circleseverywhere Posted July 3, 2017 Share Posted July 3, 2017 in the turn events: TurnEventPlayer(0, EndingScene, 5) Quote Link to comment Share on other sites More sharing options...
Rindille Posted July 3, 2017 Share Posted July 3, 2017 I'm trying to make my own EA definition here. But it keeps giving me this message: File: prologue_events.txt, Line: 3: Directive include requires 1 parameters: #include FE7_custom_item.txt But I've already put my definition txt in the same file where EA is. And here's part of my event: #define DISABLE_TUTORIALS #include EAstdlib.event #include FE7_custom_item.txt EventPointerTable(0x06,Pointers) Don't know how to solve this... Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 4, 2017 Share Posted July 4, 2017 (edited) @Rindille Try putting the name of the file in quotes. Edited July 4, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
[Annoyingmous] Posted July 4, 2017 Share Posted July 4, 2017 (edited) GUYS im having problem with seizing, the setting of my game is seize the gate at 5,5 and the game will be complete/done. I insert the Seize(5,5) at location_event but still nothing appear "seize" in that location, I wonder what is wrong? check the text below to see my entire format of my txt. chapter2 txt.txt Edited July 4, 2017 by [Annoyingmous] Quote Link to comment Share on other sites More sharing options...
Rindille Posted July 4, 2017 Share Posted July 4, 2017 11 hours ago, Primefusion said: @Rindille Try putting the name of the file in quotes. Now it keeps giving me a new error: File: FE7_custom_item.txt, Line: 2: Directive define requires range 1-2 parameters: #define Trainee Sword 0x9B Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 4, 2017 Share Posted July 4, 2017 @Rindille Your definitions have to be 1 word each, no spaces allowed. "Trainee Sword" is not valid, but "TraineeSword" or "Trainee_Sword" are. Quote Link to comment Share on other sites More sharing options...
Rindille Posted July 4, 2017 Share Posted July 4, 2017 1 hour ago, Primefusion said: @Rindille Your definitions have to be 1 word each, no spaces allowed. "Trainee Sword" is not valid, but "TraineeSword" or "Trainee_Sword" are. I see. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted July 5, 2017 Share Posted July 5, 2017 @[Annoyingmous] Your location events are as followed: Location_events: Seize(6,6) Armory(ARMORLIST,19,20) LOCA End_MAIN You have both LOCA and End_MAIN. Try removing one (preferably loca since you use end_main for the others). Quote Link to comment Share on other sites More sharing options...
[Annoyingmous] Posted July 5, 2017 Share Posted July 5, 2017 I am having problem about death = game over. I search questions in EVENT HACKING for Dummies forum section, I found a question asking the same question as my problem. PRIME fusion commented(and quoted) on that question, he say '"Make sure that Eliwood's death quote has an ID of 0x65, and you have "CauseGameOverIfLordDies" in your misc. events." The problem right now I am encountering is, When Eliwood dies, he dont speak any death quote, instant death, no quote/dialog. (the death quote is 0x65 of my eliwood and there is causegameoveriflorddies) What should I do,(I did check ultimate tutorial too)? to make eliwood speak if he died and game over? THANKS FOR HELP master awesome, the problem is clear! Quote Link to comment Share on other sites More sharing options...
Kirb1337 Posted July 5, 2017 Share Posted July 5, 2017 My guess is that instead of giving eliwood the death quote event id of 0x65, you gave him the death quote text id of 0x65. Try double checking to make sure that isnt the problem. Quote Link to comment Share on other sites More sharing options...
Roosterton Posted July 6, 2017 Share Posted July 6, 2017 I'm struggling to wrap my head around conditionals in FE8. I'm trying to create a situation where, at the end of a chapter, a cutscene changes depending on if an enemy unit was recruited during that chapter or not. With FE7, I figure I could just do this with ENUT to trigger an event ID during the recruitment conversation, then IFET at the end of the chapter to check if the event was triggered. But with FE8 I'm... really not sure where to start. I think it has something to do with _SETVAL or _SETCONDITION, but how would I use these in this context? Quote Link to comment Share on other sites More sharing options...
[Annoyingmous] Posted July 6, 2017 Share Posted July 6, 2017 13 hours ago, Kirb1337 said: My guess is that instead of giving eliwood the death quote event id of 0x65, you gave him the death quote text id of 0x65. Try double checking to make sure that isnt the problem. I went to FE nightmare and check if Eliwood has death quote of 0x65. yes it is, I wonder where I went wrong, nothing change, still no death quote when eliwood died Quote Link to comment Share on other sites More sharing options...
[Annoyingmous] Posted July 6, 2017 Share Posted July 6, 2017 OH WAIT! I did it, I manage to insert text, however, it appear different text. (check photo) I insert the Deathquotetable at Misc_events I already insert the #define death qoutable above, Im not sure where I went wrong... Quote Link to comment Share on other sites More sharing options...
