dondon151 Posted June 15, 2012 Share Posted June 15, 2012 CHAI has problems when you change a guarding AI to an aggressive AI. As far as I know, changing AttackInRange or StealFromChests to NoAI doesn't yield any problems. I suspect it has something to do with how the game checks whether a unit can be attacked. If you changed the AI of a unit who was guarding to one that's aggressive, it'll only attack player units that would have been in range if the AI was still set to guarding. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 15, 2012 Share Posted June 15, 2012 (edited) @Kiego: I've looked into your event and here's what I have issues with: -You don't need to load the default map of the chapter -With the LOMA code, you aren't loading the map, you are actually kinda loading the chapter that uses the map. The parameter LOMA needs is the chapter ID, not the map's ID. -You have LOU1 pointing to event. LOU1 always points to units. TURN and such codes point to events. -You copied the wrong definition for the gameover event. Fixing that won't make game-over happen, because Eliwood/Kiego doesn't have a death quote in Lyn mode. You need to give him one and make sure it uses event ID 0x65. -The chapter doesn't end because you coepied the DefeatAll macro wrong. It works when you do it correctly. -The unit loads on turn 2 just fine. -For the love of everything, use macros! Macros are your friend, not your enemy. Edited June 15, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Agro Posted June 16, 2012 Share Posted June 16, 2012 I finally got around to finishing my prologue and I'm starting on chapter 1--this is a first for me so I've had no idea how things work past the first chapter. So some things popped up: // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #define MAP_OFFS 0xDD7000 #include owndefinitions.txt // Write a pointer to the map for you so you don't have to do it yourself EventPointerTable(0x09,Chapter) ORG 0x1005000 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Bad: UNIT Good: UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [8,4] [8,4] [ironSword,Vulnerary] NoAI UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [7,3] [7,3] [silverSword,Javelin,Heal] NoAI UNIT Camilla Cavalier_F 0x00 Level(1,Ally,False) [11,5] [11,5] [Heal,Mend] NoAI UNIT Tristan Cavalier 0x00 Level(1,Ally,False) [11,3] [11,3] [ironSword,Vulnerary] NoAI UNIT Briella LightMage 0x00 Level(1,Ally,False) [7,0] [7,0] [Thani] NoAI UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [4,3] [4,3] 0x00 NoAI UNIT Empty TurnEvents: // Comment out or remove this line if you have a prep screen. TURN 0x0 Opening_event [1,0] 0x0 0x0 TURN CharacterEvents: CHAR LocationEvents: LOCA MiscEvents: CauseGameOverIfLordDies AFEV OpeningEvent: LOU1 Good ENDA EndingEvent: MNCH 0x__ STAL 1 _0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset MESSAGE The map for this chapter is at offset MAP_OFFS I tried to load my units just to see what they'd turn out like. What is really bothering me at the moment is that without fail, I can't seem to change Tristan and Camilla's inventories. Tristan always has a Steel sword and a Javelin and Camilla always has a Steel Lance and a Heal staff. I thought that it might be to do with the fact that they "die" in the previous chapter (they spawn as enemies and are defeated) but I tried taking them out of the prologue and starting again so that the first time they load is in Chapter 1, and I still have the same problem. Is this a problem with the Chapter Unit Editor or something instead? I have no idea what's going on :( Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 16, 2012 Author Share Posted June 16, 2012 first off you're missing an ENUN there second off the chapter unit editor is completely irrelevant, it's actually just haphazardly editing the existing events in the rom Quote Link to comment Share on other sites More sharing options...
