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How can I discreetly kill a character?

I want a character to be playable in one gaiden chapter but never show up again, not in prep screen or anything else, how can I get rid of them without borking stuff up

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@flingleforp To make them go poof forever, turn them into an NPC or enemy. The game will delete them automatically when you save.
If you want to be explicit about their death, there's the KILL command.

If you want someone to disappear for a while, but then reappear later, you can do UNCM Character 0x04. Then, reverse it when the time comes with UNCR Character 0x04.

Edited by Primefusion
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My prologue events keep crashing the game...

Spoiler

//Made by Camtech075 of SerenesForest
//Modified by Nintenlord
//FE8 Events

#include EAstdlib.event
EventPointerTable(0x07,ThisChapter)//Prolog event

ORG 0x10C28D0
ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN HardEnemy LunaticEnemy HardGood LunaticGood
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene

TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0
TURN 0x0 EnemyWaveHard [4,0] 0x0
TURN 0x0 EnemyWaveOne [6,0] 0x0
//TurnEventPlayer(0x0,BeginningScene,0,0)
//TurnEventPlayer(0x0,EnemyWaveHard,4,1)
//TurnEventPlayer(0x0,EnemyWaveOne,6,1)
END_MAIN

EnemyWaveHard:
//Check_Hard
IFNE 0x1 0xC 0x0
//load units lance wyrn rider
GOTO 0x2
LABEL 0x1
//Nothing
LABEL 0x2
ENDA

ALIGN 32 //For some reason, CharacterBasedEvents have to be 32-Aligned?
CharacterBasedEvents:
CharacterEventBothWays(0x07,KamGarm,Ross,Garcia)
CharacterEventBothWays(0x08,AzelEllen,Eirika,Gilliam)
END_MAIN

KamGarm:
TEXTSHOW 0x90A
TEXTEND
ENDA

AzelEllen:
TEXTSHOW 0x90B
TEXTEND
ENDA

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
CauseGameOverIfLordDies
DefeatBoss(EndingScene)
END_MAIN

Dunno:
END_MAIN

Tutorial:
END_MAIN

TrapData:
ENDTRAP

ALIGN 4

LunaticEnemy:
UNIT  

LunaticGood:
UNIT

HardGood:
UNIT Eirika EirikaLord 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x0 0x0 [Lightning,0x6B]NoAI
UNIT Gilliam Knight 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Az [0x14,0xAE]NoAI
UNIT Garcia Revenant 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ga [0xB1]NoAI
UNIT Ross Bonewalker_Bow 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ka [0x2D,0x6B]NoAI
UNIT

Az:
REDA [13,8] 0x0 0x0 0x0 0x0

Ga:
REDA [12,8] 0x0 0x0 0x0 0x0

Ka:
REDA [13,9] 0x0 0x0 0x0 0x0

HardEnemy:
//Brgiand
UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[8,2] 0x0 0x0 0x0 0x0 [0x1F] AttackInRange
//Archer
UNIT 0x80 Archer 0x0 Level(1,Enemy,0)[6,1] 0x0 0x0 0x0 0x0 [0x2D] AttackInRange
//Lance Cava M
UNIT 0x80 0x05 0x0 Level(1,Enemy,0)[0,9] 0x0 0x0 0x0 0x0 [0x14] AttackIfClose
//Boss
UNIT ONeill Fighter 0x0 Level(1,Ally,0)[3,5] 0x0 0x0 0x0 0x0 [0x2C,0x1F]GuardTileAI
//Cutscene brigand
UNIT 0x82 Brigand 0x0 Level(1,Enemy,0)[3,5] 0x0 0x0 0x0 0x0 [0x1F]NoAI
//Cutscene Civilian
UNIT 0x6E 0x6D 0x0 Level(1,Enemy,0)[3,4] 0x0 0x0 0x0 0x0 [0x00]NoAI//Father
UNIT 0x6F 0x6F 0x0 Level(1,Enemy,0)[2,5] 0x0 0x0 0x0 0x0 [0x00]NoAI//Riku
UNIT

Bad_Two:
//Brigand
UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitA [0x1F]AttackInRange
//Merc
UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitB [0x01]AttackInRange
UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[7,6] 0x0 0x0 0x0 0x0 [0x01]AttackIfClose
//Shaman
UNIT 0x80 Shaman 0x0 Level(1,Enemy,0)[4,5] 0x0 0x0 0x0 0x0 [EvilEye]GuardTileAI
UNIT

