Master Awesome Posted January 3, 2017 Share Posted January 3, 2017 Does anyone know how levelling up Merlinus works? I used the "LevelMerlinus" command at the end of the first chapter where he appears and he went from level 1 to 2, but on every subsequent chapter he stayed on level 2 whenever I used the "LevelMerlinus" command, despite the game saying he levelled up. Is there something else to it or am I just being dumb and missing something obvious? The raw code for LevelMerlinus is ASMC 0x79B5D. Not really sure why he stays level 2, other than if he doesn't survive. I wouldn't think you'd need to use LevelMerlinus in the subsequent chapters since merlinus levls up with ASMC 0x79B5D at the beginning of each ending event to begin with. Try using one or the other? Quote Link to comment Share on other sites More sharing options...
Agro Posted January 3, 2017 Share Posted January 3, 2017 Is there an easy and convenient way to change how many levels an autoleveled promoted unit gets? In the prologue map, I want to spawn a couple of promoted enemies as well as some level 15 units, but the level 15 units and promoted are coming out with about equivalent stats, which I don't want, because the promoted units are autoleveling only 9 times or so. I manually changed the mode HHM, so would there be something in Nightmare to edit Hard Mode bonuses or something like that? Apologies for missing this. The way to do this is via events and setting the autolevel flag to "true" - if you're on HHM then the promoted units SHOULD be autolevelling 20 levels, not 9, as is the case in EHM. What I do to control particular units' stats is make a new character for them and manually input flat stat bonuses in there. if they're autoleveling at least 9 times, the change in stat variance from having a flat boost and 9 level ups compared to 15 level ups shouldn't be too big. This is literally the worst way you could do this as you will find you run out of character slots very quickly. It's a lot of manual work for something that should take 5 seconds. Do NOT do this. Use the autolevel system. If the autolevel system isn't working the way it should, then make a topic about it so we can help fix it. Quote Link to comment Share on other sites More sharing options...
Agro Posted January 3, 2017 Share Posted January 3, 2017 Did you actually deploy Merlinus? Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted January 3, 2017 Share Posted January 3, 2017 I'm being difficult and making a "2 part chapter" using loma to load another chapter/map. When using loma, it finishes executing the events after the loma code in chapter A events before executing chapter B events, correct? Does it start with chapter B's opening event? My chapter A code is fine; it loads chapter B map and finishes the line of commands after loma. When (i'm assuming) it changes to chapter B's events, it goes straight to the ending event instead of continuing with the player phase. Not sure what's wrong. Only defeating the boss should trigger the ending event. [spoiler=Chapter A events (important parts)] PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene Bad: UNIT Good: UNIT TurnBasedEvents: TURN 0x0 Black [1,0] 0x0 0x0 TURN 0x0 label14 [6,15] 0x8 0x0 TURN 0x0 ValterArrives [2,0] 0x0 0x0 TURN 0x0 EaglerArrives [7,0] 0x0 0x0 TURN 0x0 ValterLeaves [8,0] 0x0 0x0 TURN CharacterBasedEvents: CHAR 0x30 LynEagler [0x03,0xBE] 0x0 CHAR 0x30 LynEagler [0xBE,0x03] 0x0 CHAR 0x31 WallaceEagler [0x2C,0xBE] 0x0 CHAR 0x31 WallaceEagler [0xBE,0x2C] 0x0 CHAR 0x32 KentEagler [0x17,0xBE] 0x0 CHAR 0x32 KentEagler [0xBE,0x17] 0x0 CHAR 0x33 SainEagler [0x18,0xBE] 0x0 CHAR 0x33 SainEagler [0xBE,0x18] 0x0 CHAR 0x34 WallaceDorcas [0x2C,0x8] 0x0 CHAR 0x34 WallaceDorcas [0x8,0x2C] 0x0 CHAR 0x35 MoulderErk [0x11,0x13] 0x0 CHAR 0x35 MoulderErk [0x13,0x11] 0x0 CHAR LocationBasedEvents: VILL 0x1 label20 [21,12] 0xE LOCA 0x0 [21,11] 0x1D LOCA 0x0 label21 [9,1] 0xE LOCA 0x0 label22 [19,16] 0xE LOCA 0x0 label23 [22,2] 0xE Seize(0x3,SeizeCastle,8,16) SHOP 0x0 label24 [18,15] 0x13 SHOP 