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Event Assembler Questions Thread


CT075
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Alright, new problem arise.

Taking the same map a step further making an ambush spawn.

Bad guys spawns from the lone village after a text event, but when the turn that trigger this come around, it simply move to the village then go black, there was an error involved but it appeared and disappeared quickly.

TurnEventPlayer(0x00,VillageAmbush,3)

----

VillageAmbush:
STAL (0x20)
CAM1 [16,6]
CURF [22,2]
Text(0x02,0x803)
LOU1 Ambush
ENUN
CAM1 Metztli
CURF Metztli
Text(0x804)
ENDA

Edited by Fateborn
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Is there any way to force promote in FE7 during the chapter? I searched the docs I have and only found one for FE8.

And how do I fix the error the Assembler is giving me when it says did not reach end stopped at colon(:) or sometimes comma(,)?

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Is there any way to force promote in FE7 during the chapter? I searched the docs I have and only found one for FE8.

And how do I fix the error the Assembler is giving me when it says did not reach end stopped at colon(:) or sometimes comma(,)?

As far as I know, only the main lord can be promoted through that for FE7

Depends on the line EA says it stopped on; probably didn't use the correct number of parameters or used a different type of parameter or something

Edited by Aura Wolf
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Heads up this may contain more errors than the few I am asking about.

#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 TrapData TrapData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

// Units

Chests:

UNIT 0x3E 0x0A 0x00 Level(5, Enemy, 0) [1,4] [1,4] [0x03, 0x6A] PursueWithoutHeed

UNIT 0x3E 0x0A 0x00 Level(5, Enemy, 0) [12,10] [12,10] [0x03, 0x88] PursueWithoutHeed

UNIT 0x3E 0x18 0x00 Level(10, Enemy, 0) [40,18] [40,18] [0x2C] NoAI

UNIT 0x3E 0x18 0x00 Level(10, Enemy, 0) [39,17] [39,17] [0x2C] NoAI

UNIT

Gaurdian:

UNIT 0x53 0x3B 0x00 Level(5, Enemy, 0) [2,11] [2,11] [0x29, 0x2A, 0x24] PursueWithoutHeed

UNIT

Jailed:

UNIT 0x06 0x34 0x00 Level(15, NPC, 0) [12,4] [12,4] [0x1C, 0x1B, 0x14, 0x67] NoAI

UNIT 0x08 0x1C 0x00 Level(15, NPC, 0) [19,7] [19,7] [0x3F, 0x40, 0x66] NoAI

UNIT 0x0B 0x0C 0x00 Level(5, NPC, 0) [1,7] [1,7] [0x07, 0x23, 0x89] NoAI

UNIT

Good:

UNIT 0x03 0x02 0x00 Level(1, Ally, 0) [13,7] [13,7] [0x0A, 0x6A, 0x02] NoAI

UNIT 0x36 0x3C 0x03 Level(1, Ally, 0) [0,14] [3,15] [0x01, 0x69, 0x69] NoAI

UNIT

Bad:

UNIT 0x01 0x07 0x00 Level(10, Enemy, 0) [47,14] [47,14] [0x84, 0x09, 0x1D] Guard

UNIT 0x61 0x0C 0x01 Level(10, Enemy, 0) [46,16] [46,16] [0x0B, 0x24] AttackInRange

UNIT 0x61 0x10 0x01 Level(10, Enemy, 0) [48,16] [48,16] [0x0B, 0x0C] AttackInRange

UNIT 0x61 0x3B 0x01 Level(10, Enemy, 0) [47,17] [47,17] [0x29, 0x2A] AttackInRange

UNIT

Bad2:

UNIT 0x61 0x26 0x01 Level(10, Enemy, 0) [46,13] [46,13] [0x48, 0x45, 0x4B] HealUnits

UNIT 0x61 0x22 0x01 Level(10, Enemy, 0) [48,13] [48,13] [0x3D, 0x3B, 0x4B] AttackInRange

UNIT 0x61 0x1E 0x01 Level(10, Enemy, 0) [47,12] [47,12] [0x43, 0x42, 0x4C] HealUnits

UNIT

Ney:

UNIT 0x1A 0x5A 0x00 Level(20, Ally, 0) [17,3] [17,3] [0x3C, 0x43, 0x4E] NoAI

UNIT

Anti:

