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ff3:ff3us:tutorial:events:action [2018/05/06 17:59] lockirby2 |
ff3:ff3us:tutorial:events:action [2019/02/12 10:38] (current) |
* $10 - $2F: Non-player characters. Different NPCs will take action depending on what map is loaded. You can cross-reference the Event Commands Document and FF6LE to figure out which command corresponds to the NPC that you want to move. According to the Event Commands Document, the $16 command will begin an action queue for NPC 6 in FF6LE. If you open the LE and select "[014] Narshe, Outside (WOB)", you can see that NPC 6 is a guard on this map. If you select "[15D] Thamasa, Strago's House", you can see that NPC 6 is a lookalike of Shadow on this map. | * $10 - $2F: Non-player characters. Different NPCs will take action depending on what map is loaded. You can cross-reference the Event Commands Document and FF6LE to figure out which command corresponds to the NPC that you want to move. According to the Event Commands Document, the $16 command will begin an action queue for NPC 6 in FF6LE. If you open the LE and select "[014] Narshe, Outside (WOB)", you can see that NPC 6 is a guard on this map. If you select "[15D] Thamasa, Strago's House", you can see that NPC 6 is a lookalike of Shadow on this map. |
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{{:ff3:ff3us:tutorial:events:action:npc_6_guard.png|}} | {{ :ff3:ff3us:tutorial:events:npc_6_guard.png |}} |
{{:ff3:ff3us:tutorial:events:action:npc_6_shadow.png|}} | {{ :ff3:ff3us:tutorial:events:npc_6_shadow.png |}} |
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* $30: The camera. You can make the camera "walk" around the map, just like any other character. If you tell the camera to move upwards eight steps, the player's view will shift eight tiles upwards. | * $30: The camera. You can make the camera "walk" around the map, just like any other character. If you tell the camera to move upwards eight steps, the player's view will shift eight tiles upwards. |
The NPCs aren't easily noticed because they are all in the top-left hand corner. Spreading them out, we can see that there are two guards, two dogs, and an old man whose purpose isn't obvious. Since there are only two guards, it appears that they are reused for all the cutscenes in this area. We can follow the lead of the vanilla designers and do the same. Clicking on the guards, we can see that they are NPC #0 and NPC #1. | The NPCs aren't easily noticed because they are all in the top-left hand corner. Spreading them out, we can see that there are two guards, two dogs, and an old man whose purpose isn't obvious. Since there are only two guards, it appears that they are reused for all the cutscenes in this area. We can follow the lead of the vanilla designers and do the same. Clicking on the guards, we can see that they are NPC #0 and NPC #1. |
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{{:ff3:ff3us:tutorial:events:action:narshe_npcs.png|}} | {{ :ff3:ff3us:tutorial:events:action:narshe_npcs.png |}} |
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Now we can cross-reference this with the Event Commands Document, which states that we can use $10 to move NPC #0 and $11 to use NPC #1. We will need to create a separate action queue for each of the two guards. | Now we can cross-reference this with the Event Commands Document, which states that we can use $10 to move NPC #0 and $11 to use NPC #1. We will need to create a separate action queue for each of the two guards. |