RandomSwordmaster Posted July 18, 2015 Share Posted July 18, 2015 (edited) One other question, is there a command for warping in a unit in FE8? Or is that FE7 only? Never mind, there is one, though when I try to use it, it says incorrect parameters. These are the macros. WarpIn(char,x,y) WarpOut(char,x,y) Also, I have no idea how the LOAD1 command works in FE8. It apparently requires 2 parameters, one of which is the unit list. I have no idea what the other is. That and displaying text in FE8 seems to be messed up. EDIT: figured out the text. Edited July 19, 2015 by RandomSwordmaster Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 19, 2015 Share Posted July 19, 2015 @Cam: That's good info. So then it should theoretically cause a GameOver on the NPC phase too then, right? @Prime: I think I see what you're saying, and it did lead to a bit of a breakthrough in terms of understanding events a little bit better, but I still can't get it to work. What you suggested was a needed fix, because it would screw up the chapter if the player units could disable the event by standing there, but my issue is the step before that: when the player unit waits there, the GameOver triggers, which I don't want to happen on the Player Phase. Here's what I have now (relevant bits only): Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV //... Protect: IFAF 0x01 0x7A2F1 //Tried IFAT, same result but no text. TEX1 0x0059 REMA ELSE 0x02 ENIF 0x01 ENUF 0x09 ENIF 0x02 GameOver ENDA Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted July 19, 2015 Share Posted July 19, 2015 Well....now my game crashes on turn 18 when I spawn in a unit to troll the player.Here's my events. //Made by Camtech075 of SerenesForest//Modified by Nintenlord#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x07,ThisChapter)ORG 0x1000BD0ThisChapter:Pointers:POIN TurnBasedEventsPOIN CharacterBasedEventsPOIN LocationBasedEventsPOIN MiscBasedEventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN BeginningScene EndingSceneBad:UNITGood:UNITEslicer:UNIT Eliwood Myrmidon 0x00 Level(20,Ally,False) [2,27] [2,27] [Armourslayer] NoAIUNIT 0x75 Bishop 0x00 Level(20,Ally,False) [29,29] [29,29] [TorchStaff] NoAIUNITBlockers:UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,28] [8,28] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,27] [8,27] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,26] [8,26] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,28] [15,28] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,27] [15,27] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,26] [15,26] [slimLance] GuardUNIT 0x6E Knight 0x00 Level(1,Enemy,False) [24,26] [24,26] [slimLance, MemberCard] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,27] [24,27] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,23] [24,23] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,22] [24,22] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,21] [24,21] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [17,23] [17,23] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [17,22] [17,22] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [17,21] [17,21] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(20,Enemy,True) [2,21] [2,21] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(20,Enemy,True) [3,20] [3,20] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [5,18] [5,18] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [5,17] [5,17] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [5,16] [5,16] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [13,18] [13,18] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [13,17] [13,17] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [13,16] [13,16] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [26,16] [26,16] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [27,17] [27,17] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [28,18] [28,18] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,13] [24,13] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,12] [24,12] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,11] [24,11] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,13] [15,13] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,12] [15,12] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,11] [15,11] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [2,9] [2,9] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [3,9] [3,9] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,8] [6,8] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,7] [6,7] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,6] [6,6] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,5] [6,5] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,4] [6,4] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,3] [6,3] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,8] [15,8] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,7] [15,7] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,6] [15,6] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,5] [15,5] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,4] [15,4] [slimLance] GuardUNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,3] [15,3] [slimLance] GuardUNITEvil:UNIT