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Event Assembler Questions Thread


CT075
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If I want to hack FE7 so that I create a game where I follow 1 lord throughout the whole game(as opposed to following one character for the first few chapters and then another for the rest of the game) How would I do this? Say for the sake of argument I want Eliwood to be the main lord of the entire game, meaning I want to use him in the prologue, 1-10, and 7x as my main lord. Is there a way I could make this happen?

On a similar note, in order to avoid the obligatory lyn ending, i'd have to have chapter 9 skip straight to 11 or something right?

OR...now that I think about it, couldn't I just start the game at chapter 11(obviously relabeling the chapters with new numbers and titles accordingly, and creating new additional chapters and just have existing chapters lead into them?

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or you could, i dunno, just use lyn's slot for the whole game?

or you could just use rey's patch and make the game start on eliwood mode?

this is not rocket science >_>

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Also going to point out that the endings are coded in through the event files so you can sorta just... not put in endings and nothing will happen. You can use chapter 10 and just keep going through in 'Lyn mode'.

Edited by Ninja Caterpie
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I'm going to have to figure this out for the future, so I figure I might as well ask now. So there's a seize macro that's written as Seize(X,Y). Let's say the lord character seizes that position, would it go to the pointer thing labeled as Ending_event or go to the pointer thing with the move to the next chapter in it? Thanks.

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Hey, can someone help me out with an event I'm trying to do? Or... see if there's anything wrong with them? I have:

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0x8D00000

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 Hector HectorLord 0x00 Level(1,Enemy,True) [3,2] [3,2] [ironAxe] [0x00, 0x03, 0x00, 0x20]

UNIT Empty

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [19,8] [13,8] [ironSword,Vulnerary,ChestKey] [0x00,0x00,0x00,0x00]

UNIT Matthew Thief 0x00 Level(1,Ally,False) [19,9] [14,9] [ironSword, ChestKey] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Turn_events:

TURN 0x00 Opening_event [01,00] (0x0) 0x00

TURN

Character_events:

CHAR

Location_events:

Chest(0x00,13,12)

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

AREA 0 GameOverEvent [13,12] [13,12]

Opening_event:

LOU1 Good

ENUN

LOU1 Bad

ENUN

ENDA

GameOverEvent:

GameOver

Ending_event:

MoveToChapter(0x04)

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 8D00000

Edited by Bladehero22
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hey bladehero it's usually customary to make sure the script actually doesn't work before you ask us why it doesn't work

It doesn't. Whenever I try to play the chapter I'm editing, the screen just goes black.

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It doesn't. Whenever I try to play the chapter I'm editing, the screen just goes black.

Does the EA give some error when inserting? Do you have the chapter set as Fade to Map in the Chapter Data Editor? If you don't, did you add an OOBB in the Opening Event?

You reallly need to add more information when posting a question. Just saying "It doesn't work" isn't enough.

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Misc_events:

CauseGameOverIfLordDies

AFEV

AREA 0 GameOverEvent [13,12] [13,12]

this doesn't do anything

Turn_events:

TURN 0x00 Opening_event [01,00] (0x0) 0x00

TURN

those paren's should be square brackets

Opening_event:

LOU1 Good

ENUN

LOU1 Bad

ENUN

ENDA

should be

OOBB
LOU1 Good Bad
ENUN
ENDA

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i don't care because it's just garbage data right now

put the empty AFEV after it because right now the game's seeing this

EventData[] turn_events = {
   new TurnEvent(0x00, Opening_event, [01,00], 0x0, 0x00)
};
EventData[] char_events = {};
EventData[] area_events = {
   new AreaEvent(/*chest data*/)
};
EventData[] misc_events = {};
AREA blah blah blah //<- do you see how this is never getting called
// rest_of_code

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i don't care because it's just garbage data right now

put the empty AFEV after it because right now the game's seeing this

EventData[] turn_events = {
   new TurnEvent(0x00, Opening_event, [01,00], 0x0, 0x00)
};
EventData[] char_events = {};
EventData[] area_events = {
   new AreaEvent(/*chest data*/)
};
EventData[] misc_events = {};
AREA blah blah blah //<- do you see how this is never getting called
// rest_of_code

I'm kinda confused.

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Your "misc_events" array is currently empty

maybe indentation will help

Misc_events:
 AFEV  // <- this is the end of the miscellaneous data array, only things in here will get checked for activation

AREA whatever  // this is not actually inside the misc_event array and therefore is never checked

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