[Annoyingmous] Posted July 6, 2017 Share Posted July 6, 2017 (edited) On 7/5/2017 at 8:49 AM, Master Awesome said: @[Annoyingmous] Your location events are as followed: Location_events: Seize(6,6) Armory(ARMORLIST,19,20) LOCA End_MAIN You have both LOCA and End_MAIN. Try removing one (preferably loca since you use end_main for the others). I tried too make another one, I did try the seize(6,6) and it is working, BUT when I made another one, the seize is missing again. what to do? I did try to follow your guide And instead of Seize gate, it appears as seize throne (the seize area is a fort/gate) Edited July 6, 2017 by [Annoyingmous] Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 6, 2017 Share Posted July 6, 2017 2 hours ago, [Annoyingmous] said: And instead of Seize gate, it appears as seize throne (the seize area is a fort/gate) That's because you have to change the text. You can find out which text slot to change in the Chapter Data Editor. Quote Link to comment Share on other sites More sharing options...
Tequila Posted July 7, 2017 Share Posted July 7, 2017 @Roosterton The ENUT remains the same. At the end of the chapter, your conditional would look like: CHECK_EVENTID <your event id> //checks whether the event id is set, and writes the result to memory slot 0xC BNE 0x1 0xC 0x0 //BNE = branch if not equal, 0x1 is the conditional id; memory slot 0x0 is always 0, so we compare the values in slot 0xC (the result) and 0x0 (0), and if not equal (the event id is set), then branch to the LABEL 0x1 <stuff to do if the event id was not set> GOTO 0x2 //jump to LABEL 0x2 LABEL 0x1 //jump here if event id is set <stuff to do if event id was set> LABEL 0x2 <continue as normal> Quote Link to comment Share on other sites More sharing options...
Roosterton Posted July 8, 2017 Share Posted July 8, 2017 (edited) 22 hours ago, Tequila said: The ENUT remains the same. At the end of the chapter, your conditional would look like: CHECK_EVENTID <your event id> //checks whether the event id is set, and writes the result to memory slot 0xC BNE 0x1 0xC 0x0 //BNE = branch if not equal, 0x1 is the conditional id; memory slot 0x0 is always 0, so we compare the values in slot 0xC (the result) and 0x0 (0), and if not equal (the event id is set), then branch to the LABEL 0x1 <stuff to do if the event id was not set> GOTO 0x2 //jump to LABEL 0x2 LABEL 0x1 //jump here if event id is set <stuff to do if event id was set> LABEL 0x2 <continue as normal> @Tequila Thanks!! Everything worked out perfectly. Edited July 8, 2017 by Roosterton Quote Link to comment Share on other sites More sharing options...
Roosterton Posted July 8, 2017 Share Posted July 8, 2017 22 hours ago, Tequila said: @Tequila Thanks!! Everything worked out perfectly. Quote Link to comment Share on other sites More sharing options...
StrykerZ Posted July 8, 2017 Share Posted July 8, 2017 Alright so I'm having problems with a scripted fight and I can't figure out the problem at all. I've read multiple tutorials and even followed along step my step with Arch's video tutorial, yet whenever I try to put the event into Event Assembler I get the error in the picture. Event data in spoilers. It's probably something obvious and I'm just dumb, help would be greatly appreciated! Spoiler #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0x00D10351 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 Lyn_t LynLord Lyn_t Level(1, Ally, 0) [14,1] [14,1] [SteelSword, Vulnerary] NoAI UNIT Lowen Cavalier Lyn_t Level(1, Ally, 0) [15,0] [15,0] [IronSpear, IronSword, Vulnerary] NoAI UNIT Rebecca Archer Lyn_t Level(2, Ally, 0) [13,0] [13,0] [IronBow, Vulnerary] NoAI UNIT Bad: UNIT 0x3E 0x12 0x89 Level(3, Enemy, 1) [13,13] [13,13] [0x1F] SeizeThrone UNIT 0x3E 0x12 0x89 Level(4, Enemy, 1) [10,6] [10,6] [0x1F] SeizeThrone UNIT 0x3E 0x12 0x89 Level(4, Enemy, 1) [4,6] [4,6] [0x1F] SeizeThrone UNIT 0x3E 0x12 0x89 Level(3, Enemy, 1) [1,13] [1,13] [0x1F] SeizeThrone UNIT 0x3E 0x18 0x89 Level(2, Enemy, 1) [11,4] [11,4] [0x1F] AttackInRange UNIT 0x3E 0x18 0x89 Level(2, Enemy, 1) [3,4] [3,4] [0x1F] AttackInRange UNIT 0x3E 0x38 0x89 Level(2, Enemy, 1) [0,3] [0,3] [0x14, ChestKey] DropItem AttackInRange UNIT 0x3E 0x38 0x89 Level(2, Enemy, 1) [1,7] [1,7] [0x14] AttackInRange UNIT 0x3E 0x38 0x89 Level(2, Enemy, 1) [14,8] [14,8] [0x14] AttackInRange UNIT 0x3E 0x38 0x89 Level(2, Enemy, 1) [7,11] [7,11] [0x1F] AttackInRange