SplitA:
REDA [10,7] 0x0 0x0 0x0 0x0

SplitB:
REDA [12,6] 0x0 0x0 0x0 0x0

EnemyWaveOne://Both modes have this
//Cava F Sword
UNIT 0x80 WyvernRider_F 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitC [0x01]PursueWithoutHeedAI
//Cava M Axe
UNIT 0x80 Tarvos 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitD [0x1F]PursueWithoutHeedAI
ENDA

SplitC:
REDA [14,8] 0x0 0x0 0x0 0x0

SplitD:
REDA [13,9] 0x0 0x0 0x0 0x0

EnemyWaveHard:
//Axe wyrn rider in Lunatic
UNIT 0x80 Bael 0x0 Level(1,Enemy,0)[13,0] 0x0 0x0 0x0 0x0 [0x1F] NoAI
ENDA

BeginningScene:(I doubt it even goes here. The screen just stuck in black after world map events)
FADI 10
SETVAL 0x2 0x0E
FADU 10
TEXTSHOW 0x903
TEXTSHOW 0x904
TEXTEND
FADI 10
CALL $9EE2C4
SETVAL 0x2 0x0A
CALL $9EE2E8
TEXTSHOW 0x905
TEXTEND
FADI 10
CALL $9EE2C4
SETVAL 0x2 0x13
CALL $9EE2E8
//CMOF
LOAD1 0x1 HardEnemy
ENUN
FADU 10
TEXTSHOW 0x906
REMA
STAL 20
//CMON
//SHOWMAP
FlashCursor(0x6E,20)
FADI 10
SETVAL 0x2 0x18
CALL $9EE2E8
FADU 10
TEXTSHOW 0x907
REMA
FIG1 0x82 0x6E 0x0
DISA 0x6E
STAL 20
FADI 10
SETVAL 0x2 0x18
CALL $9EE2E8
FADU 10
TEXTSHOW 0x908
REMA
MOVE 0x0 0x82 [1,9]
MOVE 0x0 0x6F [1,9]
ENUN
DISA 0x82
DISA 0x6F
STAL 20
LOAD1 0x1 HardGood
ENUN
STAL 20
FlashCursor(0x01,20)
FADI 10
SETVAL 0x2 0x18
CALL $9EE2E8
FADU 10
TEXTSHOW 0x909
REMA
LOAD1 0x1 Bad_Two
ENUN
STAL 20
ENDA

EndingScene:
MoveToChapter(0x01)
ENDA

MESSAGE Events end at offset CURRENTOFFSET

 

 

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1 hour ago, Rindille said:

POIN HardEnemy LunaticEnemy HardGood LunaticGood

You should only have 2 enemy groups here. If you add 2 others you'll shift everything and the game will not like it at all (it probably was reading one of the $0s (which are the skirmish unit groups normally) as the beginning events of your chapter, and fail horribly).

You shouldn't need Enemy groups at all here (you load them yourself in the beginning events (most of the time)).

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2 hours ago, Stanツ_ said:

You should only have 2 enemy groups here. If you add 2 others you'll shift everything and the game will not like it at all (it probably was reading one of the $0s (which are the skirmish unit groups normally) as the beginning events of your chapter, and fail horribly).

You shouldn't need Enemy groups at all here (you load them yourself in the beginning events (most of the time)).

Thank you! It works. But now I have a new issue:

When it reaches the end of the beginning scene, the game immediately jumps back to the scripted fight scene and keeps looping.

Spoiler

//Made by Camtech075 of SerenesForest
//Modified by Nintenlord
//FE8 Events
//Prolog map: 0x81B76F4//Rpoint to B2A610
//Prolgoe events:0x89E863C

#include EAstdlib.event
EventPointerTable(0x07,ThisChapter)

ORG 0x10C28D0
ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene

TurnBasedEvents:
TURN 0x0 BeginningScene [1,0] 0x0
TURN 0x0 EnemyWaveHard [4,0] 0x0
TURN 0x0 EnemyWaveOne [6,0] 0x0
//TurnEventPlayer(0x0,BeginningScene,0,0)
//TurnEventPlayer(0x0,EnemyWaveHard,4,1)
//TurnEventPlayer(0x0,EnemyWaveOne,6,1)
END_MAIN

