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Event Assembler Questions Thread


CT075
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Thanks, I'll try messing around with that.

Edit: Do you know how I would make it do a game over? I think it has something to do with 0x65, but I've not been sure to place it so I've been replacing random IDs with it, but that doesn't seem to help. How would I trigger that game over without a death quote?

Edited by Morva
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One more rather specific question here.

In the ch18x/19x code from EA, I can't find the section that handles what happens if you kill kishuna. What i'd like to do is make it so if you kill kishuna (as opposed to leaving him alone or letting him warp away the turn after hitting him), a new unit spawns in his place but on your team.

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Ok, so I'm not exactly so sure of conditions myself, but I'll try to give as much advice on this one as I can.

You can attach a "Trigger ID" to Kishuna's death quote in Nightmare (use 0x05 if you want, for example, just don't use 0x01, 0x03, or 0x65). Then in your condition you could put that ID in the condition as your Condition ID (I think?). I'm probably not making much sense here, so just use Arch's Chapter Construction tutorial and look at the conditions chapter and plug in a 0x05 as the Condition ID, and in Nightmare, attach the 0x05 as a Trigger ID to Kishuna's death quote. Again, I myself am having trouble with conditions, so this isn't likely to work, but it's worth a try. You could either wait for an experienced hacker to reply or give this option a shot :D

Edited by Morva
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I don't recall there being any way to trigger a scene after a village is destroyed.

If you want to use the AREA idea, you could have a conditional check for whether or not it's the player's phase. If it's not the player's phase then an enemy or npc triggered the event.

IFAF 0x1 0x7A2F1
// Not the player's phase, do something
ELSE id
ENIF id
   ENUF someID // you'll want to reset the event if a player triggered it
ENIF id

This one didn't exactly work (might just be me not knowing how to use it), so I just used IFCA to check whether a bandit (0x3E) was stepping on it. It worked :D. This was my code if anyone wants to use it for their own project (just replace 0x3E with whatever dude you don't want stepping on your tile).

VillageBreak:
IFCA 0x0 0x01 0x3E
GameOver
ELSE 0x01
ENIF 0x01
ENUF 0x01
ENIF 0x01
ENDA
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PSA: please try to refrain from giving advice about things if you're not really sure what you're doing

it makes things confusing for both a) the people asking for help and b) the people trying to answer questions because at least to me, it looks like someone has already posted an answered the question (and therefore I won't bother until they come back saying it doesn't work)

Edited by CT075
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Ok, so I'm not exactly so sure of conditions myself, but I'll try to give as much advice on this one as I can.

You can attach a "Trigger ID" to Kishuna's death quote in Nightmare (use 0x05 if you want, for example, just don't use 0x01, 0x03, or 0x65). Then in your condition you could put that ID in the condition as your Condition ID (I think?). I'm probably not making much sense here, so just use Arch's Chapter Construction tutorial and look at the conditions chapter and plug in a 0x05 as the Condition ID, and in Nightmare, attach the 0x05 as a Trigger ID to Kishuna's death quote. Again, I myself am having trouble with conditions, so this isn't likely to work, but it's worth a try. You could either wait for an experienced hacker to reply or give this option a shot :D

Thanks for this info, it's helped me made a lot of progress (though I am not 100% sure my line 'IFET 0x0A 0x25' works - I am struggling to test it due to a new problem) but I am still stuck. My current problem seems to be that any event I add makes the chapter freeze at the start. I've read numerous tutorials and tried different events but can't really figure out the problem. For example, even putting "AREA 0x0 label33 [4,0] [4,0]" in MiscBasedEvents makes it crash, even if label33 is something simple like just giving an item. On the other hand, I can write stuff in labels that works, so I don't think I am having a problem with assembling. I feel like I am missing something obvious.