Bauker Paladin 0x00 Level(20,Enemy,False) [28,5] [28,5] [slimLance] GuardUNITTrapperone1:UNIT 0x6D General 0x00 Level(20,Enemy,False) [23,23] [23,23] [slimLance] GuardUNITTrapperone2:UNIT 0x6D General 0x00 Level(20,Enemy,False) [23,22] [23,22] [slimLance] GuardUNITTrapperone3:UNIT 0x6D General 0x00 Level(20,Enemy,False) [23,21] [23,21] [slimLance] GuardUNITTrapperone4:UNIT 0x6D General 0x00 Level(20,Enemy,False) [26,23] [26,23] [slimLance] GuardUNITTrapperone5:UNIT 0x6D General 0x00 Level(1,Enemy,False) [26,22] [26,22] [slimLance] GuardUNITTrapperone6:UNIT 0x6D General 0x00 Level(20,Enemy,False) [26,21] [26,21] [slimLance] GuardUNITTrappertwo1:UNIT 0x6D General 0x00 Level(20,Enemy,False) [8,23] [8,23] [slimLance] GuardUNITTrappertwo2:UNIT 0x6D General 0x00 Level(20,Enemy,False) [8,21] [8,21] [slimLance] GuardUNITTrappertwo3:UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,22] [8,22] [slimLance] GuardUNITTrappertwo4:UNIT 0x6D General 0x00 Level(20,Enemy,False) [4,23] [4,23] [slimLance] GuardUNITTrappertwo5:UNIT 0x6D General 0x00 Level(20,Enemy,False) [4,22] [4,22] [slimLance] GuardUNITTrappertwo6:UNIT 0x6D General 0x00 Level(20,Enemy,False) [4,21] [4,21] [slimLance] GuardUNITChesttrap:UNIT 0x6D General 0x00 Level(1,Enemy,False) [1,11] [1,11] [slimLance] GuardUNIT 0x6D General 0x00 Level(1,Enemy,False) [1,13] [1,13] [slimLance] GuardUNIT 0x6E Knight 0x00 Level(1,Enemy,False) [2,12] [2,12] [Vulnerary] GuardUNITGHEBSPAWN:UNIT Batta Warrior 0x00 Level(1,Enemy,False) [28,12] [28,12] [swordSlayer] PursueWithoutHeedUNITMONIKER:UNIT Jaffar Sage 0x00 Level(20,NPC,False) [15,12] [15,12] [Excalibur] NoAIUNITList:SHLI HeroCrestFirstTrap:WarpIn(Trapperone1,23,23)WarpIn(Trapperone2,23,22)WarpIn(Trapperone3,23,21)WarpIn(Trapperone4,26,23)WarpIn(Trapperone5,26,22)WarpIn(Trapperone6,26,21)ENUNText(0x904)REMAENDASecondTrap:WarpIn(Trappertwo1,8,23)WarpIn(Trappertwo2,8,22)WarpIn(Trappertwo3,8,21)WarpIn(Trappertwo4,4,23)WarpIn(Trappertwo5,4,22)WarpIn(Trappertwo6,4,21)ENUNText(0x905)REMAENDADelTrap2:WarpOut(8,23)WarpOut(8,22)WarpOut(8,21)WarpOut(4,23)WarpOut(4,22)WarpOut(4,21)ENUNENDADelTrap1:WarpOut(23,23)WarpOut(23,22)WarpOut(23,21)WarpOut(26,23)WarpOut(26,22)WarpOut(26,21)ENUNENDAGhebishere:WarpIn(Lucius,28,12)ENUNText(0x909)REMAENDAGhebFight:DefenderMiss(0x00)AttackerCritical(120,0x01)BLDTGhebSuicide:Text(0x906)WarpIn(Jaffar,15,12)FIGH Lucius Jaffar GhebFight 00000000TEX1 0x910REMAWarpOut(15,12)Text(0x908)REMAENDAGOver:TEX1 0x91BREMAKILL EliwoodENDAFreeGold:MONE 0x00 0x0001TEX1 0x91CREMALOU1 ChesttrapENDATurnBasedEvents:TURN 0x00 BeginningScene [1,1] 0x0 0x00TURN 0x00 GOver [25,25] 0x0 0x00TURN 0x00 Ghebishere [18,18] 0x0 0x00TURN 0x00 GhebSuicide [20,20] 0x0 0x00TURN 0x00 FirstTrap [6,6] 0x0 0x00TURN 0x00 DelTrap1 [7,7] 0x0 0x00TURN 0x00 SecondTrap [12,12] 0x0 0x00TURN 0x00 DelTrap2 [13,13] 0x0 0x00END_MAINCharacterBasedEvents:END_MAINLocationBasedEvents:SecretShop(List,1,1)END_MAINMiscBasedEvents:CauseGameOverIfLordDiesAREA 0x15 FreeGold [1,11] [2,12]DefeatBoss(EndingScene)END_MAINBeginningScene:FADI 5LOU1 BlockersLOU1 EvilLOU1 EslicerENUNFADU 5Text(0x10,0x903)REMAENDAEndingScene:Text(0x91A)REMAMNCH 0x00ENDATrapData:ENDTRAPMESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 19, 2015 Share Posted July 19, 2015 @Cam: That's good info. So then it should theoretically cause a GameOver on the NPC phase too then, right? @Prime: I think I see what you're saying, and it did lead to a bit of a breakthrough in terms of understanding events a little bit better, but I still can't get it to work. What you suggested was a needed fix, because it would screw up the chapter if the player units could disable the event by standing there, but my issue is the step before that: when the player unit waits there, the GameOver triggers, which I don't want to happen on the Player Phase. Here's what I have now (relevant bits only): Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV //... Protect: IFAF 0x01 0x7A2F1 //Tried IFAT, same result but no text. TEX1 0x0059 REMA ELSE 0x02 ENIF 0x01 ENUF 0x09 ENIF 0x02 GameOver ENDA Let me see if I understand what you want to happen: If an enemy steps into this area, display some text and cause a game over. Is this correct? You're causing a game over to occur regardless of whether the condition is true or false, since GameOver is outside the conditional. Move it to immediately after the REMA and before the ELSE. Well....now my game crashes on turn 18 when I spawn in a unit to troll the player. Here's my events. //Made by Camtech075 of SerenesForest //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0x1000BD0 ThisChapter: Pointers: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN BeginningScene EndingScene Bad: UNIT Good: UNIT Eslicer: UNIT Eliwood Myrmidon 0x00 Level(20,Ally,False) [2,27] [2,27] [Armourslayer] NoAI UNIT 0x75 Bishop 0x00 Level(20,Ally,False) [29,29] [29,29] [TorchStaff] NoAI UNIT Blockers: UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,28] [8,28] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,27] [8,27] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,26] [8,26] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,28] [15,28] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,27] [15,27] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,26] [15,26] [slimLance] Guard UNIT 0x6E Knight 0x00 Level(1,Enemy,False) [24,26] [24,26] [slimLance, MemberCard] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,27] [24,27] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,23] [24,23] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,22] [24,22] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,21] [24,21] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [17,23] [17,23] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [17,22] [17,22] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [17,21] [17,21] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(20,Enemy,True) [2,21] [2,21] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(20,Enemy,True) [3,20] [3,20] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [5,18] [5,18] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [5,17] [5,17] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [5,16] [5,16] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [13,18] [13,18] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [13,17] [13,17] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [13,16] [13,16] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [26,16] [26,16] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [27,17] [27,17] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [28,18] [28,18] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,13] [24,13] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,12] [24,12] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [24,11] [24,11] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,13] [15,13] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,12] [15,12] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,11] [15,11] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [2,9] [2,9] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [3,9] [3,9] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,8] [6,8] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,7] [6,7] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,6] [6,6] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,5] [6,5] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,4] [6,4] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [6,3] [6,3] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,8] [15,8] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,7] [15,7] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,6] [15,6] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,5] [15,5] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,4] [15,4] [slimLance] Guard UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [15,3] [15,3] [slimLance] Guard UNIT Evil: UNIT Bauker Paladin 0x00 Level(20,Enemy,False) [28,5] [28,5] [slimLance] Guard UNIT Trapperone1: UNIT 0x6D General 0x00 Level(20,Enemy,False) [23,23] [23,23] [slimLance] Guard UNIT Trapperone2: UNIT 0x6D General 0x00 Level(20,Enemy,False) [23,22] [23,22] [slimLance] Guard UNIT Trapperone3: UNIT 0x6D General 0x00 Level(20,Enemy,False) [23,21] [23,21] [slimLance] Guard UNIT Trapperone4: UNIT 0x6D General 0x00 Level(20,Enemy,False) [26,23] [26,23] [slimLance] Guard UNIT Trapperone5: UNIT 0x6D General 0x00 