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Event Assembler Questions Thread


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supnaplamQW, on 03 Nov 2015 - 6:35 PM, said:

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Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact.

I'm having some trouble understanding what your trying to say in the last couple sentences, but have you tried setting the chapters in question to all use the same set of events? (i.e. chapters 1, 2, and 3 all use event slot 0xYY)

Yes;I put both prologue and chapter 1 to use prologue events.I also set tilesets,sounds,and protect cursor for each chapter to be the same.Unfortunately,this causes me to go straight to the 2nd map, in which I have to use LOMA at the start of the chapter to get back at the 1st map.Any enemy engagement on either maps causes a reset to the pre-title screen.

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So I used Gryz's method of setting up escape tiles. Now my thief seems to just go for the escape tile before the treasure chest; however, before I set up the escape tile it used to steal from chests as normal. if you don't want to read through the whole EA file, here are its AI bytes: [0x06,0x05,0x09,0x00] (exactly matches the LootFromChests macro).

[spoiler=EA File]
#include EAstdlib.event

EventPointerTable(0x15,Pointers)

ORG 0xDA2650
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

Opening_event:
TEX8 0x80D [200,00]
STAL 60
RETB
LOU1 Shriners
ENUN
CUMO [7,18]
STAL 60
CURE
TEX1 0x82F
MUS1 0x0032
TEX1 0x834
REMA
LOU1 Bad
ENUN
CUMO [16,14]
STAL 60
CURE
TEX1 0x835
REMA
MOVE Jerme [07,16]
ENUN
CUMO [07,16]
STAL 60
CURE
TEX1 0x836
REMA
MOVE Jerme [14,07]
ENUN
CUMO [14,07]
STAL 60
CURE
TEX1 0x83A
REMA
MOVE MorphLloyd [13,07]
ENUN
TEX1 0x83B
REMA
KILL MorphLloyd
MOVE Jerme [17,07]
ENUN
DISA MorphLloyd
DISA Jerme
CAM1 [07,16]
CUMO [07,18]
STAL 60
CURE
TEX1 0x838
REMA
MOVE Marcus [09,18]
STAL 30
FIGH Marcus 0xC1 GothamFight $00000000
KILL 0xC1
UNCR Marcus 0x02
LOU1 Good
CUMO [03,02]
STAL 60
CURE
TEX1 0x83C
REMA
MOVE 0xD3 [03,03]
MOVE Marcus [02,03]
ENUN
CUMO [03,03]
STAL 60
CURE
TEX1 0x837
REMA
CUSI Marcus Ally
STAL 1
MOVE 0xD3 [00,00]
ENUN
DISA 0xD3
LOU1 ExtraBaddies
ENUN
LOU1 DatThief
ENUN
STAL 30
LOU1 ShrineGuards
ENUN
CUMO [02,18]
STAL 60
CURE
TEX1 0x83D
REMA
CAM1 [05,05]
CUMO [03,02]
STAL 60
CURE
TEX1 0x83E
REMA
TEX6 0x5 [00,00] 0x80A
_ASM0x42 0x83181
TEX6 0x5 [00,00] 0x809
_ASM0x42 0x83181
IFYN 0x01
MOVE Lowen [00,00]
ENUN
DISA Lowen
ENUN
LOU1 DialogueDeploymentLowen
ENUN
CUMO [01,19]
STAL 60
CURE
TEX1 0x83F
ELSE 0x01
ENIF 0x01
ENUF 0x01
ENIF 0x01
ENDA

Ending_event:
ENDA

Good:
UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,00] [03,02] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,00] [02,02] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,00] [01,02] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,00] [04,02] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,00] [03,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,00] [02,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
UNIT Erk Mage 0x00 Level(1,Ally,False) [00,00] [02,03] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT

Bad:
UNIT Jerme Thief 0x00 Level(20,Enemy,False) [17,18] [16,15] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20]
UNIT Erik Cavalier 0x00 Level(15,Enemy,False) [17,18] [16,14] [Javelin,SteelSword,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [15,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [16,17] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [17,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,18] [11,18] [ironSword,0x00,0x00,0x00] [0x00,0x03,0x09,0x00]
UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,17] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,19] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