UNIT 0x3E 0x38 0x89 Level(3, Enemy, 1) [14,4] [14,4] [0x14] AttackInRange UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventEnemy(0x0,ReinforcementsCome,3) End_MAIN Character_events: End_MAIN Location_events: Chest(AngelicRobe,0,1) Chest(5000,1,1) End_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) End_MAIN TrapData: End_MAIN Opening_event: OOBB FADI 10 BACG 0x15 FADU 10 TEX1 0x81A REMA LOU1 Bad ENUN LOU1 MagnusNBoss ENUN LOU1 Good FIGH Wallace Zugu BadassMagnus $00000000 FADI 10 BACG 0x12 FADU 10 TEX1 0x82B ENDA Ending_event: FADI 10 BACG 0x12 FADU 10 TEX1 0x823 REMA ITGM ManiKatti FADI 10 BACG 0x12 FADU 10 TEX1 0x824 REMA MNCH(0x03) ENDA // Events // Manual Movement // Scripted Fights BadassMagnus: AttackerNoDamage(00,00) DefenderCritical(50,01) EndOfBattle // Units MagnusNBoss: UNIT Wallace General Wallace Level(1, NPC, 1) [7,2] [7,2] [SteelSpear] Guard UNIT Zugu Warrior Zugu Level(1, Enemy, 1) [7,3] [7,3] [SteelAxe] SeizeThrone UNIT ReinforcementsCome: UNIT Bandit Fighter Zugu Level(3, Enemy, 1) [13,0] [13,0] [IronAxe] PursueWithoutHeed UNIT Bandit Fighter Zugu Level(3, Enemy, 1) [15,0] [15,0] [IronAxe] PursueWithoutHeed UNIT Bandit Soldier Zugu Level(3, Enemy, 1) [14,0] [14,0] [IronSpear] PursueWithoutHeed UNIT Bandit Mage Zugu Level(5, Enemy, 1) [14,1] [14,1] [Fire] PursueWithoutHeed UNIT // Shop Data MESSAGE Events end at offset currentOffset // currentOffset 0xD10611 Quote Link to comment Share on other sites More sharing options...
flingleforp Posted July 9, 2017 Share Posted July 9, 2017 (edited) The AttackerNoDamage macro only needs one argument, just remove one of the arguments Edited July 9, 2017 by flingleforp Quote Link to comment Share on other sites More sharing options...
StrykerZ Posted July 9, 2017 Share Posted July 9, 2017 Probably should have realized that. I even thought that might be the problem so I deleted it on both but it didn't work either. Note to self, you don't need damage if it says no damage, duh. Thanks for the help. Quote Link to comment Share on other sites More sharing options...
stuff1014 Posted July 12, 2017 Share Posted July 12, 2017 Help Please! Okay, here's my problem. I'm new to hacking and I'm trying to modify the prologue chapter with my own event. When I load it with Event Assembler, It gives me no errors, but when I try to play it, after "Prologue: A girl from the plains", the screen goes black with no music. Here's my code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Prologue) 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 0x5F 0x12 0x00 Level(3, Enemy, 1) [5,5] [5,5] [0x1F, 0x28] [0x00,0x03,0x09,0x00] UNIT 0x01 0x0E 0x00 Level(5, Enemy, 1) [6,6] [6,6] [0x01] [0x00,0x03,0x09,0x00] UNIT Good: UNIT 0x5F 0x12 0x00 Level(10, Ally, 1) [7,7] [7,7] [0x1F, 0x28] [0x00,0x03,0x09,0x00] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: OOBB ENDA Ending_event: ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Will someone please tell me what my problem is? I've got a feeling it has something to do with the map, as I can't figure out where that goes. Thanks a ton! Also, any pointers for a new hacker are highly appreciated. Lastly, I can't get Event assembler to accept [0x00, 0x00, 0x00, 0x00] for an AI imput for player characters. What should I use? Please help. Thanks! Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 12, 2017 Share Posted July 12, 2017 5 hours ago, stuff1014 said: EventPointerTable(0x06,Prologue) 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 The problem is that you're passing in "Prologue" to the EventPointerTable macro, but you called the label for your pointers "ThisChapter". These need to match. Quote Link to comment Share on other sites More sharing options...
stuff1014 Posted July 12, 2017 Share Posted July 12, 2017 (edited) Thank you so much! Another question, though. When I run it, The only units that load are the enemy units. Also, what should I put in for AI for the ally units? Edited July 12, 2017 by stuff1014 Additional Question Quote Link to comment Share on other sites More sharing options...
Kirb1337 Posted July 12, 2017 Share Posted July 12, 2017 You should load your unit groups using LOU1 in the opeining event. here's how it would look like with it: Opening_event: LOU1 Good LOU1 Bad OOBB ENDA Quote Link to comment Share on other sites More sharing options...
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