Agro Posted June 16, 2012 Share Posted June 16, 2012 (edited) whoops fucking ENUN Well, I put in the ENUN there and nothing's changed. I also realised that for whatever reason the EA might not be making changes because of this: Finished.1 errors encountered: File formatted chapter 1.txt, Line 1, Column 1: Didn't reach end, currently at LeftSquareBracket([) But I mean, this is where Line 1 Column 1 would be... // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #include owndefinitions.txt #define MAP_OFFS 0xDD7000 so I don't know why the error is saying that there's a [ there? Edited June 16, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 16, 2012 Author Share Posted June 16, 2012 if there are error messages then it doesn't assemble that would have saved me seconds of trying to troubleshoot All I can think of is that you did something like this somewhere: MOVE [14, ] // <- DO YOU SEE THE PROBLEM May I see your definitions file? oh, yeah: MNCH 0x__ That would cause a problem. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 16, 2012 Share Posted June 16, 2012 (edited) I actually managed to fix it on my own but here they are anyway. [spoiler=owndefinitions.txt] #define Henrick 0x01 #define Damion 0x02 #define Bronwyn 0x03 #define Tristan 0x04 #define Camilla 0x05 #define Owen 0x06 #define Dale 0x07 #define Violet 0x08 #define Otis 0x09 #define Briella 0x0B #define Thani 0x80 #define Contus 0x81 #define FineRapier 0x09 #define NormalRapier 0x0A #define PrinceLord 0x01 #define LanceKnight 0x02 #define LightMage 0x1C #define Bronwyn_t 0x0C #define Ethan 0x0E #define MageKnight 0x43 #define Lune 0x0F #define Claire 0x10 #define GreatKnight 0x45 #define Armand 0x12 #define Iris 0x13 #define Arthur 0x14 #define Elias 0x15 OpeningEvent and Opening_event didn't match up which would account for some of the screwups and there were some other various errors like the [ thing and some [NL] thing. Opening/closing the EA seemed to do the trick since I didn't change anything else. Edited June 16, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 16, 2012 Author Share Posted June 16, 2012 oh lawd okay then. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 17, 2012 Share Posted June 17, 2012 Hrm... if I want to have an ITGC mid-dialogue, by placing between TEX1 and MORETEXT, is there something else that I should put in there? At the moment the textbox from the dialogue glitches up and the give-item font replaces the dialogue font. Please ignore the Uther recolour. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 17, 2012 Share Posted June 17, 2012 The item giving code is never used during convos in the game, so it may not work there properly. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 17, 2012 Share Posted June 17, 2012 (edited) Was the CODE code replaced? I'm trying to use Blazer's macros (specifically the Reposition one) and some of them aren't working because "No code named CODE found." The EA doesn't like it any more and I seem to recall reading something like that somewhere. I can't seem to find anything on this, though. Edited June 17, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 18, 2012 Share Posted June 18, 2012 CODE got replaced by WORD, SHORT, and BYTE. NL said something about shaky backwards compatibility but I'd suggest sticking with the new format. WORD is for 4 bytes, SHORT is for 2 bytes and BYTE is for a single one. Say you originally had CODE $2DBE16CD // The bytes may have been reversed in the past, I don't remember. Now you can do it as WORD 0x2DBE16CD. Or SHORT 0x2DBE 0x16CD Or BYTE 0x2D 0xBE BYTE 0x16 0xCD I'm not sure how many parameters each code can take though I know that SHORT can take at least 2 sets of 2 bytes. As for the item convo thing, IIRC in the vanilla game the player was always given an item after the convo had ended. Ch2 and the Mani Katti come to mind. Quote Link to comment Share on other sites More sharing options...