ExtraBaddies:
UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [12,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [16,08] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [13,04] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,07] [11,07] [LongSword,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

DatThief:
UNIT 0xA4 Thief 0x00 Level(3,Enemy,False) [00,14] [01,10] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00]
UNIT

ShrineGuards:
UNIT Lucius Monk 0x00 Level(5,NPC,False) [00,19] [02,18] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT Oswin Knight 0x00 Level(4,NPC,False) [00,19] [03,19] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Shriners:
UNIT Marcus TransporterHorse 0x00 Level(1,NPC,False) [00,19] [08,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20]
UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [00,19] [07,18] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [00,19] [07,17] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT

DialogueDeploymentLowen:
UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,20] [01,19] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Reinforcements1:
UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [06,12] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [08,11] [Halberd,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [07,13] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,05] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [14,06] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
UNIT

Reinforcements2:
UNIT 0xA4 Thief 0x00 Level(3,Enemy,True) [10,00] [10,00] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00]
UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [06,02] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [05,01] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Reinforcements2x:
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,17] [13,17] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,19] [13,19] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Reinforcements3:
UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,07] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [15,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,19] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,17] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Reinforcements4:
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [01,01] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [03,00] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [00,02] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [04,01] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [02,03] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Reinforcements4x:
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [01,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [02,20] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [03,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]

Turn_events:
TurnEventPlayer(0x05,Opening_event,1)
TURN 0x00 ReinforcementsLoad1 [3,3] 0x00 0x00
TURN 0x00 ReinforcementsLoad2 [4,4] 0x00 0x00
TURN 0x00 ReinforcementsLoad3 [5,5] 0x00 0x00
TURN 0x00 ReinforcementsLoad4 [8,8] 0x00 0x00
TURN

Character_events:
CHAR 0x0E DaltontoPaul Lyn_t Lucius 0x000000
CHAR 0x0F PaultoBrigham Lucius Oswin 0x000000
CHAR

Location_events:
Door(17,04)
Chest(KillingEdge,17,02)
ChestMoney(2500,12,12)
LOCA

Misc_events:
DefeatAll(Ending_event)
CauseGameOverIfLordDies
AFEV

BallistaData:
BLST
ALIGN 4

ReinforcementsLoad1:
LOU1 Reinforcements1
ENUN
ENDA

ReinforcementsLoad2:
LOU1 Reinforcements2x
ENUN
CAM1 [08,07]
STAL 30
LOU1 Reinforcements2
ENUN
ENDA

ReinforcementsLoad3:
LOU1 Reinforcements3
ENUN
ENDA

ReinforcementsLoad4:
LOU1 Reinforcements4
ENUN
CAM1 [04,15]
LOU1 Reinforcements4x
ENUN
ENDA

GothamFight:
AttackerCritical(30,True)
BLDT

DaltontoPaul:
MUS1 TogetherWeRide
TEX1 0x841
REMA
MUEN 2
CUSI Lucius Ally
ENDA

PaultoBrigham:
MUS1 TogetherWeRide
TEX1 0x840
REMA
MUEN 2
CUSI Oswin Ally
ENDA

Edited by Arjun
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#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 1x0007D4
The assembler tells me something is wrong at the bolded letter, which seems silly to me...
I may have completely misunderstood pointers and offsets so I ask for your help.
I slightly expanded the space of the room with a bunch of zeroes, and now I'd like to put my events in that specific free space (010007D4) . What am I doing wrong?

​

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The correct way of writing that pointer would be 0x10007D4

All 0x means is that the number is in hexadecimal and not decimal, so that program won't get confused between 0x20 and 20

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So I used Gryz's method of setting up escape tiles. Now my thief seems to just go for the escape tile before the treasure chest; however, before I set up the escape tile it used to steal from chests as normal. if you don't want to read through the whole EA file, here are its AI bytes: [0x06,0x05,0x09,0x00] (exactly matches the LootFromChests macro).

Might depend on your map layout and unit placement.