EnemyWaveHard:
//Check_Hard
IFNE 0x1 0xC 0x0
//load units lance wyrn rider
GOTO 0x2
LABEL 0x1
//Nothing
LABEL 0x2
ENDA

ALIGN 32 //For some reason, CharacterBasedEvents have to be 32-Aligned?
CharacterBasedEvents:
CharacterEventBothWays(0x07,KamGarm,Ross,Garcia)
CharacterEventBothWays(0x08,AzelEllen,Eirika,Gilliam)
END_MAIN

KamGarm:
TEXTSHOW 0x90A
TEXTEND
ENDA

AzelEllen:
TEXTSHOW 0x90B
TEXTEND
ENDA

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
CauseGameOverIfLordDies
DefeatBoss(EndingScene)
END_MAIN

Dunno:
END_MAIN

Tutorial:
END_MAIN

TrapData:
ENDTRAP

ALIGN 4

LunaticEnemy:
UNIT  

LunaticGood:
UNIT

Units:
UNIT Eirika EirikaLord 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x0 0x0 [Lightning,0x6B]NoAI
UNIT Gilliam Knight 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Az [0x14,0xAE]NoAI
UNIT Garcia Revenant 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ga [0xB1]NoAI
UNIT Ross Bonewalker_Bow 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ka [0x2D,0x6B]NoAI
UNIT

Az:
REDA [13,8] 0x0 0x0 0x0 0x0

Ga:
REDA [12,8] 0x0 0x0 0x0 0x0

Ka:
REDA [13,9] 0x0 0x0 0x0 0x0

HardEnemy:
//Brgiand
UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[8,2] 0x0 0x0 0x0 0x0 [0x1F] AttackInRange
//Archer
UNIT 0x80 Archer 0x0 Level(1,Enemy,0)[6,1] 0x0 0x0 0x0 0x0 [0x2D] AttackInRange
//Lance Cava M
UNIT 0x80 0x05 0x0 Level(1,Enemy,0)[0,9] 0x0 0x0 0x0 0x0 [0x14] AttackIfClose
//Boss
UNIT ONeill Fighter 0x0 Level(1,Enemy,0)[2,2] 0x0 0x0 0x0 0x0 [0x2C,0x1F]GuardTileAI
//Cutscene brigand
UNIT 0x82 Brigand 0x0 Level(1,Enemy,0)[3,5] 0x0 0x0 0x0 0x0 [0x1F]NoAI
//Cutscene Civilian
UNIT 0x6E 0x6D 0x0 Level(1,NPC,0)[3,4] 0x0 0x0 0x0 0x0 [0x00]NoAI//Father
UNIT 0x6F 0x6F 0x0 Level(1,NPC,0)[2,5] 0x0 0x0 0x0 0x0 [0x00]NoAI//Riku
UNIT

Bad_Two:
//Brigand
UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitA [0x1F]AttackInRange
//Merc
UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitB [0x01]AttackInRange
UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[7,6] 0x0 0x0 0x0 0x0 [0x01]AttackIfClose
//Shaman
UNIT 0x80 Shaman 0x0 Level(1,Enemy,0)[4,5] 0x0 0x0 0x0 0x0 [EvilEye]GuardTileAI
UNIT

SplitA:
REDA [10,7] 0x0 0x0 0x0 0x0

SplitB:
REDA [12,6] 0x0 0x0 0x0 0x0

EnemyWaveOne://Both modes have this
//Cava F Sword
UNIT 0x80 WyvernRider_F 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitC [0x01]PursueWithoutHeedAI
//Cava M Axe
UNIT 0x80 Tarvos 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitD [0x1F]PursueWithoutHeedAI
UNIT

SplitC:
REDA [14,8] 0x0 0x0 0x0 0x0

SplitD:
REDA [13,9] 0x0 0x0 0x0 0x0

EnemyWaveHard:
//Axe wyrn rider in Lunatic
UNIT 0x80 Bael 0x0 Level(1,Enemy,0)[13,0] 0x0 0x0 0x0 0x0 [0x1F] NoAI
UNIT