Edited by Bliz
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if you're just disassembling+reassembling with that new line added, you're overwriting existing data with new data

this is a problem because the game expects the old data to be there (and so the game crashes when it isn't)

you can fix this by re-assembling to a new place (just change the numbers in the ORG lines)

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if you're just disassembling+reassembling with that new line added, you're overwriting existing data with new data

this is a problem because the game expects the old data to be there (and so the game crashes when it isn't)

you can fix this by re-assembling to a new place (just change the numbers in the ORG lines)

Not completely; I am reassembling in the same place but I removed most units from hector's hard mode to make room because my hack does not use hector's story at all. Also, it works fine when I comment out the line. Would that still be the issue?

EDIT: I tried anyway to re-assemble to a new place and change the chapter event pointer in nightmare. Still the exact same issue when I was assembling to the original location, it successfully plays the little map intro scene, goes up until the chapter title, and then freezes during the fadeout.

Also I should clarify that I can successfully replace/add lines such as giving items and adding units during labels. It's particularly the turn/character/misc event lines that seem to be troubling me.

Edited by Bliz
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My current problem seems to be that any event I add makes the chapter freeze at the start.

When your game freezes, does it freeze complete black? If it does, then I think I have a solution for you.. If your screen froze black, that (likely) means that when you inserted your EA file, you sort of mixed it with the data that was previously there. Anyway, first go to EA and insert as normal. If it goes without errors, it should message you saying "Offset ends at ___". Go to your Hex Editor and delete everything from the offset it starts at (the ORG) to the ending offset (although since you are reassembling into multiple offsets it might be a bit tricky). Then reinsert with EA, and, hopefully, it should work.

Example

ORG 0xDD1000
//Code
Message: Offset Ends at 00DD2000
Please continue being awesome.

Then, you delete everything from 00DD1000 to 00DD2000 in your hex editor. Afterwards, reinsert. It should work. Since you are working with multiple offsets with the reassembly thing, you should be mindful of that when deleting in your hex editor.

Edited by Squeegee
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When your game freezes, does it freeze complete black? If it does, then I think I have a solution for you.. If your screen froze black, that (likely) means that when you inserted your EA file, you sort of mixed it with the data that was previously there.

PSA: please try to refrain from giving advice about things if you're not really sure what you're doing

it makes things confusing for both a) the people asking for help and b) the people trying to answer questions because at least to me, it looks like someone has already posted an answered the question (and therefore I won't bother until they come back saying it doesn't work)

This was directed at you

Bliz: Please post your event file so we can be sure of exactly what is going on

Edited by CT075
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Does anyone know why my enemy units won't disappear when I run DISA? Is there a way to rid the map of all units? And finally, is there a way to change it so that it doesn't flash the map for a split second when you move to the next chapter? If the answer is no to all of these, is there an alternative way of removing the enemy units? I've tried disassembling chapters, but the only new thing I found was the experimental code _0xA3, but when I tested it, that didn't seem to do anything different.

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x09,Pointers)

ORG 0xDD1530
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 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Good:
UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [15,00] [12,10] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [16,00] [13,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Neutral:
UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [12,09] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Serra Cleric 0x00 Level(1,NPC,False) [08,12] [11,10] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT

DeezNuts:
UNIT Matthew Thief 0x00 Level(1,NPC,False) [19,19] [12,11] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT

BadReinforcements1:
UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

BadReinforcements2:
UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [00,09] [05,10] [steelAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [00,10] [05,11] [HandAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

PeePants:
UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,09] [15,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Reloaded:
UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [08,12] [08,12] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
UNIT Serra Cleric 0x00 Level(1,NPC,False) [09,11] [09,11] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Matthew Thief 0x00 Level(1,NPC,False) [07,11] [07,11] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT

Turn_events:
TurnEventPlayer(0x05,Opening_event,1)
TURN 0x00 Reinforcements1 [3,3] 0x00 0x00
TURN 0x00 Reinforcements2 [4,4] 0x00 0x00
TURN 0x00 Ending_event [5,5] 0x00 0x00
TURN