0x0 label25 [17,15] 0x14 LOCA MiscBasedEvents: AREA 0xB LundgrenLeave [5,15] [11,18] AFEV 0x0 label26 0x65 AFEV EndingScene: ENDA label24: SHLI 0x2D 0xE 0x94 0x26 label25: SHLI 0x6B 0x4A 0x37 0x38 0x3E BallistaEliwoodMode: BLST BallistaHectorMode: BLST Black: OOBB ENDA SeizeCastle: STAL 30 FADI 5 HIDEMAP BACG 0x0F FADU 5 TEX1 0x9E7 MAC1 0x0 0x0 STAL 64 FADI 4 HIDEMAP UnitClear LOMA 0xD [18,34] LOU1 label987 STAL 64 FADU 4 SHOWMAP STAL 16 LOU1 label123 STAL 4 LOU1 label456 ENUN STAL 128 CURF 0x3 STAL 16 FADI 8 HIDEMAP BACG 0x11 FADU 8 SHOWMAP TEX1 0x9E7 REMA CAM1 0xC5 STAL 16 CURF 0xC5 STAL 16 FADI 8 HIDEMAP BACG 0x11 FADU 8 SHOWMAP TEX1 0x9E7 REMA STAL 32 CAM1 0x23 CURF 0x3 STAL 16 TEX1 0x9E7 REMA MUS1 0xA8 ENDA [spoiler=Chapter B events] //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x3D,PointerList) org 0x1687480 PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN BallistaEliwoodMode BallistaHectorMode POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsENM POIN BeginningScene EndingScene TurnBasedEvents: TURN 0x0 Tact [1,0] 0x0 0x0 TURN CharacterBasedEvents: CHAR 0x30 LynEagler [0x03,0xBE] 0x0 CHAR 0x30 LynEagler [0xBE,0x03] 0x0 CHAR LocationBasedEvents: Chest(0x42,33,26) Chest(0x60,1,26) Chest(0x6C,4,26) Chest(0x00,30,26) LOCA MiscBasedEvents: DefeatBoss(EndingScene) AFEV BallistaEliwoodMode: BLST BallistaHectorMode: BLST ALIGN 4 BeginningScene: ENDA Tact: MOVE 0xCD [17,30] DISA 0xCD ENDA LynEagler: MUS2 0x43 TEX1 0x9DC REMA MURE 0x6 CUSI 0xBE 0x0 ENDA ALIGN 4 KentEagler: MUSI TEX1 0x9DC REMA MUNO ENDA ALIGN 4 EndingScene: _0xA3 MUEN 2 STAL 30 MUS1 0x38 FADI 4 HIDEMAP ASMC 0x7A869 BACG 0x10 FADU 4 SHOWMAP TEX1 0x9E7 MUEN 4 FADI 4 HIDEMAP STAL 60 SOUN 0x2DB STAL 32 BACG 0x13 FADU 4 SHOWMAP TEX1 0x9E8 MUS1 0x54 MORETEXT 0x9E9 ASMC 0xECB1 STAL 0 _0xDA 0x8 0x2 STAL 60 TEX5 0x9EA _TEXTCG 0x9EB 0x1 _TEXTCG 0x9EC 0x1 _0xD9 0x13 0x2 TEX1 0x9ED MUEN 2 STAL 30 MUS1 0x4B MORETEXT 0x9EE FADI 16 HIDEMAP BACG 0x17 STAL 32 FADU 16 SHOWMAP TEX1 0x9EF MORETEXT 0x9F0 MUEN 6 FADI 4 HIDEMAP STAL 32 BACG 0x1E MUS1 0x5B FADU 4 SHOWMAP TEX1 0x9F1 ASMC 0xECB1 STAL 0 _0xDA 0x9 0x4 STAL 60 TEX5 0x9F2 _0x4 0x3C FADI 2 HIDEMAP STAL 50 ASMC 0x7A95D STAL 100 JUMP label35 ENDA label35: ENUF 0x83 _0x83 _0x1 ASMC 0xB85D5 STAL 0 STAL 0 ENDA AllyUnitsENM: UNIT AllyUnitsEHM: UNIT EnemyUnitsENM: UNIT 0xC5 0x16 0x0 0x2C [8,16] [8,16] [0x17,0x1C,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xC6 0x39 0xC5 0x15 [7,9] [7,9] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0xC6 0x38 0xC5 0x1D [15,1] [15,1] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xC6 0x14 0xC5 0x1D [13,2] [13,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xC6 0x20 0xC5 0xD [14,3] [14,3] [0x37,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x24 0xC5 0x1D [21,14] [21,14] [0x44,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x18 0xC5 0x1D [20,8] [20,8] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xC6 0x18 0xC5 0x1D [13,13] [13,13] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xC6 0x18 0xC5 0x1D [18,6] [18,6] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xC6 0xA 0xC5 0x15 [14,9] [14,9] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xC6 0xA 0xC5 0x15 [15,10] [15,10] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x24 0xC5 0x1D [10,3] [10,3] [0x44,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x1D [2,11] [2,11] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x14 0xC5 0x1D [2,13] [2,13] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x14 0xC5 0x1D [3,13] [3,13] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [4,15] [4,15] [0x14,0x1,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [1,16] [1,16] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [15,14] [15,14] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x1D [1,10] [1,10] [0x14,0x1,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [13,12] [13,12] [0x14,0x1,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [14,13] [14,13] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [12,11] [12,11] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [4,18] [4,18] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x28 