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TheArbiterK

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Everything posted by TheArbiterK

  1. @Elieson Sorry to bother you, but would you mind sending that PM my way as well?
  2. Sounds to me like you accidentally overwrote part of Chapter 2's events. Now I haven't used FEBuilder myself, so I'm assuming it handles events similarly to Event Assembler and Nightmare. (Ergo, everything I say here could end up not applying ¯\_(ツ)_/¯ ) Anyway, that happens if you try to insert chapter events larger than that of the original chapter to the same offset. To fix it, you'd have to reinsert the original Chapter 2 events (disassemble them from a clean FE8 Rom), then find a blank offset (usually at the end of the Rom) to insert your custom Chapter 1's events to, then change the pointer to Chapter 1's events to that offset. Hope that helps! but don't be too surprised if it doesn't.
  3. @marlon0024 As far as I know, CUSI only works with unit names. What you could do is load the units you want to change as a separate character (Say: "Bandit") and tell EA to change that character (if you have multiple of the same unit it'll change all of them)
  4. Hi, noob hacker here. I've managed to learn quite a bit about Event Assembler, but I seem to have come across a slight issue that I'm not sure how to fix. In rout (and kill boss, I'm assuming) maps, if the unit who kills the last enemy does so on the player phase, that unit's map "running" animation that plays over combat continues displaying into the ending event. (Video included) From what I can see, the unit seems to be "locked" somehow in a way that makes them immune to codes. I tired both using the disappear and reappear codes and the move code, but neither worked. Is there any code in EA that can fix this somehow? Jogging in place during ending.mp4
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