Character_events:
CHAR

Location_events:
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV

Opening_event:
MUS1 0x0026
Text(0x23,0x81D)
LOU1 Good
ENUN
LOU1 Neutral
ENUN
CUMO [12,09]
STAL 60
CURE
MUS1 0x0032
Text(0x23,0x81E)
MOVE 0xD3 [08,12]
ENUN
DISA 0xD3
CUMO [11,10]
STAL 60
CURE
Text(0x23,0x820)
CUSI Serra Ally
LOU1 DeezNuts
ENUN
CUMO [12,11]
STAL 60
CURE
Text(0x23,0x821)
CUSI Matthew Ally
MOVE Lowen [08,12]
ENUN
DISA Lowen
MOVE Lyn_t [08,12]
MOVE Matthew [07,11]
MOVE Serra [09,11]
ENUN
LOU1 Bad
MUEN 2
ENDA

Ending_event:
LOU1 PeePants
ENUN
CUMO [15,08]
STAL 60
CURE
FADI 0x10
BACG 0x23
FADU 0x10
TEX1 0x822
REMA
FADI 0x10
DISA 0x3E
DISA 0x42
FADU 0x10
MUS1 0x0038
Text(0x23,0x823)
FADI 0x10
MNCH 0x02
ENDA

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The map is probably showing up briefly because the Text() macro has REMA in it. Just set up the scene manually to give yourself complete control. If all else fails, throw up a black background to keep stuff hidden.

Not sure why units aren't disappearing, but 'UnitClear' gets rid of all units.

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This was directed at you

Bliz: Please post your event file so we can be sure of exactly what is going on

I had no internet over the weekend and came up with my own workaround/fix, so I don't have the old event file anymore. It was pretty simple though, so I could recreate it...I'll do that soon, it'd be good to figure out what was wrong.

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Hi guys, I might need a little help about a special effect used by the game.

It's the map Bolting attack from Limstella in the opening scene of Victory or Death. I Disassembled the chapter and found the codes making it happen :

[spoiler=The whole thing is here]

TEX1 0xE76
REMA
MUEN 1
_0xE1
_0xE0 0xFFFFFFFF 0x4 0x80 0x802 //I believe it is this code that makes the effect occur, but if the 0x4 is easy to understand as the X coordinate, the rest isn't much of //an help. I don't really know how to understand it other than a weird way to say Y = 27.
MOVE 0x1 [2,25] 16
MOVE 0x2 [0,28] 16
MOVE 0x2D [4,26] 16
_ASM0x5A 0x1 0x7A3B9 // And that it doesn't work without this maybe?
MOVE 0xCD [5,28]
SOUN 0xF5 // This must be the Thunder sound.
_0xD0 0xFFFFFFC0 0xFFFFFFF0 0x42 //
WORD 0x8011499 // Not sure about that too.
_0xE0 0xFFFFFFFF 0x4 0x100 0x1004 //
_0xE2 //
ENUN
LOU1 label51 //This is when Nils is loaded from the side, after everybody dodged the attack.
ENUN

So yeah, I'll be greateful to the one who can explain me how this fancy effect works.

Edit : Just forgot that the screen darkens before the lighting falls.

_0xE1
_0xE0 0xFFFFFFFF 0x4 0x80 0x802 must be that.

And

_0xE0 0xFFFFFFFF 0x4 0x100 0x1004
_0xE2

The return to normal

Then the _ASM0x5A 0x1 0x7A3B9 should be the beginning of the special effect?

I tired to go at 7A3B9 and looked for 04 and 1B (27 coordinate in hex) and replaced it with 05 to test it in my events.

It just landed. On a random place.

_0xD0 0xFFFFFFC0 0xFFFFFFF0 0x42 removing this ends up with not having the animation played. So it's either the _ASM0 thing either this.

I tried the animation with a different camera focus. And it seems the animation is located only by the camera.

Edited by Solum
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Hi everyone, I'm trying to insert the Preparations Screen in any of the first chapters, for example, the Prologue chapter. I've inserted my map, my units and enemy units, but I cannot figure out why the PrepScreen isn't working. Before posting the script, I'll tell you what happens. I have the opening event, a small talk, the units Load and then the screen goes black and erases Eliwood from the Map, Of course, as soon as I get rid of the PrepScreen tidbits, everything is good, no erased Eliwoods or nothing surprising.