For example: if the placement of player/NPC units blocks all paths to the door of the treasure room, the thief will give up and switch into escape mode. Switching into escape mode is permanent. However, if you take the above scenario and keep unit placement the same but remove/open the door, the thief won't switch into escape mode.

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The correct way of writing that pointer would be 0x10007D4

All 0x means is that the number is in hexadecimal and not decimal, so that program won't get confused between 0x20 and 20

Noice! Thank you very much for the explanation :D This made other stuff way more clear.

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Might depend on your map layout and unit placement.

For example: if the placement of player/NPC units blocks all paths to the door of the treasure room, the thief will give up and switch into escape mode. Switching into escape mode is permanent. However, if you take the above scenario and keep unit placement the same but remove/open the door, the thief won't switch into escape mode.

Ah that makes sense, so it wasn't a problem with my EA file, thanks!

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  • 2 weeks later...

I have a problem with loading the right units in a chapter with preparation screen. Though the code seems to be fine and is working it loads not the units that have been selected in the Prep. Screen but instead the ones that are under the potiner. I suspect it's the LOMA thing, but I could maybe wrong.

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x4B,Pointers)


ORG 0x11DC570
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN TrapData TrapData
POIN BadEN BadEN BadEN BadEN
POIN GoodEN GoodEN GoodEN GoodEN
POIN Opening_event Ending_event

BadEN:
UNIT Yogi Summoner Yogi Level(1,Enemy,False) [3,2] [3,2] [Carreau,Verwustung,0x0,0x0] Guard
UNIT 0xB3 Skelett Yogi Level(10,Enemy,True) [0,2] [0,2] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x0]
UNIT 0xB3 Skelett Yogi Level(10,Enemy,True) [6,2] [6,2] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x0]
UNIT 0xB2 Mogall Yogi Level(12,Enemy,True) [3,4] [3,4] [BosesAuge] Guard
UNIT 0xB3 Skelett Yogi Level(7,Enemy,True) [25,13] [25,13] [SteelAxe,HandAxe,Krauter,0x0] [0x0,0x0,0x2A,0x0]
UNIT 0xB5 Skelett Yogi Level(8,Enemy,True) [3,12] [3,12] [SteelBow,0x0,0x0,0x0] [0x0,0x0,0xA,0x0]
UNIT 0xB4 Skelett Yogi Level(8,Enemy,True) [6,12] [6,12] [Panzerbrecher,0x0,0x0,0x0] [0x0,0x3,0x32,0x0]
UNIT 0xB2 Mogall Yogi Level(7,Enemy,True) [8,11] [8,11] [BosesAuge] Guard
UNIT 0xB5 Skelett Yogi Level(6,Enemy,True) [8,13] [8,13] [SteelBow,0x0,0x0,0x0] Guard
UNIT 0xB4 Skelett Yogi Level(10,Enemy,True) [10,12] [10,12] [0xC,0x68,0x0,0x0] [0x3,0x3,0x1,0x20]
UNIT 0xB1 Zombie Yogi Level(6,Enemy,True) [13,11] [13,11] [Leichenklaue] [0x0,0x3,0x2,0x0]
UNIT 0xB1 Zombie Yogi Level(6,Enemy,True) [15,11] [15,11] [Leichenklaue] [0x0,0x3,0x2,0x0]
UNIT 0xB4 Skelett Yogi  Level(10,Enemy,True) [14,2] [14,2] [Schnitter,Krauter,0x0,0x0] [0x0,0x3,0x1,0x20]
UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [15,1] [15,1] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x40]
UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [15,3] [15,3] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x0]
UNIT 0xB2 Mogall Yogi Level(8,Enemy,True) [14,9] [14,9] [BosesAuge] Guard
UNIT 0xB4 Skelett Yogi Level(5,Enemy,True) [24,4] [24,4] [SteelSword,Krauter,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xB3 Skelett Yogi Level(5,Enemy,True) [19,1] [19,1] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x3,0xA,0x0]
UNIT 0xB3 Skelett Yogi  Level(3,Enemy,True) [20,3] [20,3] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x0,0xA,0x0]
UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [25,3] [25,3] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x3,0xA,0x0]
UNIT 0xB4 Skelett Yogi Level(7,Enemy,True) [23,3] [23,3] [IronSword,0x0,0x0,0x0] [0x0,0x3,0x2,0x0]
UNIT 0xB2 Mogall Yogi Level(6,Enemy,True) [24,8] [24,8] [BosesAuge] Guard
UNIT 0xB5 Skelett Yogi  Level(3,Enemy,True) [24,11] [24,11] [SteelBow,0x0,0x0,0x0] [0x0,0x3,0x2A,0x0]
UNIT 0xB4 Skelett Yogi Level(6,Enemy,True) [9,22] [9,22] [SteelSword,Krauter,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [23,13] [23,13] [SteelAxe,0x0,0x0,0x0] [0x0,0x0,0xA,0x0]
UNIT 0xB1 Zombie Yogi Level(10,Enemy,True) [6,22] [6,22] [Leichenklaue,0x0,0x0,0x0] [0x0,0x0,0xA,0x0]
UNIT 0xB1 Zombie Yogi Level(5,Enemy,True) [6,24] [6,24] [Leichenklaue,0x0,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT 0xB3 Skelett Yogi Level(5,Enemy,True) [3,23] [3,23] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x0,0x2,0x40]
UNIT 0xB2 Mogall Yogi Level(5,Enemy,True) [12,22] [12,22] [BosesAuge,0x0,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT 0xB4 Skelett Yogi Level(3,Enemy,True) [16,21] [16,21] [IronSword,0x0,0x0,0x0] [0x0,0x0,0x2,0x40]
UNIT 0xB4 Skelett Yogi Level(3,Enemy,True) [16,23] [16,23] [SteelSword,0x0,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT

GoodEN:
UNIT Roy Lord 0x00 Level(1,Ally,False) [23,23] [23,23] [IronSword,Heilmittel] [0x00,0x00,0x00,0x00]
UNIT Gwyn Desateur 0x00 Level(1,Ally,False) [24,22] [24,22] [IronSword,Heilmittel] [0x00,0x00,0x00,0x00]
UNIT Sephie Himmelsritter 0x00 Level(1,Ally,False) [24,24] [24,24] [ManiKatti,Heilmittel] [0x00,0x00,0x00,0x00]
UNIT Yutis WyvernKnight_F 0x00 Level(1,Ally,False) [22,22] [22,22] [IronSpear,Heilmittel] [0x00,0x00,0x00,0x00]
UNIT Wolt Archer 0x00 Level(1,Ally,False) [22,24] [22,24] [IronBow,Heilmittel] [0x00,0x00,0x00,0x00]
UNIT Nina Heiler 0x00 Level(1,Ally,False) [25,25] [25,25] [Blitz] [0x00,0x00,0x00,0x00]
UNIT Aurora 0x40 0x00 Level(1,Ally,False) [23,21] [23,21] [IronAxe,SteelAxe] [0x00,0x00,0x00,0x00]
UNIT Basan Schwertritter 0x00 Level(3,Ally,False) [23,25] [23,25] [IronSpear,Heilmittel] [0x00,0x00,0x00,0x00]
UNIT Mistral Windmagier 0x00 Level(2,Ally,False) [21,25] [21,25] [IronAxe] [0x00,0x00,0x00,0x00]
UNIT Sai Dieb 0x00 Level(1,Ally,False) [21,23] [21,23] [Eisendolch,Kard] [0x00,0x00,0x00,0x00]
UNIT

label19:
UNIT Roy Lord 0x0 0x91 [4,5] [4,5] [0x1F,0x28,0x26,0x2A] [0x0,0x0,0x0,0x0]
UNIT Aurora 0x40 0x0 0x61 [6,5] [6,5] [0xA,0x1,0x5,0x0] [0x0,0x0,0x0,0x0]
UNIT Kama 0x53 0x0 0x18 [3,4] [3,4] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Turn_events:
//OpeningTurnEvent(Opening_event)
TURN 0x0 label15 [1,0] 0x0 0x0
END_MAIN