UNIT 0x24 0x3E 0x00 Level(20, Enemy, 0) [18,3] [18,3] [0x0E] Guard

UNIT

Turn_events:

TurnEventPlayer(0x0,Opening_event,1)

TurnEventPlayer(0x5,JoinRNG,10)

TurnEventPlayer(0x5,RNGLeave,11)

End_MAIN

Character_events:

End_MAIN

Location_events:

//SecretShop(Secret,1,11)

Seize(47,14)

Door(6,14)

Door(4,10)

Door(4,7)

Door(4,4)

Door(4,2)

Door(10,3)

Door(10,7)

Door(17,6)

Door(22,6)

Door(20,1)

Door(24,17)

Door(25,16)

Door(25,14)

Door(26,10)

Door(19,10)

Door(28,16)

Door(44,13)

Door(44,17)

Chest(0x70,1,1)

ChestMoney(10000,14,16)

Chest(0x0B,15,16)

Chest(0x43,23,8)

Chest(0x8C,23,1)

Seize(33,LastTrial,47,14)

END_MAIN

Misc_events:

CauseGameOverIfLordDies

End_MAIN

TrapData:

GAST [36,17] 0x2 [1,1]

FIRE [11,10] 0x0 [1,1]

FIRE [28,13] 0x0 [1,1]

FIRE [30,13] 0x0 [1,1]

FIRE [32,13] 0x0 [1,1]

FIRE [34,13] 0x0 [1,1]

FIRE [36,13] 0x0 [1,1]

FIRE [38,13] 0x0 [1,1]

FIRE [40,13] 0x0 [1,1]

FIRE [42,13] 0x0 [1,1]

FIRE [9,7] 0x0 [1,1]

FIRE [5,10] 0x0 [1,1]

FIRE [5,7] 0x0 [1,1]

FIRE [5,4] 0x0 [1,1]

FIRE [5,2] 0x0 [1,1]

FIRE [9,3] 0x0 [1,1]

FIRE [19,1] 0x0 [1,1]

GAST [16,5] 0x1 [1,1]

GAST [23,5] 0x0 [1,1]

ALIGN 4

End_MAIN

Opening_event:

VCBF 1

OOBB

HIDEMAP

LOU1 Good

LOU1 Bad

LOU1 Bad2

LOU1 Chests

LOU1 Jailed

LOU1 Gaurdian

ENUN

CAM1 0x36

FADI 0x10

BACG 0x3C

FADU 0x10

CAM1 0x03

STAL 15

TEX1 0x0810

REMA

SHOWMAP

FADI 0x10

HIDEMAP

BACG 0x3C

FADU 0x10

SHOWMAP

TEX1 0x0811

REMA

ALIGN 4

ENDA

Ending_event:

ENDA

// Events

GuyTalk:

TurnAlly(0x06)

ENDA

DorcTalk:

TurnAlly(0x08)

ENDA

WinTalk:

TurnAlly(0x0B)

ENDA

JoinRNG:

WarpIn(Ney,17,3)

ENUN

LOU1 Anti

//_0xE3 0xCB401C [18*0x10-1,3*0x10-1]

// SOUN 0x2F6

ENUN

ENDA

RNGLeave:

FIGH Attacker Defender RNG Fight RNG Fight2

WARP 0x1A out 0x1A

ENDA

RNG Fight:

BLDT Silencer

ENDA

RNG Fight2:

End of battle

ENDA

LastTrial:

FADI 0x10

BACG 0x3C

FADU 0x10

//TEX1

REMA

Map_change_by_position(25, 1)

//MACC [25, 1]

ENUN

// Manual Movement

// Scripted Fights

Lol:

AttackerSilencer(60,1)

BLDT

// Shop Data

MESSAGE Events end at offset currentOffset

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that ASMC code will promote eliwood if you use it in lyn mode

Yay learning

Get rid of RNG Fight, RNG Fight2, and the stuff under the two.

RNGLeave:
FIGH Attacker Defender Lol ScriptedBattle //Remember to change the attacker and defender to an actual unit
WarpOut(0x1A) //Might be WarpIn though; Iirc they are reversed or something? Try both of them out, separately 
ENDA
 
...
 