Level(1,Enemy,False) [26,22] [26,22] [slimLance] Guard UNIT Trapperone6: UNIT 0x6D General 0x00 Level(20,Enemy,False) [26,21] [26,21] [slimLance] Guard UNIT Trappertwo1: UNIT 0x6D General 0x00 Level(20,Enemy,False) [8,23] [8,23] [slimLance] Guard UNIT Trappertwo2: UNIT 0x6D General 0x00 Level(20,Enemy,False) [8,21] [8,21] [slimLance] Guard UNIT Trappertwo3: UNIT 0x6D Knight 0x00 Level(1,Enemy,False) [8,22] [8,22] [slimLance] Guard UNIT Trappertwo4: UNIT 0x6D General 0x00 Level(20,Enemy,False) [4,23] [4,23] [slimLance] Guard UNIT Trappertwo5: UNIT 0x6D General 0x00 Level(20,Enemy,False) [4,22] [4,22] [slimLance] Guard UNIT Trappertwo6: UNIT 0x6D General 0x00 Level(20,Enemy,False) [4,21] [4,21] [slimLance] Guard UNIT Chesttrap: UNIT 0x6D General 0x00 Level(1,Enemy,False) [1,11] [1,11] [slimLance] Guard UNIT 0x6D General 0x00 Level(1,Enemy,False) [1,13] [1,13] [slimLance] Guard UNIT 0x6E Knight 0x00 Level(1,Enemy,False) [2,12] [2,12] [Vulnerary] Guard UNIT GHEBSPAWN: UNIT Batta Warrior 0x00 Level(1,Enemy,False) [28,12] [28,12] [swordSlayer] PursueWithoutHeed UNIT MONIKER: UNIT Jaffar Sage 0x00 Level(20,NPC,False) [15,12] [15,12] [Excalibur] NoAI UNIT List: SHLI HeroCrest FirstTrap: WarpIn(Trapperone1,23,23) WarpIn(Trapperone2,23,22) WarpIn(Trapperone3,23,21) WarpIn(Trapperone4,26,23) WarpIn(Trapperone5,26,22) WarpIn(Trapperone6,26,21) ENUN Text(0x904) REMA ENDA SecondTrap: WarpIn(Trappertwo1,8,23) WarpIn(Trappertwo2,8,22) WarpIn(Trappertwo3,8,21) WarpIn(Trappertwo4,4,23) WarpIn(Trappertwo5,4,22) WarpIn(Trappertwo6,4,21) ENUN Text(0x905) REMA ENDA DelTrap2: WarpOut(8,23) WarpOut(8,22) WarpOut(8,21) WarpOut(4,23) WarpOut(4,22) WarpOut(4,21) ENUN ENDA DelTrap1: WarpOut(23,23) WarpOut(23,22) WarpOut(23,21) WarpOut(26,23) WarpOut(26,22) WarpOut(26,21) ENUN ENDA Ghebishere: WarpIn(Lucius,28,12) ENUN Text(0x909) REMA ENDA GhebFight: DefenderMiss(0x00) AttackerCritical(120,0x01) BLDT GhebSuicide: Text(0x906) WarpIn(Jaffar,15,12) FIGH Lucius Jaffar GhebFight 00000000 TEX1 0x910 REMA WarpOut(15,12) Text(0x908) REMA ENDA GOver: TEX1 0x91B REMA KILL Eliwood ENDA FreeGold: MONE 0x00 0x0001 TEX1 0x91C REMA LOU1 Chesttrap ENDA TurnBasedEvents: TURN 0x00 BeginningScene [1,1] 0x0 0x00 TURN 0x00 GOver [25,25] 0x0 0x00 TURN 0x00 Ghebishere [18,18] 0x0 0x00 TURN 0x00 GhebSuicide [20,20] 0x0 0x00 TURN 0x00 FirstTrap [6,6] 0x0 0x00 TURN 0x00 DelTrap1 [7,7] 0x0 0x00 TURN 0x00 SecondTrap [12,12] 0x0 0x00 TURN 0x00 DelTrap2 [13,13] 0x0 0x00 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: SecretShop(List,1,1) END_MAIN MiscBasedEvents: CauseGameOverIfLordDies AREA 0x15 FreeGold [1,11] [2,12] DefeatBoss(EndingScene) END_MAIN BeginningScene: FADI 5 LOU1 Blockers LOU1 Evil LOU1 Eslicer ENUN FADU 5 Text(0x10,0x903) REMA ENDA EndingScene: Text(0x91A) REMA MNCH 0x00 ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset The warp macro you're using is: WarpIn(UnitPointer, X, Y) Notice that it's a unit POINTER. 'Lucius' is a definition for a character ID. To use that version of the macro properly you need to do something like this: WarpScene: WarpIn(LuciusUnit, 5, 5) ENDA LuciusUnit: UNIT /*Unit info goes here */ UNIT Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted July 19, 2015 Share Posted July 19, 2015 OHHHH! Makes sense now. THANK U SO MUCH PRIME! Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 20, 2015 Share Posted July 20, 2015 Wow, that seems so obvious in retrospect. That also explains why the text worked with IFAF and not IFAT. Thank you Prime! (For the record: I did end up having to use IFAT) Even cooler, it doesn't prevent NPCs. Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 23, 2015 Share Posted July 23, 2015 Here's another question: Would it be possible to make "droppable" gold go straight into the player's funds? I know there's a MONE command for villages and other story events, but I don't know if it would be possible to link something like this to an enemy's death. Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 23, 2015 Share Posted July 23, 2015 (edited) I think I'm starting to grasp Events and Conditions, but I'm still having trouble. What I'm trying to do is make it so that when the player defeats a certain type of enemy, gold is sent straight to his funds (the gold item needs to be sold, or at least from what I can tell, so I'm trying this instead). So I tried writing something like this: PirateBooty: IFCD 0x03 0xD8 MONE 0x00 500 ELSE 0x04 ENIF 0x03 ENIF 0x04 ENUF 0x10 ENDA Assuming that such a code will even work, my question is: where do I put "PirateBooty" so that the game checks to see if 0xD8 has died? Like, what type of event would it be? Even then, I don't think it'd work, because there are multiple 0xD8's on the map simultaneously, and I'm assuming that if it sees one alive, it won't trigger. Can anyone help me either figure out a way to make this work, or provide some alternative? Thanks in advance. EDIT/UPDATE: I tried making it an AREA event spanning the whole map, and that didn't even work at all, even when all of the 0xD8's were dead. Edited July 23, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 23, 2015 Share Posted July 23, 2015 If you want something to happen when a character dies, just use an AFEV scene instead, and have the death quote id be the id that triggers the AFEV. Example: MiscEvents: AFEV EventIDHere SomePointer DeathQuoteIDHere AFEV SomePointer: /* Put your stuff here */ ENDA Quote Link to comment Share on other sites More sharing options...
Shamison Posted July 24, 2015 Share Posted July 24, 2015 (edited) Is it possible to make a win condition "DefeatBoss" and "SurviveXTurns" (and bu this I mean if you hit the required turns it still wouldnt end unless you killed the boss but if you killed te boss before the turns it wouldnt end) through events? Or would ASM be involved? Edited July 24, 2015 by Shamison Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 24, 2015 Share Posted July 24, 2015 Do you mean you must kill the boss on a specific turn, otherwise the chapter continues indefinitely? Well, on turn X you could set an event id. Then, attach an AFEV to the boss's death quote to check if the turn event id has been set. On the next turn, set the event id to unused. That way, when the boss dies on other turns, the second condition won't pass. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 24, 2015 Author Share Posted July 24, 2015 (edited) i would attach an AFEV to the boss's death quote that ends the chapter if it's beyond a certain turn. At the same time, you can then run a check on the end turn for the boss's death quote ID control flow looks like this: boss dies -> is it past turn X? Yes | No | | | ----- Okay, do nothing. Boss's death quote ID is now set. | End chapter // Separate trigger turn X -> is boss's death quote triggered? Yes | No | | | ------ Okay, do nothing. Thanks to the above, if we reach here, the chapter will just end when the boss dies. | End chapter Edited July 24, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted July 24, 2015 Share Posted July 24, 2015 (edited) I'm trying to make the game (FE8) end using MNC4, but it's acting weird. My EndingScene for the Prologue looks like: EndingScene: Text(0xBFD) //Victory quote REMA //REVEAL 0x19 (from original Final Chapter part II, doesn't work and I can't find documentation for it) //REVEAL 0x2 (same here) MNC4 0x0 ENDA After beating the Prologue, it shows the victory quote and takes me to the save screen, where I can save as Epilogue. However, instead of showing the Epilogue, it takes me straight back to the Prologue. Beating the Prologue a second time skips the save screen and shows "Fin" before returning to the title screen. What is going on and where are the Epilogue scenes+Credits+Character endings? Edited July 24, 2015 by circleseverywhere Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 25, 2015 Share Posted July 25, 2015 Question: For the FE8 fix patch, I'm trying to make Ross and whoever replaces him when randomized less prone to dying on turn 1. I'd prefer changing it so he doesn't start the chapter with low HP and thusly die on turn one before anyone can get to him. Sometimes even RNG abuse doesn't cut it. What do I cut out of here to make his HP not start out low? http://puu.sh/jc0ew/6389d43a71.txt Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted July 25, 2015 Share Posted July 25, 2015 (edited) //_SETVAL 0x1 0x5 //_0x3425 0x7 In the new version of Event Assembler (that you told me about!) _0x3425 is now called SET_HP. 0x7 is Ross, and 0x5 is his HP. EDIT: Tested and confirmed working. Edited July 25, 2015 by circleseverywhere Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 25, 2015 Share Posted July 25, 2015 (edited) wow, lmao. I forgot to update. Thanks! Edit: Wow, what a huge difference that makes. Edited July 25, 2015 by Klokinator Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 25, 2015 Share Posted July 25, 2015 (edited) Ok, I've pretty much got it, thanks again everyone. There is one minor aesthetic thing I'd like to take care of if possible: I'm using the generic enemies and assigning them a Death Quote so that they "drop" gold. I've made