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Gradivus

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. The item data in the Promotion Item Editor? Or just the plain Item Editor? I don't seem to understand quite how the former one works... EDIT: Do you make a custom promotion, then use the Promotion Item Pointer Module to set the classes?
  2. I've done a few things, but they are obviously wrong. In Nightmare, I've set Soldiers to promote to Paladin (F) and overwritted Isadora's animation with an animation of my own. I've given the character an earth seal, but the game won't let me use it. Could somebody please set me straight?
  3. I just made do with a regular critical, and it worked fine.
  4. I'm trying to have a certain character killed after the fight via silencer, but using the code below, the attacker hits, then is supposed to be silenced, but takes no damage. When the map reloads, the character that is supposed to die does "die", but they have full health. Here is the fight sequence I have: Fight: AttackerHit(8,00) DefenderSilencer(01) EndOfBattle And here is the opening event in which it occurs. Opening_event: LOU1 Good ENUN BACG 0x22 TEX1 0x0800 REMA LOU1 Bad ENUN BACG 0x22 TEX1 0x0803 REMA FIGH Lundgren Darin Fight $00000000 KILL Lundgren ENDA Help would be appreciated.
  5. Haha, thanks, it is not only easier for you, it is also easier for me and the other participants to pick as well.

  6. I appreciate the way you keep the teams lined up in your hosted draft, because it's nearly identical to the master list and makes for incredibly easy copying over as compared to some.

    You can be an Integrity Approved Official Draft Host. Wear it proud.

  7. Throwing away the master key means you miss the boots. And you don't want to do that.
  8. Also, I would like to bring up the fact that despite the OP (Which i am changing right now), undrafted units CAN shop. I should have read it in more detail. And Horace, if the others agree, it is fine by me, as those are 3 less chests you get. And really, Julian opening that door didn't affect anything.
  9. Personally, I would think he meant H3, prepremote run not including Wolf/Sedgar.
  10. @ Hero of Time, when you said coded 1x2, do you mean the bolded part below? Or am I just misunderstanding you? All the doors are horizontal, as shown in the map in the OP SmallDoor: CODE 0x80 0x07 0x00 0x00 CODE $00 @ Luffy, you mean change the triggerable map changes in the Chapter Data Editor of Nightmare for the Prologue, to 0x0E, right? And those line breaks aren't actually there, they just showed up when I copied/pasted for some reason. No errors.
  11. So, wait, how come I have to use the code for the Ch.2 Map changes for the Prologue? Is it because originally, the Prologue and Chapter 1 have no doors/breakable walls/chests? Or do I have to replace chapter 2's Map? And for whatever reason, it still will not work. [spoiler=Events] //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) org 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Batta Paladin 0x00 Level(4,Enemy,True) [12,2] [12,2] [silverSpear,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(3,Enemy,True) [12,14] [12,14] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Archer 0x87 Level(3,Enemy,True) [22,16] [22,16] [steelBow] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(3,Enemy,True) [20,9] [20,9] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(5,Enemy,True) [22,9] [22,9] [steelSpear,Javelin] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(3,Enemy,True) [19,3] [19,3] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(3,Enemy,True) [21,3] [21,3] [steelSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Archer 0x87 Level(2,Enemy,True) [12,8] [12,8] [ironBow] [0x00,0x00,0x00,0x00] UNIT Bandit Knight 0x87 Level(5,Enemy,True) [12,3] [12,5] [silverSpear,ShortSpear] [0x00,0x00,0x00,0x08] UNIT Empty Good: UNIT Hector HectorLord 0x00 Level(1,Ally,False) [12,15] [12,15] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements: UNIT Kent_t Cavalier 0x00 Level(3,Ally,False) [2,16] [2,16] [KillingEdge,Javelin,IronSpear,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Matthew Thief 0x00 Level(2,Ally,False) [3,16] [3,15] [steelSword,LanceReaver,LockPick,WolfBeil] [0x00,0x00,0x00,0x00] UNIT Empty EnemyReinforcements: UNIT Bandit Cavalier 0x87 Level(5,Enemy,True) [11,19] [11,19] [ironSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(7,Enemy,True) [12,19] [12,19] [silverSpear] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier 0x87 Level(5, Enemy,True) [13,19] [13,19] [ironSpear] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN 0x00 Turn5 [05,00] 0x8 0x00 CODE $00 Character_events: CODE $00 Location_events: Door(3,14) Door(3,5) Door(12,6) Chest(Elixir,4,2) Chest(HandAxe,2,2) CODE $00 Misc_events: CauseGameOverIfLordDies CODE $00 Opening_event: CURF [12,15] FADI 10 BACG 0x12 FADU 10 TEX1 0x0800 REMA LOU1 Good ENUN MOVE Hector [12,17] ENUN LOU1 Bad ENUN TEX1 0x0801 REMA ENDA Turn2: MUS1 0x0042 LOU1 Reinforcements ENUN TEX1 0x0802 REMA ENDA Turn5: LOU1 EnemyReinforcements ENUN ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 //ENDA BallistaData: BLST [spoiler=TileChanges] //Prologue Map Changes #define TileMap(TCN,X1,X2,L1,L2,TilePointer) "CODE TCN X1 X2 L1; CODE L2 0x00 0x00 0x00; POIN TilePointer" org 0xC9C9CC+(4*0x0E) POIN TileChanges org 0xD801A0 TileChanges: TileMap(0x00,0x03,0x0E,0x01,0x01,SmallDoor) TileMap(0x01,0x03,0x05,0x01,0x01,SmallDoor) TileMap(0x02,0x0C,0x06,0x01,0x01,SmallDoor1) TileMap(0x03,0x04,0x02,0x01,0x01,ChestOpened) TileMap(0x04,0x02,0x02,0x01,0x01,ChestOpened) CODE $FF CODE $00 CODE $00 SmallDoor: CODE 0x80 0x07 0x00 0x00 CODE $00 SmallDoor1: CODE 0x00 0x07 0x00 0x00 CODE $00 ChestOpened: CODE 0x04 0x00 0x00 0x00 CODE $00 MESSAGE Map changes end at offset currentOffset I believe I have done everything right, but it still will not work. There has to be something wrong somewhere in the above code, I just don't know what it is. I would be greatly appreciated if someone could find the mistake.
  12. In the Chapter Data Editor? I couldn't find anything that resembled Chapter Tiles Changes, unless you are referring to the Triggerable Map changes. Any value except 0x0E causes the game to crash before loading the prologue, so I believe that is right, I just don't know why :/
  13. Thanks a lot, you cleared up the whole hexadecimal thing for me. I finally understand. As stupid as this sounds, how do you find the event ref? That may be the final problem, I'll enclose my updated txt files so you can see what i've done wrong. Prolougue Events OF.txt tilesprologue.txt
  14. According to Arch's tutorial, it says this. TileMap(TCN,X1,Y1,L1,L2,TilePointer) In his video, he says that X1 is the X co-ordinate of the door, and Y1 is the Y co-ordinate. For a door he had at 7,3, he had the X1 value as 0x07, and the Y1 value as 0x03. Or did he do something that I was unaware of?
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