Lol:
AttackerSilencer(1,0) //It's (lastAttack,targetHP) for Silencer, not (damage,lastAttack)
BLDT

Get rid of the space in the map change so that it's just (25,1).

Oh, and for future reference, don't put spaces in the label name; just use underscores.

Edited by Aura Wolf
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they should?

i've actually been meaning to create an general purpose "promote anyone" code for a long time; it's mostly been delayed in favor of more interesting projects (i'll come back to it once my energy comes back)

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How to I restrict actions to a text box?

Specifically, what's going is that I have a brown text box (Tex6) centered in the screen, that loads during Opening_event, the text box shows up when everything is loaded yet for some reason interacting with it (eg. pressing A) affects both the game and the text box. How do I fix this?

Opening_event:
OOBB
LOU1 Good
ENUN
LOU1 Bad
ENUN
CURF Batta
CAM1 [2,2]
REMA
Tex6 0x5 [0,0] (0x0791)
ENDA

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How to I restrict actions to a text box?

Specifically, what's going is that I have a brown text box (Tex6) centered in the screen, that loads during Opening_event, the text box shows up when everything is loaded yet for some reason interacting with it (eg. pressing A) affects both the game and the text box. How do I fix this?

_ASM0x42 $83181

Put this under TEX6

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MUS2 Nothing
//If this ends up sounding too abrupt or something, then you could also put MUSI and STAL before this

Put this in the event where you want it to stop

MURE *Fade out speed*

This will return it to the original music

Edited by Aura Wolf
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to elaborate

you make a separate entry in the chapter data editor that uses the desired map; it doesn't really matter what else you do with that chapter slot unless you intend to actually play on it (although I would recommend setting it to use the same events).

LOMA that slot, run your events, then LOMA back to the original map when you're done.

Edited by CT075
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Trying to get the FIGH code to work, but it states the codes AttackerHit and the likes are not found.

Here's my code in order as how I put them in.

Lastbattle:
AttackerHit(17)
DefenderCritical(0)
AttackerCritical(51)
BLDT


And a part of the cut off event (to hide few of the details between the previous and the current)


MOVE Serra [22,3]
FIGH Serra Uhai Lastbattle $00000000
UNCR Serra 0x02

If anyone could help me clear up few things about FIGH since Arch wasn't very clear with his explanation of it in that dummies thread. (Tried to pm, hadn't been replied to yet, and I'd like to move forward to the next chapter without worries about the current)

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post your whole event file

Party pooper.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include definitions.txt

EventPointerTable(0x06,ThisChapter)

ORG 0xD80000

ThisChapter:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN NemlyisArmy Ambush Messenger

POIN MaroonForce Visitor

POIN Opening_event Ending_event

Messenger:

UNIT Nemlyis Soldier Alvaria Level(6, Enemy, 1) [2,2] [20,11] [ironSpear] AttackInRange

UNIT Empty

NemlyisArmy:

UNIT Alvaria Myrmidon_F 0x00 Level(3, Enemy, 0) [2,2] [2,2] [slimSword] Guard // Delete

UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [3,5] [ironSpear] AttackInRange // Delete

UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [1,7] [ironSpear] AttackInRange // Delete

UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [7,6] [ironSpear] AttackInRange // Delete

UNIT Nemlyis Fighter Alvaria Level(5, Enemy, 1) [2,2] [4,8] [ironAxe] AttackInRange // Delete

UNIT Nemlyis Fighter Alvaria Level(5, Enemy, 1) [2,2] [10,7] [ironAxe] AttackInRange // Delete

UNIT Nemlyis Knight Alvaria Level(5, Enemy, 1) [2,2] [2,3] [silverSpear] Guard // Delete

UNIT Nemlyis Archer Alvaria Level(7, Enemy, 1) [11,4] [12,5] [ironBow] AttackInRange // Delete

UNIT Nemlyis Paladin_F Alvaria Level(1, Enemy, 0) [2,2] [10,9] [braveAxe,Javelin] Guard

UNIT Nemlyis Cavalier Alvaria Level(5, Enemy, 1) [2,2] [1,4] [ironSpear,SteelSword] PursueWithoutHeed

UNIT Nemlyis Cavalier Alvaria Level(5, Enemy, 1) [2,2] [3,4] [ironSword,SteelSpear] PursueWithoutHeed

UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [12,10] [ironSpear] PursueWithoutHeed

UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [10,11] [ironSpear] PursueWithoutHeed

UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [12,13] [ironSpear] PursueWithoutHeed

UNIT Empty

Ambush:

UNIT Uhai Monk 0x00 Level(3, Enemy, 0) [22,2] [22,2] [Lightning] Guard

UNIT Bandit Brigand Uhai Level(5, Enemy, 1) [22,2] [21,6] [ironAxe] PursueWithoutHeed

UNIT Bandit Fighter Uhai Level(4, Enemy, 1) [22,2] [23,6] [HandAxe] PursueWithoutHeed

UNIT Bandit Brigand Uhai Level(5, Enemy, 1) [22,2] [19,3] [ironAxe] PursueWithoutHeed

UNIT Bandit Brigand Uhai Level(5, Enemy, 1) [22,2] [18,6] [ironAxe] PursueWithoutHeed

UNIT Bandit Cavalier Uhai Level(5, Enemy, 1) [22,2] [19,5] [ironSword,IronSpear] PursueWithoutHeed

UNIT Empty

MaroonForce:

UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [22,14] [21,14] [ManiKatti, Vulnerary] NoAI // Delete

UNIT Kanon Archer_F Metztli Level(1, Ally, 0) [23,13] [23,13] [ironBow,ShortBow, Vulnerary] NoAI // Delete

UNIT Sean Cavalier Lyn_t Level(1, Ally, 0) [22,15] [22,15] [ironSword, IronSpear, Vulnerary] NoAI // Delete

UNIT Empty

Visitor:

UNIT Heath WyvernLord_F 0x00 Level(1, NPC, 0) [0,16] [1,16] [steelSpear] NoAI

UNIT Empty

BloodCuller:

UNIT Serra BladeLord 0x00 Level(17,Enemy, 1) [23,6] [22,4] [WoDao,Luna] NoAI

UNIT Empty

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TurnEventEnemy(0x00,Visiting,3)

TurnEventPlayer(0x00,Village,4)

TURN

Character_events:

CharacterEventBothWays(0x06,GlaiveAid,Heath,Metztli)

CharacterEvent(0x07,EoniaReturn,Metztli,Alvaria)

CHAR

Location_events:

Seize(0x01,Ending_event,2,2)

Village(0x02,KnightVisit,11,4)

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

BallistaData:

BLST

ALIGN 4

Opening_event:

Text(0x15,0x800)

CAM1 [16,11]

CURF [22,14]

Text(0x19,0x801)

LOU1 MaroonForce

ENUN

STAL (0x30)

CAM1 [3,5]

CURF [2,2]

Text(0x10,0x802)

LOU1 Messenger

ENUN

STAL (0x20)

CAM1 [16,11]

MOVE Metztli [21,12]

CURF [20,11]

Text(0x22,0x803)

STAL (0x10)

CMOF

MOVE [20,11] [-1,10]

MOVE Metztli [21,13]

DISA [-1,10]

LOU1 NemlyisArmy

ENUN

CAM1 Metztli

ENDA

Visiting:

STAL (0x20)

CAM1 [7,12]

LOU1 Visitor

ENUN

CURF Heath

Text(0x59,0x805)

TurnAlly(Heath)

ENDA

GlaiveAid:

Text(0x806)

ENDA

Village:

CAM1 [16,4]

CURF [22,2]

Text(0x02,0x804)

LOU1 Ambush

ENUN

CAM1 Metztli

CURF Metztli

Text(0x22,0x807)

ENDA

KnightVisit:

Text(0x01,0x808)

ITGV Rapier

ENDA

EoniaReturn:

Text(0x36,0x808)

TurnAlly(Alvaria)

ENDA

Lastbattle:

AttackerHit(17)

DefenderCritical(0)

AttackerCritical(51)

BLDT

Ending_event:

CURF Metztli

Text(0x22,0x809)

FADU 0x05

CAM1 [16,4]

LOU1 BloodCuller

FADI 0x05

CURF Serra

Text(0x22,0x810)

MOVE Serra [22,3]

FIGH Serra Uhai Lastbattle $00000000

UNCR Serra 0x02

CURF Serra

Text(0x22,0x811)

FADU 0x05

MNCH 0x01

ENDA

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

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