BeginningScene:
LOAD1 0x1 HardEnemy
ENUN
//Ellen and Loann in the castle
SETVAL 0x2 0x0E
CALL $9EE2E8
FADU 10
TEXTSHOW 0x903
TEXTEND
REMA
TEXTSHOW 0x904
TEXTEND
REMA
SETVAL 0x2 0x0A
CALL $9EE2E8
TEXTSHOW 0x905
TEXTEND
REMA
SETVAL 0x2 0x13
CALL $9EE2E8
TEXTSHOW 0x906
TEXTEND
CALL $9EE2C4
STAL 56
FlashCursor(0x6E,20)
SETVAL 0x2 0x18
CALL $9EE2E8
TEXTSHOW 0x907
TEXTEND
CALL $9EE2C4
STAL 20
StartBattle
NormalDamage(0,30)
EndAttack
FIG2 0x82 0x6E 0x0
DISA 0x6E
STAL 20
SETVAL 0x2 0x18
CALL $9EE2E8
STAL 20
TEXTSHOW 0x908
TEXTEND
CALL $9EE2C4
STAL 6
MOVE 0x0 0x82 [1,9]
MOVE 0x0 0x6F [1,9]
ENUN
DISA 0x82
DISA 0x6F
STAL 20
LOAD1 0x1 Units
ENUN
STAL 20
FlashCursor(0x01,20)
SETVAL 0x2 0x18
CALL $9EE2E8
TEXTSHOW 0x909
TEXTEND
REMA
CALL $9EE2C4
LOAD1 0x1 Bad_Two
ENUN
STAL 20
EVBIT_T 0x7
ENDA

EndingScene:
MoveToChapter(0x01)//To chapter 3
ENDA

MESSAGE Events end at offset CURRENTOFFSET

 
 

EDIT: Nevermind I fixed it.

The problem was this line 'TURN 0x0 BeginningScene [1,0] 0x0'. It should be [0,0]

Edited by Rindille
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Ok I don't know where go wrong. But the game just froze at the beginning of the character events. It didn't even load portraits.

Spoiler

//Made by Camtech075 of SerenesForest
//Modified by Nintenlord
//FE8 Events
//Prolog map: 0x81B76F4//Rpoint to B2A610
//Prolgoe events:0x89E863C

#include EAstdlib.event
EventPointerTable(0x07,ThisChapter)

ORG 0x10C28D0
ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene

TurnBasedEvents:
TURN 0x0 BeginningScene [0,0] 0x0
TURN 0x0 EnemyWaveHard [4,0] 0x0
TURN 0x0 EnemyWaveOne [6,0] 0x0
END_MAIN

EnemyWaveHard:
//Check_Hard
IFNE 0x1 0xC 0x0
LOAD1 0x1 LunaticRefor
ENUN
GOTO 0x2
LABEL 0x1
//Nothing
LABEL 0x2
ENDA

//ALIGN 32 //For some reason, CharacterBasedEvents have to be 32-Aligned?
CharacterBasedEvents:
CHAR 0x8 KamGarm [Ross,Garcia] 0x0
CHAR 0x8 KamGarm [Garcia,Ross] 0x0
CHAR 0x9 AzelEllen [Eirika,Gilliam] 0x0
CHAR 0x9 AzelEllen [Gilliam,Eirika] 0x0
END_MAIN

KamGarm:(Froze)
MUSI
TEXTSTART
TEXTSHOW 0x90A
TEXTEND
REMA
MUNO
EVBIT_T 0x7
ENDA

AzelEllen:(Froze)
MUSI
TEXTSTART
TEXTSHOW 0x90B
TEXTEND
REMA
MUNO
EVBIT_T 0x7
ENDA

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
CauseGameOverIfLordDies
DefeatBoss(EndingScene)
END_MAIN

Dunno:
END_MAIN

Tutorial:
END_MAIN

TrapData:
ENDTRAP

ALIGN 4

LunaticEnemy:
UNIT  

LunaticGood:
UNIT

Units://Azel
UNIT Gilliam 0x09 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Az [0x14,0xAE]NoAI
UNIT Garcia Revenant 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ga [0xB1]NoAI
UNIT Ross Bonewalker_Bow 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ka [0x2D,0x6C]NoAI
UNIT Eirika EirikaLord 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x0 0x0 [Lightning,0x6C]NoAI
UNIT

