those NPCs that are on a track, certain musics that are to be played at certain times, tile replacements, all kinds of stuff. You can make your timer event be "hidden" in the entrance event, as opposed to making an event square -- in other words, when you walk into a town, the very first thing it looks at is the entrance event, without needing to walk over one of those event squares.
Hope I'm making since lol, I'm kinda tired and rambling. I can elaborate more on this tomorrow XD.
I made this thread a while back about entrance events, it might be useful:
https://www.ff6hacking.com/forums/showth...entrance+e
Open up FF3LE (or ZE if it has this) and go to your map you have this event on. Click on the Layers tab. You should see a checkbox for 1.7, and it should be unchecked. Check it. That will copy the numbered tiles to VRAM so the timers will display correctly on that map.
For the other, if I'm understanding the problem correctly the event is being triggered again and again, the problem is if you're making an 'event square' that is triggered for this, then you would need to set a condition at the start of the event to check if you already activated it, so that when you walk over it again it does nothing.
It would look something like:
C0 23 80 B3 5E 00 [then your timer, etc.] D0 23 (Set bit 023) FE (Return)
= if byte 023 has been set, then do nothing.
That's just a basic example of a check, you can make it so it check for that bit and then jumps to something else rather than simply returning if you want, or check for multiple bits (C1).
Entrance event's are map specific that happen the moment the map loads, it dictates what is to go on, like those NPCs that are on a track, certain musics that are to be played at certain times, tile replacements, all kinds of stuff. You can make your timer event be "hidden" in the entrance event, as opposed to making an event square -- in other words, when you walk into a town, the very first thing it looks at is the entrance event, without needing to walk over one of those event squares.
Hope I'm making since lol, I'm kinda tired and rambling. I can elaborate more on this tomorrow XD.
I made this thread a while back about entrance events, it might be useful:
https://www.ff6hacking.com/forums/showth...entrance+e
We are born, live, die and then do the same thing over again.
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