0xC5 0x15 [5,16] [5,16] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC7 0x14 0xC5 0x1D [8,17] [8,17] [0x14,0x0,0x0,0x0] [0x0,0x3,0x0,0x20] UNIT 0xC6 0x14 0xC5 0x1D [11,13] [11,13] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xC6 0x14 0xC5 0x1D [12,14] [12,14] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT //Castle Units label987: UNIT 0xC5 0x16 0xC5 0x2C [17,3] [17,3] [0x17,0x1C,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT label123: UNIT 0x2C 0x16 0x3 0x8 [15,32] [15,32] [0x1F,0x2C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x12 0x3 0x18 [19,32] [19,32] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x2 0x0 0x8 [17,30] [17,30] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x28 0x3 0x8 [16,31] [16,31] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x28 0x3 0x8 [18,31] [18,31] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1D 0x32 0x3 0x8 [16,33] [16,33] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xD 0x18 0x3 0x10 [18,33] [18,33] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label456: UNIT 0x23 0x3C 0x3 0x10 [17,34] [17,34] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x26 0x41 0x3 0x8 [14,34] [14,34] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xCD 0x51 0x0 0xA [15,34] [15,34] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x11 0x1D 0x3 0x8 [19,34] [19,34] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [20,34] [20,34] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label456eagler: UNIT 0x23 0x3C 0x3 0x10 [17,34] [17,34] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x26 0x41 0x3 0x8 [14,34] [14,34] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xCD 0x51 0x0 0xA [15,34] [15,34] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x11 0x1D 0x3 0x8 [19,34] [19,34] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [20,34] [20,34] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xBE 0x2A 0x3 0x8 [17,33] [17,31] [0x07,0x1C,0x28,0x0] [0x0,0x0,0x0,0x0] UNIT Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 3, 2017 Author Share Posted January 3, 2017 you'll want to reset event ID 0x3 (and probably 0x1 and 0x2 as well) 0x2 is "boss killed" and 0x3 is "seize". when you LOMA, it doesn't reset any event IDs set during the map, so the game checks whether "seize" has been triggered and decides "welp" Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted January 3, 2017 Share Posted January 3, 2017 (edited) Ah, yes. Works perfectly now. Thanks. EDIT: Nevermind, gotsa new problem. Because the map switch occurs when Lyn seizes the gate, it occurs mid turn, and when the seize gate event ends and the turn continues on the new map, Lyn is sent back to the throne's coordinates on the previous map and is grayed out (since she already took her turn seizing the gate.) She, and all the other units, are cleared off the old map and loaded on the new map, but right as the event ends, she is warped the the old throne spot and grayed out. Only her. Other units, even if previously moved, are refreshed and loaded fine. Edited January 4, 2017 by Master Awesome Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 4, 2017 Share Posted January 4, 2017 (edited) That's the issue with trying to move/manipulate the active unit. It's very hard to do (I've yet to see a way to do it). Edited January 4, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 4, 2017 Author Share Posted January 4, 2017 I've had this problem as well. There's no easy workaround, beyond wizarding some assembly magic up for this use case Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted January 4, 2017 Share Posted January 4, 2017 Well, I didn't solve the dreaded active unit dilemma, but I did fix what I wanted. So I used the LOCA command (or the Seize macro) used for seizing to load an event other than the ending event (LOCA 0x3 SeizeCastle [8,17] 0xF). Because of this, Lyn seizes the gate and the event SeizeCastle runs, but Lyn is still active (her map sprite runs in place). If the LOCA command is used for seizing but an event isn't specified (LOCA 0x3 [X,Y] 0xF), it loads the ending event by default, but the lord will end his/her movement/turn (become inactive) before the event plays. This is what the game does by default. Eliwood, Hector or Lyn all become inactive before the events play. So I cheated my way around working with an active unit. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 5, 2017 Share Posted January 5, 2017 Good find! Now that I think about it, using an AFEV probably could have accomplished the same thing. Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted January 5, 2017 Share Posted January 5, 2017 Yeah, that's what I thought of first, but I guess the AFEV event loads immediately after the loca event, which is still while the unit is activated. That or when I tested it I messed something up (most likely) Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 5, 2017 Author Share Posted January 5, 2017 AFEV loads while the unit is still active, unfortunately Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted January 19, 2017 Share Posted January 19, 2017 So I was redesigning map 1 for my hack, Fire Emblem: Book of Necros (Previously known as FE: Eternal night) and the assembly decided to bug out. What happens is that a level 0 hector with an iron sword just randomly decides to show up. I had repointed some palettes on accident so i thought that may have ruined something. i decided "oh, i'll just use a clean ROM. Not optimal but the best solution i could find.". I load up the new ROM and insert the maps, but to my surprise the bug is still there in a clean ROM. It doesn't appear if you load lyns mode so i assume it has something to do with the eventing. I've looked through the events upward of 10 times and I can't pick out the error. Could someone see something i can't? Spoiler  #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD00000 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 Eliwood Level(1, Ally, 0) [5,3] [5,3] [ironSword, Armourslayer, Vulnerary] NoAI UNIT Bad: UNIT Batta Soldier 0x00 Level(1, Enemy, 0) [14,15] [14,15] [ironSpear, Javelin] AttackInRange UNIT 0x3E Fighter 0x00 Level(1, Enemy, 0) [3,7] [3,7] [ironAxe] AttackInRange UNIT 0x3E Fighter 0x00 Level(1, Enemy, 0) [8,5] [8,5] [ironAxe] AttackInRange UNIT 0x3E Soldier 0x00 Level(1, Enemy, 0) [9,11] [9,11] [ironSpear] AttackInRange UNIT 0x3E Soldier 0x00 Level(1, Enemy, 0) [14,5] [14,5] [ironSpear] AttackInRange UNIT 0x3E Soldier 0x00 Level(1, Enemy, 0) [1,8] [1,8] [ironSpear] AttackInRange UNIT 0x3E Troubadour 0x00 Level(1, Enemy, 0) [15,13] [15,13] [Fire, Heal] Guard Turn_events: TurnEventPlayer(0x1,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies DefeatBoss(Ending_event) End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset  Thank you in advance! Quote Link to comment Share on other sites More sharing options...
Stanツ_ Posted January 19, 2017 Share Posted January 19, 2017 You forgot a blank UNIT code at the end of your Bad Unit list. The game was probably interpreting your turn Event as a Unit code (hence the level 0 Iron Sword Hector). Quote Link to comment Share on other sites More sharing options...
Tactician Aria Posted January 19, 2017 Share Posted January 19, 2017 4 minutes ago, StanH_ said: You forgot a blank UNIT code at the end of your Bad Unit list. The game was probably interpreting your turn Event as a Unit code (hence the level 0 Iron Sword Hector). Can't believe i missed something so simple! Thank's for you help, i really appreciate it! :D Quote Link to comment Share on other sites More sharing options...
Galap Posted January 26, 2017 Share Posted January 26, 2017 Does anyone know how to make it so that an area event is only triggered by allied units? Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 26, 2017 Author Share Posted January 26, 2017 there's an IFAT that checks phase reset the event otherwise Quote Link to comment Share on other sites More sharing options...
