Making a unit enter/leave the map

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PAGE IN PROGRESS.

Here's a quick, step-by-step guide to making a unit enter the map in a natural-looking manner.

1) Take a look at the map your event is taking place on. You can find all the maps at http://ffhacktics.com/maps.php, and the EasyVent Editor Super Perfect 2.0 also has a Map Viewer option.

Once you know which tile your unit is walking onto the field from, look at other nearby tiles. It looks better if the initial walk-on effect keeps going for as long as possible - so if your unit is walking several tiles in, see if they can be put a few tiles further in. The easiest way to do this is to only do this along straight, level ground that's all at the same Height. So, for example, if the first three tiles in a straight line towards your unit's ultimate destination are all 3H, then you want put your unit 3 tiles in rather than right at the edge.

2) Place your unit at that tile in the ENTD. If you're having trouble deciding between different locations while crafting the event, you can use WarpUnit at the very start of the event instead until you get it locked down. Best to let them be set in the ENTD, though - you gain a little event space that way.

3) Erase your unit at the start of the event. Don't Remove the unit unless you have to, as AddUnit requires extra wait time in between. Draw does not.

4) Color your unit so they're shadowed. This effect still works even when the unit is Erased. The standard coloring is:

  • ColorUnit(xXX,x00,x04,-000,-000,-000,004)