Character_events:
END_MAIN

Location_events:
END_MAIN

Misc_events:
CauseGameOverIfLordDies
END_MAIN

Opening_event:
CMOF
FADICG 0
HIDEMAP
SHCG 0x33
FADUCG 2
SHOWMAP
TEX8 0x5DA [136,12]
STAL 100
RETB
STAL 32
FADI 4
HIDEMAP
ASMC 0x7A95D
BACG 0x10
FADU 4
SHOWMAP
TEX1 0xA0D
MURE 5
STAL 5
MUS1 0x0024
MORETEXT 0xA0E
MURE 5
STAL 5
MUS1 0x003D
MORETEXT 0xA0F
FADI 16
HIDEMAP
ENDB

label15:
MUEN 4
ASMC 0x7A8B9
STAL 32
FADU 16
SHOWMAP
LOMA 0x3E [0,0]
LOU1 label19
ENUN
STAL 64
TEX8 0x5DB [136,0]
STAL 120
RETB
STAL 32
CURF Roy
ENUN
STAL 16
TEX1 0xA10
REMA
MOVE Roy [4,2]
STAL 4
ENUN
DISA Roy
ENUN
MOVE Aurora [4,2]
STAL 4
MOVE Kama [4,2]
STAL 6
DISA Aurora
DISA Kama
ENUN
STAL 5
FADI 10 //obligatory fades
HIDEMAP
ASMC 0x7A8B9
LOMA 0x11 [24,24]
LOU1 GoodEN
LOU1 BadEN
ENUN
BACG 0x55 //displays the background
MUS1 0x3A8
ENUN
FADU 10
ENUN
TEX1 0xA11 //displays the text
STAL 15
MORETEXT 0xA12
REMA
ENDA

Ending_event:
//MoveToChapter(NextChapter)
ENDA

TrapData:
ENDTRAP

    
MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

Can some one help me out?

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Hmmm... I followed the instructions that Arch said to do for special doors, but for some reason, it doesn't detect it as a door when the thief is next to it with a lockpick. I'll post my EA file. The doors in question are the double doors and the horizontal door. All coordinates and tile change IDs are correct, so it has to be a problem with something else within my file.

[spoiler=EA File]#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x1B,Pointers)

ORG 0xDA3390
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

Opening_event:
MUS1 0x0032
LOU1 Bad
ENUN
CAM1 [05,13]
OOBB
TEX8 0x807 [200,00]
STAL 120
RETB
LOU1 Good
ENUN
CUMO [04,18]
STAL 60
CURE
TEX1 0x848
REMA
CUMO [10,17]
STAL 60
CURE
Text(0x3C,0x849)
LOU1 Prisoner
ENUN
CAM1 [10,05]
CUMO [10,01]
STAL 60
CURE
TEX1 0x84B
MOVE Jerme [12,02]
ENUN
DISA Jerme
ENDA

Ending_event:
MUS1 0x0038
MNCH 0x05
ENDA

Good:
UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,18] [01,15] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,18] [02,16] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,18] [03,17] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,18] [01,16] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,18] [03,16] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,18] [02,18] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
UNIT Erk Mage 0x00 Level(1,Ally,False) [00,18] [02,18] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
UNIT Marcus TransporterHorse 0x00 Level(1,Ally,False) [00,18] [04,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20]
UNIT Lucius Monk 0x00 Level(5,Ally,False) [00,18] [00,17] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT Oswin Knight 0x00 Level(4,Ally,False) [00,18] [01,16] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
UNIT

Bad:
UNIT Eagler Paladin 0x00 Level(1,Enemy,False) [10,01] [10,01] [silverSword,Spear,Elixir,0x00] [0x00,0x03,0x00,0x20]
UNIT Jerme Thief 0x00 Level(20,Enemy,False) [10,03] [10,03] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20]
UNIT

Prisoner:
UNIT Ninian Dancer 0x00 Level(1,NPC,False) [10,17] [10,18] [Elixir,0x00,0x00,0x00] [0x00,0x03,0x20,0x00]
UNIT