Az:
REDA [13,8] 0x0 0x0 0x0 0x0

Ga:
REDA [12,8] 0x0 0x0 0x0 0x0

Ka:
REDA [13,9] 0x0 0x0 0x0 0x0

LunaticRefor:
UNIT 0x80 Bael 0x0 Level(1,Enemy,0)[13,0] 0x0 0x0 0x0 0x0 [0x1F] NoAI
UNIT

HardEnemy:
//Brgiand
UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[8,2] 0x0 0x0 0x0 0x0 [0x1F] AttackInRange
//Archer
UNIT 0x80 Archer 0x0 Level(1,Enemy,0)[6,1] 0x0 0x0 0x0 0x0 [0x2D] AttackInRange
//Lance Cava M
UNIT 0x80 0x05 0x0 Level(1,Enemy,0)[0,9] 0x0 0x0 0x0 0x0 [0x14] AttackInRange
//Boss
UNIT ONeill Fighter 0x0 Level(1,Enemy,0)[2,2] 0x0 0x0 0x0 0x0 [0x2C,0x1F]GuardTileAI
//Cutscene brigand
UNIT 0x82 Brigand 0x0 Level(1,Enemy,0)[3,5] 0x0 0x0 0x0 0x0 [0x1F]NoAI
//Cutscene Civilian
UNIT 0x6E 0x6D 0x0 Level(1,NPC,0)[3,4] 0x0 0x0 0x0 0x0 [0x00]NoAI//Father
UNIT 0x6F 0x6F 0x0 Level(1,NPC,0)[2,5] 0x0 0x0 0x0 0x0 [0x00]NoAI//Riku
UNIT

Bad_Two:
//Brigand
UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitA [0x1F]AttackInRange
//Merc
UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitB [0x01]AttackInRange
UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[7,6] 0x0 0x0 0x0 0x0 [0x01]AttackIfClose
//Shaman
UNIT 0x80 Shaman 0x0 Level(1,Enemy,0)[4,5] 0x0 0x0 0x0 0x0 [EvilEye]GuardTileAI
UNIT

SplitA:
REDA [10,7] 0x0 0x0 0x0 0x0

SplitB:
REDA [12,6] 0x0 0x0 0x0 0x0

EnemyWaveOne://Both modes have this
//Cava F Sword
UNIT 0x80 WyvernRider_F 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitC [0x01]PursueWithoutHeedAI
//Cava M Axe
UNIT 0x80 Tarvos 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitD [0x1F]PursueWithoutHeedAI
UNIT

SplitC:
REDA [14,8] 0x0 0x0 0x0 0x0

SplitD:
REDA [13,9] 0x0 0x0 0x0 0x0

BeginningScene:
LOAD1 0x1 HardEnemy
ENUN
SETVAL 0x2 0x0E
CALL $9EE2E8
FADU 10
TEXTSHOW 0x903
TEXTEND
REMA
TEXTSHOW 0x904
TEXTEND
REMA
SETVAL 0x2 0x0A
CALL $9EE2E8
TEXTSHOW 0x905
TEXTEND
REMA
SETVAL 0x2 0x13
CALL $9EE2E8
TEXTSHOW 0x906
TEXTEND
REMA
CALL $9EE2C4
STAL 56
FlashCursor(0x6E,20)
SETVAL 0x2 0x18
CALL $9EE2E8
TEXTSHOW 0x907
TEXTEND
REMA
CALL $9EE2C4
STAL 20
StartBattle
 NormalDamage(0,30)
EndAttack
FIG2 0x82 0x6E 0x0
DISA 0x6E
STAL 20
SETVAL 0x2 0x18
CALL $9EE2E8
STAL 20
TEXTSHOW 0x908
TEXTEND
CALL $9EE2C4
STAL 6
MOVE 0x0 0x82 [1,9]
MOVE 0x0 0x6F [1,9]
ENUN
DISA 0x82
DISA 0x6F
STAL 20
LOAD1 0x1 Units
ENUN
STAL 20
FlashCursor(0x01,20)
SETVAL 0x2 0x18
CALL $9EE2E8
TEXTSTART
TEXTSHOW 0x909
TEXTEND
REMA
CALL $9EE2C4
LOAD1 0x1 Bad_Two
ENUN
STAL 20
EVBIT_T 0x7
ENDA