this work, but one thing that does happen is that the battle info clears away briefly, because the game thinks it's about to load a quote, even though I changed the designated text in FEditor to be blank (just says "[X]"). Is there any way to make it so that it doesn't try to load a quote at all, either with eventing or in FEditor? Script: PirateBooty: // IFCD 0x03 0xD8 MONE 0x00 500 ELSE 0x04 ENIF 0x03 ENIF 0x04 ENUF 0x10 ENUF 0x20 ENDA Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV 0x10 PirateBooty 0x20 AFEV Worst case scenario, I can just give them something minor/stupid to say upon dying, but that could be somewhat annoying for the player. EDIT: I'm also experiencing something else extremely odd. Sometimes, instead of giving gold, the "gold was stolen" event occurs instead. From what I can tell, this happens if the player character scores a critical. Does anybody know how to fix this? Edited July 25, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 25, 2015 Share Posted July 25, 2015 I don't know about the edit, but I'm pretty sure there's currently no way to prevent the battle HUD from clearing when a death quote ID is triggered. Not without writing your own assembly routine(s). Quote Link to comment Share on other sites More sharing options...
Shamison Posted July 25, 2015 Share Posted July 25, 2015 (edited) Is it possible to contain the rain event to certain areas(without ASM)? Like making outdoors rain but indoor units are immune to the effects of the rain. Edited July 25, 2015 by Shamison Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 25, 2015 Share Posted July 25, 2015 (edited) @Prime: OK, it's not a huge deal anyways, thanks. @Shamison: Are you sure it doesn't work like that already? I know for a fact that's how snow works, and I remember reading that rain works identically, except there aren't any rain chapters with indoor areas in FE7. Edited July 25, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
Shamison Posted July 26, 2015 Share Posted July 26, 2015 (edited) Ah I thought that rain would still affect indoors simply because I had no examples of it and map creation diffuculties have stopped me from testing it myself yet. If thats the case how would I get it to rain on "indoor" tiles if I wanted to simulate a roof breaking or if there are no walls around it? Edited July 26, 2015 by Shamison Quote Link to comment Share on other sites More sharing options...
supnaplamQW Posted July 29, 2015 Share Posted July 29, 2015 Dang, I just can't figure this out.I'm trying to make a tile change manually without tiled,but while the actual events occur,the tile change just won't happen: #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 Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [27,27] [27,27] [0x39, 0x57] NoAI UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [27,28] [27,28] [0x3E, 0x4A] NoAI UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [27,29] [27,29] [0x46, 0x58] NoAI UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [28,27] [28,27] [0x42, 0x3E] NoAI UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [28,28] [28,28] [0x3B, 0x37] NoAI UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [28,29] [28,29] [0x45, 0x44] NoAI UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [26,27] [26,27] [0x3E, 0x4C] NoAI UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [26,29] [26,29] [0x37, 0x4C, 0x68, 0x69] NoAI UNIT 0x7A 0x15 0x00 Level(1, Ally, 0) [26,28] [26,28] [0x1D, 0x68] NoAI UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,27] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,29] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: CMOF LOU1 Shadows1 ENUN ELSE 0x02 ENUF 0x24 ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [21,28] 0x12 DOOR 0x00 [21,26] 0x10 End_MAIN TileChanges: TileMap(0x00,0x1B,0x22,0x01,0x01,ChestOpened) TileMap(0x01,0x1B,0x20,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x04 0x00 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x40 0x2C ALIGN 4 End_MAIN Misc_events: AFEV 0x06 LoadShadows 0x08 AFEV 0x09 ChestOpened 0x08 CauseGameOverIfLordDies AFEV Mendel: IFET 0x01 0x08 CMOF LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: CMOF IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: CMOF IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 29, 2015 Share Posted July 29, 2015 Tile changes need to be done separately since their reference occupies a separate index in the event reference table.See here for more details. Quote Link to comment Share on other sites More sharing options...
