Users browsing this thread: 1 Guest(s)
Gau - All-Inclusive Dress-up
DOWNLOAD
For those who have never looked at it, the scene of the party dressing up Gau to meet his dad is rather sloppily coded. Terra, Celes, Cyan, and Setzer, all have unique dialogue during the scene if you've recruited them, but if they're actively in the party, their animations to go with the dialogue don't occur (the party members in the shop for this scene are actually NPCs, so movement queues aren't re-assigned). The event checks for the presence of Celes and Setzer like the others, even though they're obligatory. And Locke and Edgar share a scene near the end if both are there, but they have to actively both be in the party, not just recruited, so it's easy to miss.
This patch streamlines the event - now if a character is recruited, their unique dialogue will occur regardless of if they're in the active party or not, they'll appear in NPC-form in the shop to receive their animations, and the redundant checks for Celes and Setzer are removed. This frees up a little bit of event space in CB bank, if you need. The download has two versions - because the Locke and Edgar NPCs had to be moved into their proper positions for their scene that previously occurred if they were in the party, there was a tiny bit of map editing done in FF6Tools, which could potentially conflict with other map edits. Instead you can apply the "Mapless" version, which will only change the event coding but nothing in the map area, and then you can move Locke and Edgar on your own (Locke is meant to be to the left of Gau, Edgar to the right, both facing him).
For those who have never looked at it, the scene of the party dressing up Gau to meet his dad is rather sloppily coded. Terra, Celes, Cyan, and Setzer, all have unique dialogue during the scene if you've recruited them, but if they're actively in the party, their animations to go with the dialogue don't occur (the party members in the shop for this scene are actually NPCs, so movement queues aren't re-assigned). The event checks for the presence of Celes and Setzer like the others, even though they're obligatory. And Locke and Edgar share a scene near the end if both are there, but they have to actively both be in the party, not just recruited, so it's easy to miss.
This patch streamlines the event - now if a character is recruited, their unique dialogue will occur regardless of if they're in the active party or not, they'll appear in NPC-form in the shop to receive their animations, and the redundant checks for Celes and Setzer are removed. This frees up a little bit of event space in CB bank, if you need. The download has two versions - because the Locke and Edgar NPCs had to be moved into their proper positions for their scene that previously occurred if they were in the party, there was a tiny bit of map editing done in FF6Tools, which could potentially conflict with other map edits. Instead you can apply the "Mapless" version, which will only change the event coding but nothing in the map area, and then you can move Locke and Edgar on your own (Locke is meant to be to the left of Gau, Edgar to the right, both facing him).
10-11-2024, 09:53 AM
Note - updated this to correct a small oversight, I overlooked modifying the address for a jump near the end of the scene. This has been fixed.
« Next Oldest | Next Newest »
Users browsing this thread: 1 Guest(s)