Kiego Posted June 18, 2012 Share Posted June 18, 2012 (edited) @Kiego: I've looked into your event and here's what I have issues with: -You don't need to load the default map of the chapter -With the LOMA code, you aren't loading the map, you are actually kinda loading the chapter that uses the map. The parameter LOMA needs is the chapter ID, not the map's ID. -You have LOU1 pointing to event. LOU1 always points to units. TURN and such codes point to events. -You copied the wrong definition for the gameover event. Fixing that won't make game-over happen, because Eliwood/Kiego doesn't have a death quote in Lyn mode. You need to give him one and make sure it uses event ID 0x65. -The chapter doesn't end because you coepied the DefeatAll macro wrong. It works when you do it correctly. -The unit loads on turn 2 just fine. -For the love of everything, use macros! Macros are your friend, not your enemy. Is there a difference if i load the chapter or map? <==== the reason why my events didn't work. EDIT: So when i was told to update i went from 8.0 to 8.2, Then i searched NLords modules cuz I delete nightmare by mistake and... SMACK!!! EA ver 9.2? *facepalm* But EA doesnt like my battles anymore. That's the proper format is it not? Finished. Messages: MESSAGE Tutorials disabled 4 errors encountered: File Chapter 1 EOE AfterScan.txt, Line 273, Column 1: Code BLDT's offset $108FE0D is not divisible by 4 File Chapter 1 EOE AfterScan.txt, Line 274, Column 1: Code BLDT's offset $108FE11 is not divisible by 4 File Chapter 1 EOE AfterScan.txt, Line 277, Column 1: Code BLDT's offset $108FE15 is not divisible by 4 File Chapter 1 EOE AfterScan.txt, Line 278, Column 1: Code BLDT's offset $108FE19 is not divisible by 4 FIGH 0x01 0x70 KB1 $00000000 FIGH 0x01 0x69 KB2 $00000000 KB1: AttackerCritical(16,True) EndOfBattle KB2: AttackerMiss(True) EndOfBattle EDIT: The fights still worked even with the errors? o_O Edited June 19, 2012 by Kiego Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 19, 2012 Share Posted June 19, 2012 CODE got replaced by WORD, SHORT, and BYTE. NL said something about shaky backwards compatibility but I'd suggest sticking with the new format. WORD is for 4 bytes, SHORT is for 2 bytes and BYTE is for a single one.Say you originally had CODE $2DBE16CD // The bytes may have been reversed in the past, I don't remember. Now you can do it as WORD 0x2DBE16CD.OrSHORT 0x2DBE 0x16CDOrBYTE 0x2D 0xBE BYTE 0x16 0xCD I'm not sure how many parameters each code can take though I know that SHORT can take at least 2 sets of 2 bytes. All values are little endian aka byte-reversed. WORD, SHORT and BYTE can handle any N amount of parameters. Is there a difference if i load the chapter or map? <==== the reason why my events didn't work. Of course it does. EDIT: So when i was told to update i went from 8.0 to 8.2, Then i searched NLords modules cuz I delete nightmare by mistake and...SMACK!!! EA ver 9.2? *facepalm*But EA doesnt like my battles anymore. That's the proper format is it not? Finished.Messages:MESSAGE Tutorials disabled4 errors encountered:File Chapter 1 EOE AfterScan.txt, Line 273, Column 1: Code BLDT's offset $108FE0D is not divisible by 4File Chapter 1 EOE AfterScan.txt, Line 274, Column 1: Code BLDT's offset $108FE11 is not divisible by 4File Chapter 1 EOE AfterScan.txt, Line 277, Column 1: Code BLDT's offset $108FE15 is not divisible by 4File Chapter 1 EOE AfterScan.txt, Line 278, Column 1: Code BLDT's offset $108FE19 is not divisible by 4FIGH 0x01 0x70 KB1 $00000000FIGH 0x01 0x69 KB2 $00000000KB1:AttackerCritical(16,True)EndOfBattleKB2:AttackerMiss(True)EndOfBattle EDIT: The fights still worked even with the errors? o_O You need to add ALIGN 4 before the codes. Quote Link to comment Share on other sites More sharing options...