Here is the map, for reference: http://postimg.org/image/z34fagh2t/

Here's the Event Script

#define DISABLE_TUTORIALS

#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 0x010000F0
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
Good:
UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [1,14] [3,14] [ironSword, Vulnerary] NoAI
UNIT
Bad:
UNIT Wire Knight 0x00 Level(1, Enemy, 0) [15,6] [12,5] [ironSpear] Guard
UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [0,6] [3,6] [ironAxe] PursueWithoutHeed
UNIT
GoodGuy:
UNIT Harken Hero Eliwood Level(1, Ally, 0) [15,6] [15,6] [braveAxe, BraveSword, Elixir] NoAI
UNIT
BadGuy:
UNIT Bern Soldier 0x00 Level(2, Enemy, 1) [14,14] [14,14] [ironSpear] PursueWithoutHeed
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
TurnEventPlayer(0x0,GoodGuyR,2)
TurnEventPlayer(0x0,BadGuyR,3)
End_MAIN
Character_events:
CHAR 0x06 HarkenEliwood Harken Eliwood $00000000
End_MAIN
Location_events:
Armory(Armory1,7,0)
House(0x07,House1,1,14)
House(0x08,House2,3,12)
House(0x09,House3,9,1)
End_MAIN
Misc_events:
CauseGameOverIfLordDies
Seize(12,5)
End_MAIN
TrapData:
End_MAIN
Opening_event:
OOBB
CAM1 [08,18]
CURF [1,14]
FADI 10
BACG 0x02
FADU 10
TEX1 0x815
REMA
LOU1 Good
ENUN
LOU1 Bad
ENUN
ITGC Eliwood Rapier
MONE 0x01 5000
MOVE Eliwood [5,14]
ENUN
ENDA
HarkenEliwood:
MUS1 0x0043
TEX1 0x816
REMA
ENDA
House1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x817
REMA
ENDA
House2:
FADI 10
BACG 0x02
FADU 10
TEX1 0x818
REMA
ENDA
House3:
FADI 10
BACG 0x02
FADU 10
TEX1 0x819
REMA
ENDA
Ending_event:
MNCH 0x01
ENDA
// Events
GoodGuyR:
LOU1 GoodGuy
ENUN
ENDA
BadGuyR:
LOU1 BadGuy
ENUN
ENDA
// Manual Movement
// Scripted Fights
// Units
// Shop Data
Armory1:
SHLI IronSword IronAxe Vulnerary
MESSAGE Events end at offset currentOffset

What would I need to change to make the game load the PrepScreen? I've read that it was either ENDB or GotoPrepScreen. Not only that, but you also need to change in the chapter data editor to specify if the chapter will use the PrepScreen. My problem is that I couldn't figure out where to put the ENDB/GotoPrepScreen or what I need to change to load the PrepScreen. Also, the Seize command doesn't appear, and either Eliwood and Harken can Seize the gate, anyone know how to make so that the command appears? I'm not too bothered by the fact that either character can seize, I just want the command to appear. I tried putting in under Location_events but then I couldn't seize.
EDIT1: Nevermind about loading units to a next chapter, I think the game does keep whatever experience and levels they've gained (as obvious as it sounds).
Edited by Lagfile
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ENDB replaces the ENDA in Opening_event. Additionally, you need to remove the TurnEventPlayer that calls Opening_event in the first place.

Seize is slightly more complicated; at the moment the game will only recognize Lyn_t as the main lord of the game (and thus will only allow her to seize). The simplest solution is to make the game start in Eliwood mode instead of Lyn's (you can tell which mode you're in by the color of the save file - Lyn maps are some aquamarine color and Eliwood's are blue).

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Thanks for the quick response, CT075. Seize then it's no problem for me, after all, I'm juat doing this for my own fun. so anyone seizing isn't bothersome. (It'll get fixed eventually when I reach Eliwood/Hector mode, right?)