Galap Posted January 27, 2017 Share Posted January 27, 2017 Thanks I'll look into that. Any maybe ask for a more detailed answer if I can't figure it out.  On a related note, I'm having another problem. I'm trying to have it so that stepping on four switches will cause a gate to open. It's not working out. I initially thought the problem was in my conditionals, but as a test I changed it so that stepping on ANY of the four switches will open the gate. And that doesn't work either. Here are the relevant parts of the events: Quote Misc_events: CauseGameOverIfLordDies AREA 0x15 TopRightSw1 [35,1] [35,1] AREA 0x16 TopRightSw2 [41,1] [41,1] AREA 0x17 MidLeftSw [1,13] [1,13] AREA 0x18 BottomLeftSw [6,28] [6,28] AFEV 0x19 GatesOpen 0x15 AFEV 0x19 GatesOpen 0x16 AFEV 0x19 GatesOpen 0x17 AFEV 0x19 GatesOpen 0x18 End_MAIN // Events TopRightSw1: MAC1 0x02 0x0 SOUN 0xAB ENDA TopRightSw2: MAC1 0x03 0x0 SOUN 0xAB ENDA MidLeftSw: MAC1 0x0A 0x0 SOUN 0xAB ENDA BottomLeftSw: MAC1 0x13 0x0 SOUN 0xAB ENDA GatesOpen: CAM1 [7,4] MAC1 0x08 0x0 SOUN 0xB1 ENDA  The switch events happen correctly, but GatesOpen does not occur. Any ideas why? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 27, 2017 Share Posted January 27, 2017 (edited) I think it has something to do with how AREA events work. I just tried doing an AFEV after an AREA and nothing happened. However, if I had one of my units wait after triggering the AREA, the AFEV would kick in. Stuff like talk events or death quote IDs seem to trigger AFEVs how we'd expect, but AREAs are weird. You might just have to do a set of conditionals for each AREA event you have, and use JUMP if all the conditions are met (this seems to be how Ch 25H does it). Something like: Spoiler Misc_events: CauseGameOverIfLordDies AREA 0x15 TopRightSw1 [35,1] [35,1] AREA 0x16 TopRightSw2 [41,1] [41,1] AREA 0x17 MidLeftSw [1,13] [1,13] AREA 0x18 BottomLeftSw [6,28] [6,28] End_MAIN TopRightSw1: MAC1 0x02 0x0 SOUN 0xAB IFET 0x01 0x16 IFET 0x02 0x17 IFET 0x03 0x18 JUMP GatesOpen ENIF 0x03 ENIF 0x02 ENIF 0x01 ENDA // Other AREA events here GatesOpen: // Do a thing ENDA Â Hope this helps. Edited January 27, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
Galap Posted January 27, 2017 Share Posted January 27, 2017 Yeah I see the same behavior. It will happen after another unit waits, but strangely enough it won't happen if the next unit to wait triggers an AREA event itself. I guess AREA events are weird like you said haha. Â the JUMP way works though, thanks! Quote Link to comment Share on other sites More sharing options...
Galap Posted January 30, 2017 Share Posted January 30, 2017 I want to have it so that if the lord goes into a house, a character is recruited, but if another character goes in, a different conversation occurs (essentially telling the player to visit with the lord). Here's what I have: Quote Location_events: House(0x5,RecruitHouse,14,5) End_MAIN RecruitHouse: IFCA 0x01 0x03 FADI 0x10 BACG 0x101 MUS1 0x42 TEX1 0x855 REMA LOU1 HouseREcruit ENUN ELSE 0x02 ENIF 0x01 FADI 0x10 BACG 0x01 TEX1 0x854 REMA ENUT 0x5 ENIF 0x02 ENDA Â When I try to assemble the event, I get the error: "Incorrect parameters in code IFCA Atom Atom" I really don't see what I'm doing wrong here. Quote Link to comment Share on other sites More sharing options...
Stanツ_ Posted January 30, 2017 Share Posted January 30, 2017 From Event Assembler Language.txt: Quote   IFCA Unknown *Conditional ID* Character   Executes events if character is active.   Parameters:    Unknown    Conditional ID    Character = Character to check. Your "IFCA 0x01 0x03" is missing one parameter, probably the Unknown one. I don't really known about it, but I'd try with simply "IFCA 0x00 0x01 0x03". The rest seems to be fine. Side note: you seem to be using an older version of Event Assembler, not that it is a problem, but the newer version of the raws replaces some conditional events names by things more explicit (IFCA -> GOTO_IFCNA; ELSE -> GOTO; ENIF -> LABEL; IFX -> GOTO_IFNX) that I think can help prevent confusions. Quote Link to comment Share on other sites More sharing options...
Galap Posted January 31, 2017 Share Posted January 31, 2017 Thank you, works. It's always something like that. Â Now the ENUT seems to not be working. If a nonlord visits the house, the nonlord convo happens, but a lord cannot subsequently visit. Any ideas on that one? Quote Link to comment Share on other sites More sharing options...
Stanツ_ Posted January 31, 2017 Share Posted January 31, 2017 7 hours ago, Galap said: Now the ENUT seems to not be working. If a nonlord visits the house, the nonlord convo happens, but a lord cannot subsequently visit. Any ideas on that one? Wouldn't you want to use ENUF here ? ENUT marks an event as used, which would not be what you want and also be redundant in that case. ENUF marks it unused, and thus allows it to be re-executed (I believe this is how this works). Quote Link to comment Share on other sites More sharing options...
Galap Posted January 31, 2017 Share Posted January 31, 2017 Lol im dumb thanks Quote Link to comment Share on other sites More sharing options...
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