Kiego Posted June 19, 2012 Share Posted June 19, 2012 (edited) Event assembler now crashes with the events. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. at System.Text.StringBuilder.AppendFormat(IFormatProvider provider, String format, Object[] args) at System.String.Format(IFormatProvider provider, String format, Object[] args) at System.String.Format(String format, Object[] args) at Nintenlord.Event_Assembler.Core.IO.Logs.MessageLog.AddError(String format, Object[] parameters) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.AddNotCorrectParameters[T](Code`1 code, Int32 paramCount) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.HandleBuiltInCodeSecondPass(Code`1 code, ScopeStructure`1 scope) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.SecondPass(BinaryWriter output, IExpression`1 expression, ScopeStructure`1 parentScope) at Nintenlord.Event_Assembler.Core.Code.Language.EAExpressionAssembler.Assemble(IPositionableInputStream input, BinaryWriter output, ILog log) at Nintenlord.Event_Assembler.Core.Program.Assemble(EACodeLanguage language, TextReader input, BinaryWriter output, ILog log) at Nintenlord.Event_Assembler.Program.Assemble(String originalFile, String outputFile, String game) at Nintenlord.Event_Assembler.UserInterface.MainForm.assembleButton_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Event assembler Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Event%20assembler.exe ---------------------------------------- Core Assembly Version: 9.6.4528.17553 Win32 Version: 9.6.0.0 CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Core.EXE ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.278 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.282 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.269 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- Nintenlord.Forms Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Nintenlord.Forms.DLL ---------------------------------------- Nintenlord Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Blake%20Smith/Desktop/NEW%20EVENT%20ASSEMBLER/Nintenlord.DLL ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Edited June 19, 2012 by Kiego Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 20, 2012 Share Posted June 20, 2012 What events? Quote Link to comment Share on other sites More sharing options...
Kiego Posted June 20, 2012 Share Posted June 20, 2012 the same events we have been working on this whole time. EA decided it just wanted to crash and never load that TXT again. As soon as "add ALIGN 4 before the codes. " EA decided to freak out. But its fine with any other text. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 20, 2012 Share Posted June 20, 2012 Which takes less time, me looking through several pages to find your events and do all the changes you have made during all those pages or you copy/pasting the events and surrounding them with code and spoiler tags? Quote Link to comment Share on other sites More sharing options...
Kiego Posted June 20, 2012 Share Posted June 20, 2012 Which takes less time, me looking through several pages to find your events and do all the changes you have made during all those pages or you copy/pasting the events and surrounding them with code and spoiler tags? #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG $108F660 Pointers: POIN Turn_events Character_events Location_events Misc_events POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x68 0x38 0x00 0x0C [0,5] [0,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x68 0x38 0x0 0x0C [0,6] [0,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x68 0x38 0x0 0x0C [2,2] [2,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x68 0x38 0x0 0x0C [3,2] [3,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Good: UNIT 0x01 0x01 0x00 0x08 [9,6] [9,6] [0x80,0x12,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT MariaGate: UNIT 0x13 0x34 0x0 0x0A [10,0] [2,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x11 0x1D 0x0 0x0A [10,0] [3,2] [0x4A,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x20 0x11 0x0 0x0A [10,0] [4,2] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT KiegoHouse: UNIT 0x08 0x11 0x0 0x0A [3,6] [3,6] [0x01,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x01 0x01 0x00 0x08 [4,6] [4,6] [0x80,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x14 0x1F 0x0 0x0A [3,7] [3,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT WendyHurry: UNIT 0x16 0x21 0x0 0x0A [4,2] [4,2] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT ET: UNIT 0x05 0x14 0x0 0x0A [6,11] [6,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x06 0x0A 0x0 0x0A [7,11] [7,8] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Kai: UNIT 0x02 0x02 0x0 0x0A [11,9] [6,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Gate: UNIT 0x16 0x21 0x0 0x0A [0,10] [0,10] [0x12,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x01 0x01 0x0 0x08 [0,11] [0,11] [0x80,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT MariaArena: UNIT 0x13 0x34 0x0 0x0A [12,0] [12,0] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x11 0x1D 0x0 0x0A [13,0] [13,0] [0x4A,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x20 0x11 0x0 0x0A [14,0] [14,0] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT MariaTakeOff: UNIT 0x20 0x11 0x0 0x0A [11,2] [11,2] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT MariaUnit: UNIT 0x20 0x11 0x0 0x08 [3,11] [3,9] [0x01,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Kiego: UNIT 0x011 0x01 0x00 0x08 [3,11] [3,8] [0x80,0x12,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT YenaChase: UNIT 0x01 0x1D 0x0 0x0A [0,5] [10,5] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x70 0x38 0x0 0x0C [0,4] [10,6] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x69 0x38 0x0 0x0C [0,6] [9,5] [0x14,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Turn_events: TURN 0x0 Opening_event [1,0] 0x0 0x0 TURN 0x0 MariaFollow2 [2,0] 0x0 0x0 TURN MariaFollow2: ReinforcementEvent(MariaUnit) ENUN CURF Heath ENUN ENDA MariaTurn2: UNIT Heath 0x01 0x0 Level(1,NPC,False) [3,11] [3,9] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV 0 0xCA749C 0x65 DefeatAll(Ending_event) AFEV Opening_event: OOBB LOU1 MariaGate TEX1 0x081F REMA MOVE 0x13 [1,11] MOVE 0x11 [2,11] MOVE 0x20 [3,11] ENUN DISA 0x20 DISA 0x11 DISA 0x13 ENUN FADI 16 LOMA 0xE [3,11] FADU 16 LOU1 KiegoHouse CURF 0x08 TEX1 0x0819 REMA LOU1 WendyHurry ENUN MOVE 0x16 [4,6] ENUN CURF 0x16 TEX1 0x0828 REMA MOVE 0x01 [14,6] MOVE 0x16 [14,7] ENUN DISA 0x01 DISA 0x16 ENUN DISA 0x08 DISA 0x14 ENUN FADI 16 LOMA 0x3F [6,8] FADU 16 LOU1 Gate ENUN MOVE 0x16 [6,7] MOVE 0x01 [6,8] ENUN CURF 0x16 TEX1 0x081A REMA MOVE 0x16 [6,5] ENUN DISA 0x16 ENUN LOU1 ET ENUN CURF 0x05 TEX1 0x081B REMA LOU1 Kai ENUN CURF 0x02 TEX1 0x081C REMA MOVE 0x02 [6,5] ENUN DISA 0x02 CURF 0x05 TEX1 0x081D REMA MOVE 0x06 [6,5] DISA 0x06 ENUN MOVE 0x01 [6,5] ENUN DISA 0x01 ENUN MOVE 0x05 [6,5] ENUN DISA 0x05 ENUN REMA LOU1 MariaArena ENUN CURF 0x20 MOVE 0x20 [11,2] ENUN DISA 0x20 ENUN MOVE 0x13 [11,2] ENUN DISA 0x13 ENUN MOVE 0x11 [11,2] ENUN DISA 0x11 ENUN TEX1 0x0821 REMA LOU1 MariaTakeOff ENUN MOVE 0x20 [6,5] ENUN DISA 0x20 ENUN FADI 16 LOMA 0x01 [0,0]// This is why no events or turns ever loaded, load the CHAPTER not the MAP when your ready to begin the chapter on said map. Think of it as loading the chapter and not the map, because of you just load the map...its not gonna have any events. FADU 16 LOU1 Kiego ENUN LOU1 MariaUnit ENUN CURF 0x20 TEX1 0x082E REMA MOVE 0x20 [3,11] ENUN DISA 0x20 ENUN LOU1 YenaChase ENUN CURF 0x01 TEX1 0x822 REMA MOVE 0x01 [5,6] ENUN TEX1 0x823 REMA MOVE 0x01 [9,6] ENUN MUS1 0x000F FADI 0x10 BACG 0x31 FADU 0x10 TEX1 0x824 REMA FIGH 0x01 0x70 KB1 $00000000 ENUN KILL 0x70 ENUN UNCR 0x01 0x02 CURF 0x01 FADI 0x10 BACG 0x31 FADU 0x10 TEX1 0x825 REMA MOVE 0x69 [8,5] ENUN FIGH 0x01 0x69 KB2 $00000000 ENUN UNCR 0x01 0x02 MOVE 0x69 [3,0] DISA 0x69 ENUN TEX1 0x826 REMA LOU1 Bad ENUN CUSI 0x11 0 ENUN ENDA Ending_event: MUS1 0x000F BACG 0x31 TEX1 0x0827 REMA FADI 16 MNCH 0x02 ENDA BallistaData: BLST KB1: ALIGN 4 AttackerCritical(36,True) ALIGN 4 EndOfBattle KB2: ALIGN 4 AttackerMiss(True) ALIGN 4 EndOfBattle Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 20, 2012 Author Share Posted June 20, 2012 KB1: ALIGN 4 AttackerCritical(36,True) ALIGN 4 EndOfBattle KB2: ALIGN 4 AttackerMiss(True) ALIGN 4 EndOfBattle what the fuck ALIGN 4 KB2: AttackerCritical(36, True) EndOfBattle ALIGN 4 KB2: AttackerMiss(True) EndOfBattle Quote Link to comment Share on other sites More sharing options...