However, I was unable to properly load the Preparation Screen, what happened after my opening event right after Eliwood moved was "Screen goes pitch black" -> "Enemy Phase" -> "Player Phase". If I press R to check Harken's stats, the map is visible again, but Eliwood is nowhere to be seen. Here's what I changed, if I did something wrong, then I would love to see my mistake, so I don't repeat it again.

#define DISABLE_TUTORIALS

#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 0x010000F0
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
Good:
UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [1,14] [3,14] [ironSword, Vulnerary] NoAI
UNIT
Bad:
UNIT Wire Knight 0x00 Level(1, Enemy, 0) [15,6] [12,5] [ironSpear] Guard
UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [0,6] [3,6] [ironAxe] PursueWithoutHeed
UNIT
GoodGuy:
UNIT Harken Hero Eliwood Level(1, Ally, 0) [15,6] [15,6] [braveAxe, BraveSword, Elixir] NoAI
UNIT
BadGuy:
UNIT Bern Soldier 0x00 Level(2, Enemy, 1) [14,14] [14,14] [ironSpear] PursueWithoutHeed
UNIT
Turn_events:
TurnEventPlayer(0x0,GoodGuyR,2)
TurnEventPlayer(0x0,BadGuyR,3)
End_MAIN
Character_events:
CHAR 0x06 HarkenEliwood Harken Eliwood $00000000
End_MAIN
Location_events:
Armory(Armory1,7,0)
House(0x07,House1,1,14)
House(0x08,House2,3,12)
House(0x09,House3,9,1)
End_MAIN
Misc_events:
CauseGameOverIfLordDies
Seize(12,5)
End_MAIN
TrapData:
End_MAIN
Opening_event:
OOBB
CAM1 [08,18]
CURF [1,14]
FADI 10
BACG 0x02
FADU 10
TEX1 0x815
REMA
LOU1 Good
ENUN
LOU1 Bad
ENUN
ITGC Eliwood Rapier
MONE 0x01 5000
MOVE Eliwood [5,14]
ENUN
ENDB
HarkenEliwood:
MUS1 0x0043
TEX1 0x816
REMA
ENDA
House1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x817
REMA
ENDA
House2:
FADI 10
BACG 0x02
FADU 10
TEX1 0x818
REMA
ENDA
House3:
FADI 10
BACG 0x02
FADU 10
TEX1 0x819
REMA
ENDA
Ending_event:
MNCH 0x01
ENDA
// Events
GoodGuyR:
LOU1 GoodGuy
ENUN
ENDA
BadGuyR:
LOU1 BadGuy
ENUN
ENDA
// Manual Movement
// Scripted Fights
// Units
// Shop Data
Armory1:
SHLI IronSword IronAxe Vulnerary
MESSAGE Events end at offset currentOffset

Probably important information, but after I managed to insert map, and the events successfully BEFORE wanting to add the PrepScreen, I added one more chapter. Should I try all of these changes on a clean FE7 ROM? Sorry if I what I'm asking was already answered, I did check the thread and tried to make those changes (for example, page #30, post #599), but nothing worked so that's why I asked. The Fadeout event in said post was pretty strange, is it needed?
Edited by Lagfile
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Should be this section, correct? Or is it another one? There's a "EM Preparation Screen Change No." and "HM Preparation Screen Change No." and both are 0x00 - [None]. So, any ideas?

Image: http://postimg.org/image/dwh5d3zux/

Just for reference, what happens after Eliwood moves is the screen goes black, since there are no "Good" units the game enters into Enemy Phase, and then Harken comes into scene. Checking Harken's Stats or even finishing a battle loads every texture, but Eliwood is missing.

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For me, my turn_events would go like this:

Turn_events:
TurnEventPlayer(0x0,EventAfterExitingPrepScreen,1)
End_MAIN

That may be what you're missing, because my Prep Screen chapters have this, and obviously you can still have your other events. This just replaces your Opening_event (as mentioned before). And I believe, if I am not mistaken, your "Good" and "Bad" units, specifically, are the way you would want them to appear as you are in the Preparations Screen.

I mean, you can try what I am saying, but I may be wrong. I just noticed that my events that have Chapter Prep Screen have that same kind of formula.

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