supnaplamQW Posted July 30, 2015 Share Posted July 30, 2015 No, I still can't make sense of it #define DISABLE_TUTORIALS #include EAstdlib.event #ifdef _FE7_ #define TileMap(TCN,X1,Y1,L1,L2,TilePointer) #endif EventPointerTable(0x06,Pointers) ORG 0xD80000 ORG 0xC9C9C8+(4*0x46) ORG 0xCB1F00 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Good Good Good Good POIN Opening_event Ending_event POIN Bad Bad Bad Bad POIN TileChanges Good: UNIT 0x2D 0x23 0x00 Level(1, Ally, 0) [27,27] [27,27] [0x39, 0x57] NoAI UNIT 0x01 0x1E 0x00 Level(1, Ally, 0) [27,28] [27,28] [0x3E, 0x4A] NoAI UNIT 0x02 0x26 0x00 Level(1, Ally, 0) [27,29] [27,29] [0x46, 0x58] NoAI UNIT 0x10 0x1C 0x00 Level(10, Ally, 0) [28,27] [28,27] [0x42, 0x3E] NoAI UNIT 0x13 0x20 0x00 Level(10, Ally, 0) [28,28] [28,28] [0x3B, 0x37] NoAI UNIT 0x16 0x24 0x00 Level(10, Ally, 0) [28,29] [28,29] [0x45, 0x44] NoAI UNIT 0x11 0x2D 0x00 Level(1, Ally, 0) [26,27] [26,27] [0x3E, 0x4C] NoAI UNIT 0x1B 0x2D 0x00 Level(1, Ally, 0) [26,29] [26,29] [0x37, 0x4C] NoAI UNIT 0x7A 0x15 0x00 Level(1, Ally, 0) [26,28] [26,28] [0x1D, 0x68] NoAI UNIT Bad: UNIT Reinforcements: UNIT 0x67 0x12 0x00 Level(10, Enemy, 0) [21,28] [21,28] [0x20] PursueWithoutHeed UNIT Shadows1: UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,27] [29,27] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,28] [29,28] [0x0C] PursueWithoutHeed UNIT 0x52 0x3E 0x00 Level(20, NPC, 0) [29,29] [29,29] [0x0C] PursueWithoutHeed UNIT LoadShadows: CMOF LOU1 Shadows1 ENUN ELSE 0x02 ENUF 0x24 ENDA Turn_events: TurnEventPlayer(0x0,Opening_event,1) TURN 0 Mendel [1,30] 0x0 0x00 TURN 0 Miracle [1,30] 0x0 0x00 TURN 0 Mystic [1,30] 0x8 0x00 End_MAIN Character_events: End_MAIN Location_events: CHES 0x08 0x6A [21,28] 0x12 DOOR 0x00 [21,26] 0x10 End_MAIN TileChanges: TileMap(0x00,0x04,0x00,0x01,0x01,ChestOpened) TileMap(0x01,0x2C,0x00,0x01,0x01,FirstDoorOpened) TileMapEnd ChestOpened: BYTE 0x00 0x04 0x00 0x01 ALIGN 4 End_MAIN FirstDoorOpened: BYTE 0x01 0x2C 0x00 0x01 ALIGN 4 End_MAIN Misc_events: AFEV 0x06 LoadShadows 0x08 AFEV 0x09 ChestOpened 0x08 CauseGameOverIfLordDies AFEV Mendel: IFET 0x01 0x08 CMOF LOU1 Reinforcements ENUN ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Miracle: CMOF IFAT 0x07 0x7A2F1 TurnNPC(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN Mystic: CMOF IFAF 0x07 0x7A2F1 TurnEnemy(0x52) ENIF 0x01 ELSE 0x02 ENIF 0x02 ENUF 0x24 End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Squeegee Posted August 3, 2015 Share Posted August 3, 2015 (edited) How do I find out the pointers of generic units? Is there a chart somewhere with the pointers to generic units like Mountain Bandits and stuff? I disassembled the prologue and found that the Fighters had 0x50 and 0x52. Edit: For Fire Emblem 8 Update: Never mind, I think I can use Nightmare to find the characters I want. Edited August 3, 2015 by Morva Quote Link to comment Share on other sites More sharing options...
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