Kiego Posted June 20, 2012 Share Posted June 20, 2012 (edited) KB1: ALIGN 4 AttackerCritical(36,True) ALIGN 4 EndOfBattle KB2: ALIGN 4 AttackerMiss(True) ALIGN 4 EndOfBattle what the fuck ALIGN 4 KB2: AttackerCritical(36, True) EndOfBattle ALIGN 4 KB2: AttackerMiss(True) EndOfBattle I didn't see how it was used in arch's tut. I thought it went along with everything else. Really wasn't explained. Sorry Sir. EDIT: Fixed and EA reads like it used to but for some reason my lord just hits them for 0 dmg and stalls during the sequence. Edited June 20, 2012 by Kiego Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted June 21, 2012 Share Posted June 21, 2012 (edited) All right, so I've done villages before, and never really had any problems with them, but I'm having a really big issue with the latest one I inserted. The village itself works fine: the conversation plays, the item is rewarded, but then the game glitches out afterwards. I attached a screenshot I took of what happened. Basically, as soon as the village ends, all of the units get unlimited movement, but the game usually freezes or restarts if I try to move them. Like I said, I've done villages before, and nothing like this has happened before. Here are my events: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x21,Pointers) org 0xDF5320 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 Teodor Shaman 0x55 Level(10,Enemy,True) [18,05] [17,06] [Luna, BlueGem] [0x00,0x03,0x09,0x00] UNIT Merc Mercenary 0x45 Level(8,Enemy,True) [17,11] [17,11] [steelSword] [0x00,0x02,0x02,0x00] UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [18,12] [18,12] [ironSword] [0x00,0x02,0x02,0x00] UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [18,14] [18,14] [ironSword] [0x00,0x02,0x02,0x00] UNIT Merc Archer 0x3D Level(7,Enemy,True) [19,04] [19,04] [steelBow] [0x00,0x02,0x02,0x00] UNIT Merc Shaman 0x3D Level(7,Enemy,True) [12,13] [12,13] [Flux] [0x00,0x03,0x02,0x00] UNIT Merc Shaman 0x3D Level(7,Enemy,True) [02,13] [02,13] [Flux] [0x00,0x03,0x02,0x00] UNIT Merc Shaman 0x4D Level(9,Enemy,True) [01,14] [01,14] [Nosferatu] [0x00,0x03,0x02,0x00] UNIT Merc Archer 0x4D Level(8,Enemy,True) [08,02] [08,02] [Longbow] [0x00,0x03,0x02,0x00] UNIT Merc Mage 0x3D Level(7,Enemy,True) [11,12] [11,12] [Thunder] [0x00,0x03,0x02,0x00] UNIT Merc Mage 0x2D Level(5,Enemy,True) [10,04] [10,04] [Fire] [0x00,0x03,0x02,0x00] UNIT Merc Mage 0x2D Level(5,Enemy,True) [06,07] [06,07] [Fire] [0x00,0x03,0x02,0x00] UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [13,04] [13,04] [ironSword] [0x00,0x03,0x02,0x00] UNIT Merc Brigand 0x35 Level(6,Enemy,True) [02,08] [02,08] [HandAxe] [0x00,0x03,0x02,0x00] UNIT Merc Fighter 0x3D