Turn_events:
TurnEventPlayer(0x05,Opening_event,1)
TURN

Character_events:
CHAR 0x00 DaltontoAshley Lyn_t Ninian $0000000
CHAR

Location_events:
Chest(GuidingRing,10,13)
Chest(Mend,01,05)
DOOR 0x09 DoubleDoor [09,05] $0000000
DOOR 0x09 DoubleDoor [10,05] $0000000
DOOR 0x10 HorizontalDoor [12,12] $0000000
Door(01,07)
Seize(0x11,Ending_event,10,01)
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV

BallistaData:
BLST
ALIGN 4

DoubleDoor:
MAC1 0x03 0x00
ENDA

HorizontalDoor:
MAC1 0x06 0x00
ENDA

DaltontoAshley:
MUS1 TogetherWeRide
TEX1 0x84A
CUSI Ninian Ally
MUEN 2
ENDA

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it doesn't detect it as a door when the thief is next to it with a lockpick.

DOOR 0x09 DoubleDoor [09,05] 0x10

DOOR 0x09 DoubleDoor [10,05] 0x10

DOOR 0x10 HorizontalDoor [12,12] 0x10

You need those 0x10 bytes to make the Door command appear.

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DOOR 0x09 DoubleDoor [09,05] 0x10

DOOR 0x09 DoubleDoor [10,05] 0x10

DOOR 0x10 HorizontalDoor [12,12] 0x10

You need those 0x10 bytes to make the Door command appear.

Strange. I added that and it still doesn't work. Maybe there are some door tiles that are only aesthetic, I'm guessing? Because normal doors work with that code, but not the vertical and double door tiles, at least for me.

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Oh wait, you didn't define the tile changes:

http://feuniverse.us/t/archs-guide-to-chapter-construction/110/7

I use Tiled, and it's worked as a replacement so far for defining. All other tile changes are working in the chapter and in all other chapters except for the double door and horizontal door. Hmmmm... I'll do some more trial and error with the file and if that doesn't work I'll just replace those doors.

Edited by Arjun
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DoubleDoor:

MAC1 0x03 0x00

ENDA

HorizontalDoor:

MAC1 0x06 0x00

ENDA

Double, triple, quadruple check these IDs match whatever IDs you used for the door changes in Tiled? Because if the automatic tile changes are working, these commands seem to be the most likely source of the problem... Or I dunno. I am kind of randomly guessing here since I don't actually use the event assembler for making chapters. I just disassemble in-game chapters to look for stuff like AI changes.

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  • 2 weeks later...

Having an issue with making a conversation before the chapter begins to appear properly. The game will load in, the screen will fade to the conversation for about a second, without loading faces, then fade back into the game. What's wrong?

define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,ThisChapter)
ORG 0xD80000
ThisChapter:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
Bad:
UNIT Hector HectorLord Hector Level(2,Enemy,False) [2,1] [2,1] [ironAxe] NoAI
UNIT
Good:
UNIT Lyn LynLord Eliwood Level(2,Ally,False) [2,2] [2,2] [ironSword] NoAI
UNIT Eliwood EliwoodLord Eliwood Level(2,Ally,False) [2,3] [2,3] [ironSword] NoAI
UNIT
Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
TURN
Character_events:
CHAR
Location_events:
LOCA
Misc_events:
CauseGameOverIfLordDies
AFEV
Opening_event:
LOU1 Good
ENUN
LOU1 Bad
ENUN
OOBB
FADI 0x10
HIDEMAP
BACG 0x0F
FADU 0x10
SHOWMAP
TEX1 0x815
REMA
ENDA
Ending_event:
ENDA
BallistaData:
BLST
ALIGN 4
MESSAGE Events end at offset 1000010
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You're using OOBB, then fading back into black with FADI. Trying something more along the lines of:

BACG 0x0F
FADU 0x10
TEX1 0x815
REMA

Or, if you don't mind seeing the map momentarily before the text begins, you could use this macro shortcut:

Text(0x0F, 0x815)

Also, it's recommend that your events be placed inside spoiler tags. That way your post isn't a super long wall of text. You can create spoilers by using:

[spoiler]
Your text goes here
[/spoiler]

And if you're curious about these spiffy code boxes I'm using, you can create those via:

[code]
your stuff goes here
[/code]
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