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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...

 

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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 by [Annoyingmous]
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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

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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!

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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?

 

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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

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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 by [Annoyingmous]
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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.

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@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>
 

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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 by Roosterton
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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


 

fe help.PNG

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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.

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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!

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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.

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