Level(7,Enemy,True) [04,07] [04,07] [steelAxe] [0x00,0x03,0x02,0x00] UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [11,15] [11,15] [steelSword] [0x00,0x03,0x02,0x00] UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [10,14] [10,14] [steelSpear] [0x00,0x03,0x02,0x00] UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [04,10] [04,10] [ironSword] [0x00,0x02,0x02,0x00] UNIT Merc Cavalier 0x2D Level(5,Enemy,True) [03,11] [03,11] [ironSword, Javelin] [0x00,0x02,0x02,0x00] UNIT Empty ChickenWings: UNIT Merlinus Citizen 0x00 Level(1,NPC,True) [15,15] [15,15] [Elixir] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements: UNIT Merc Fighter 0x35 Level(6,Enemy,True) [02,15] [02,15] [ironAxe] [0x00,0x02,0x00,0x02] UNIT Merc Fighter 0x35 Level(6,Enemy,True) [03,15] [03,15] [HandAxe] [0x00,0x02,0x00,0x02] UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [04,15] [04,15] [ironSword] [0x00,0x02,0x00,0x02] UNIT Empty Reinforcements1: UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [01,01] [01,01] [steelSword] [0x00,0x02,0x02,0x00] UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [02,01] [02,01] [steelSpear] [0x00,0x02,0x02,0x00] UNIT Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [03,02] [03,02] [ironSword, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Marcus Paladin 0x00 Level(1,Ally,False) [03,03] [03,03] [EmblemSword] [0x00,0x00,0x00,0x00] UNIT Nils Mage 0x00 Level(1,Ally,False) [03,01] [03,01] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Canas Shaman 0x00 Level(1,Ally,False) [01,01] [01,01] [Flux, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Florina_t PegasusKnight 0x00 Level(2,Ally,False) [02,00] [02,00] [slimSpear, Javelin, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Leila Thief_F 0x00 Level(2,Ally,False) [04,02] [04,02] [ironSword, Vulnerary, LockPick] [0x00,0x03,0x09,0x00] UNIT Priscilla Cleric 0x00 Level(2,Ally,False) [00,01] [00,01] [0x00] [0x00,0x00,0x00,0x00] UNIT Kent Cavalier_F 0x00 Level(2,Ally,False) [01,04] [01,04] [ironSword, IronSpear, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Karel Myrmidon 0x00 Level(5,Ally,False) [00,03] [00,03] [KillingEdge, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Heath WyvernKnight 0x00 Level(5,Ally,False) [01,03] [01,03] [steelSpear, Javelin] [0x00,0x00,0x00,0x00] UNIT Empty MaureenColleen: UNIT Florina PegasusKnight 0x00 Level(5,NPC,False) [13,00] [13,02] [ironSpear, Javelin, ElysianWhip] [0x00,0x03,0x00,0x00] UNIT Rebecca Archer 0x00 Level(5,NPC,False) [14,00] [14,03] [ironBow, Vulnerary, OrionsBolt] [0x00,0x03,0x00,0x00] UNIT Empty Perfection: UNIT Fargus Peer 0x00 Level(20,Ally,False) [01,01] [01,02] [KillerLance, Spear, RegalBlade, IronRune] [0x00,0x00,0x00,0x00] UNIT Pent Mage 0x00 Level(1,Ally,False) [02,02] [02,02] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 PreBattle [01,01] 0x00 0x00 TURN 0x00 Turn1 [01,01] 0x0 0x00 TURN 0x00 Turn2 [02,02] 0x0 0x00 TURN 0x00 Turn3 [03,03] 0x0 0x00 TURN 