STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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Showing 1-10 of 85 entries
867
1
Memoria - Engine modifications
32
Hades Workshop
Hello Liossenel,

Those can be done through Field script editing. In HW, go to the panel "Environment -> Fields", find the field you want to change and "Edit Script". I guess you got it that far already.

In order to change a cutscene, you need to write lines of script code. Inside a script function, the lines are executed sequencially (except when you have control flow lines, like loops "while ..." or "RunScriptSync", etc...). So you'd want to spot the lines of code telling the game to make Zidane speak, for instance.
In the first field, "Prima Vista/Cargo Room", Zidane's two first lines are in the function "Zidane_Loop". In practice, the code for cutscenes are very often either in a function of the characters or in the function "Main_Loop". There it is at the beginning of "Zidane_Loop" so you shouldn't search for it for too long.

Take a look at these lines:
SetWalkSpeed( 15 ) Wait( 25 ) WindowSync( 2, 128, 34 ) InitWalk( ) Walk( 25, -664 ) Wait( 5 ) RunAnimation( 2719 ) Wait( 10 ) WindowSync( 2, 128, 35 ) WaitAnimation( ) Wait( 10 ) RunAnimation( 2717 ) Wait( 61 ) RunSoundCode3( 53248, 349, 0, -128, 125 ) WaitAnimation( ) SetStandAnimation( 2715 ) SetWalkAnimation( 2713 ) SetLeftAnimation( 2723 ) SetRightAnimation( 2725 )
You can see the two dialog bubbles, it's the lines "WindowSync" (click on the line inside HW to have more informations about it). "Sync" means that the code will wait until the dialog is closed before resuming, so the "Walk( 25, -664 )" line won't run until the player close the bubble (in contrast with "WindowAsync"). These lines are typically what you can find for doing a cutscene with only one character: the character speaks, runs some animations and walks around.

Simply adding a "WindowSync" line somewhere there with the correct parameters will make Zidane speak an additional line of dialog.

If you want an example of a cutscene with several intertwining character actions, go to the cases "+4", "+6", ..., "+11" of the same "Zidane_Loop" function. For instance, in the "case +6", you have these lines:
set VAR_GlobUInt8_26 = 4 Wait( 1 ) RunAnimation( 2726 ) WaitAnimation( ) EnableHeadFocus( 7 ) set VAR_GlobUInt8_26-- while ( VAR_GlobUInt8_26 > 0 ) { set VAR_GlobBool_230 = 1 Wait( 1 ) }
The variable "VAR_GlobUInt8_26" is used there as a counter for waiting all the characters to finish their job. It is setup to 4 first, then Zidane does his stuff, and is decremented by 1 in the line "set VAR_GlobUInt8_26--".
If you go to "Blank_Loop" or "Cinna_Loop" or "MarcusA_Loop", you will also see that they decrement this variable with lines "set VAR_GlobUInt8_26--" when they are done with speaking/moving/whatever.

Note that the function "Code3_Loop" basically controls the cutscene's flow here: it updates the cutscene's counter "VAR_GlobUInt8_24" (that you'll find in the other functions I mentionned) when required to the next value.

In general, "Loop" functions are executed every frame, waiting for something, because there are the two lines "Wait(1)" and "loop" at the end.

Click on the "Function List" button to have access to all the possible codes usable in the scripts. For instance,
- for starting a fight, it's "Battle" or "BattleEx",
- for changing the field, it's "Field" (or "WorldMap" when leaving the the world map); it is often preceeded by a line "set General_FieldEntrance = VALUE" to say where the character comes from in the script of the destination field,
- for playing a music, it's "RunSoundCode( 0, MusicID )",
- for changing a character's 3D model, it's "SetModel" and you need to setup the character's default animations (when standing, walking, turning...) with codes like "SetStandAnimation". I'm not exactly sure if swapping the 3D model of a character like that is bug-free but I think I remember some script doing that (maybe while the model is hidden though).

You should scroll the "HELP AND TIPS" section in the Qhimm forum's topic as there are other examples of how to use scripts (as you will see, it's the same system for the AI of the enemies so it has really broad purposes).
2
Can I enable soft-reset?
867
1
Memoria - Engine modifications
18
Scaled PSX-like Battle UI - Updated! Now Compatible with Memoria!
11
Annyoing "!" and "card" icons everywhere, just everywhere....
Showing 1-10 of 85 entries