0x00 Turn5 [05,05] 0x0 0x00 TURN 0x00 Turn7 [07,07] 0x0 0x00 TURN 0x00 Turn9 [09,09] 0x0 0x00 CODE $00 PreBattle: OOBB ENDA Turn1: LOU1 Perfection ENUN ENDA Turn2: MUS1 0x0048 CAM1 [14,03] LOU1 MaureenColleen ENUN CURF Rebecca TEX1 0x0863 REMA ENDA Turn3: LOU1 Reinforcements ENUN ENDA Turn5: LOU1 Reinforcements ENUN ENDA Turn7: Lou1 Reinforcements1 ENUN ENDA Turn9: Lou1 Reinforcements1 ENUN ENDA Character_events: CHAR 0x07 StephColleen Florina_t Rebecca $00000000 CHAR 0x08 MicheleMaureen Leila Florina $00000000 CODE $00 StephColleen: MUS1 0x0042 TEX1 0x0866 REMA CUSI Rebecca $00 ENDA MicheleMaureen: MUS1 0x0042 TEX1 0x0867 REMA CUSI Florina $00 ENDA Location_events: Village(0x09,Dnd_Village,11,02) Vendor(VendorUs,10,15) CODE $00 Dnd_Village: FADI 10 MUS1 0x0073 BACG 0x02 FADU 10 TEX1 0x086F REMA ITGV (HerosCrest) ENDA VendorUs: SHLI Vulnerary Heal Fire Flux IronSword SlimSword IronSpear SlimSpear IronBow Misc_events: CauseGameOverIfLordDies DefeatBoss(Ending_event) CODE $00 Opening_event: LOU1 Good ENUN CAM1 Lyn_t CURF Lyn_t FADI 10 MUS1 0x0006 BACG 0x1C FADU 10 TEX1 0x085A REMA MOVE Marcus [17,07] ENUN CAM1 Marcus CURF Marcus TEX1 0x085B REMA LOU1 Bad ENUN FADI 10 MUS1 0x0064 BACG 0x36 FADU 10 TEX1 0x085C REMA TEX1 0x85D REMA FIGH Teodor Marcus CatPain $00000000 REMA TEX1 0x085E REMA UNCR Teodor 0x02 MOVE Teodor [18,05] ENUN CAM1 Lyn_t CURF Lyn_t FADI 10 MUS1 0x0041 BACG 0x1C FADU 10 TEX1 0x085F REMA CURF Heath FADI 10 BACG 0x23 TEX1 0x860 BACG 0x1C TEX1 0x86C REMA LOU1 ChickenWings ENUN MOVE Marcus [16,15] 0x01 ENUN MUS1 0x0056 TEX1 0x0861 REMA DISA Merlinus ENUN CUSI Marcus $00 DISA Marcus ENUN CAM1 Heath CURF Heath FADI 10 MUS1 0x0044 BACG 0x23 FADU 10 TEX1 0x0862 REMA CURF Lyn_t TEX1 0x086D REMA CAM1 [07,15] REPA Marcus REPA [07,15] ENUN MOVE Marcus [04,04] ENUN TEX1 0x0864 REMA ENDB CatPain: CODE $10000002 CODE $00800000 ENDA Ending_event: FADI 10 MUS1 0x0003 BACG 0x36 FADU 10 TEX1 0x086B TEX1 0x0865 MNCH 0x06 STAL 1 _0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? The chapter only gets messed up after the village. Otherwise, it works fine, so I know it's a problem with the village. Any idea what went wrong? Thanks! Edited June 21, 2012 by GeminiTheSpy Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 21, 2012 Author Share Posted June 21, 2012 I remember a bunch of people having that glitch... can you post a picture of your map? Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted June 21, 2012 Share Posted June 21, 2012 I took the picture from Mappy. Hope that's okay. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 21, 2012 Author Share Posted June 21, 2012 idunno if this is the problem, but... ITGV (HerosCrest) what's with the parenthesis? Quote Link to comment Share on other sites More sharing options...
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