EndingScene:
MoveToChapter(0x01)//To chapter 3
ENDA

MESSAGE Events end at offset CURRENTOFFSET

 

EDIT: Turned out that I overwrote data somewhere

Edited by Rindille
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Hello everyone, I'm having a problem inserting my events. I've confirmed that the game is reading the Chapter Data for Chapter 1, where I want it to be. However, even though I've pointed the Chapter Events to 0xD80A50, it doesn't seem to be reading them at all. The Game plays Precious Things as music instead of RoadOfTrials, as well as doesn't play any of the events. Could you look through my events and let me know what I'm missing? I'm suspicious one of my pointers is off. Here's a couple of pictures and my events to help.

Event Reference and Chapter Data Editor:

Spoiler

EventReference.PNG.bdae94053562534376313b4ae30dafc2.PNG

 
 
Spoiler

ChapterDataEditor.PNG.3d34fdbee8e7159e6079802f1c107f22.PNG

 
 

Events:

Spoiler

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x09,Pointers)

ORG 0xD80A50
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN TrapData TrapData
POIN IshtallSoldiers
POIN MainGroup
POIN Opening_event Ending_event

MainGroup:
UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [15,15] [10,11] [IronLance,Vulnerary] NoAI
UNIT Hercules Mercenary Dante Level(10,Ally,False) [14,15] [9,11] [IronSword,Vulnerary] NoAI
UNIT

IshtallSoldiers:
UNIT 0x73 Lancer 0 Level(12,NPC,False) [8,7] [8,7] [IronLance] NoAI
UNIT 0x72 Fighter 0 Level(12,NPC,False) [7,8] [7,8] [IronAxe] NoAI
UNIT

OvertheHedge:
UNIT Theodore Child_2 0 Level(1,NPC,False) [0,3] [0,4] [0] NoAI
UNIT

Turn_events:
ENDA

Character_events:
ENDA

Location_events:
ENDA

Misc_events:
ENDA

TrapData:
ENDA

Opening_event:
MUS1 RoadofTrials 
TEX1 0x81C //Yay, let's train!
REMA 
LOU1 MainGroup
ENUN
STAL 30
TEX1 0x81D //That's a wall. Overwhelms me every time.
REMA
LOU1 IshtallSoldiers
ENUN
TEX1 0x81E //Hello soldiers!
REMA
LOU1 OvertheHedge
ENUN
MOVE [7,8] [2,4]
MOVE [8,7] [2,3]
ENUN
STAL 30
TEX1 0x81F //Kid. No jumpy over walls.
REMA
MOVE Dante [4,3]
MOVE Hercules [4,4]
ENUN
TEX1 0x820 //Whatcha doin'?
MUS1 DarknessComes   
MORETEXT 0x821 //I'm sorry, kid    
REMA
MOVE [2,4] [1,4]
FIGH 0x72 Theodore DontHitKids $00000000
MOVE Dante [3,3]
MOVE Hercules [3,4]
ENUN
TEX1 0x822 //No kill Theodore!
REMA
FIGH Hercules 0x72 DanteFight $00000000
FIGH Dante 0x73 HerculesFight $00000000
STAL 150
TEX1 0x823 //We need to get help...
REMA
MOVE Dante [15,15]
MOVE Hercules [14,15]
DISA Dante
DISA Hercules
LOMA 0x02 [7,7]
ENDA

Ending_event:
ENDA

DontHitKids:
AttackerHit(13,00)
EndOfBattle

DanteFight:
AttackerHit(20,00)
EndOfBattle

HerculesFight:
AttackerHit(20,00)
EndOfBattle

MESSAGE Events end at offset currentOffset

 

Thanks a bunch in advance! Let me know if you want anything else.

Also, side question for some future events I'm making: I know that 0x01,0x02, 0x03,0x04 are used, but I don't know what any of them are. I think 0x02 is something to do with the boss, but I'm not sure. Would one of you know? Thanks!

EDIT: Nevermind, I found it. I needed a [TURN 0x0 Opening_event [1,0] 0x0 0x0 ] to start the events. Just needed to look at them again. Ugh.

Edited by Bamstacks
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as far as used event ids go --

0x1 -- Boss quote
0x2 -- Triggered on Defeat Boss?
0x3 -- Triggered on Seize
0x4 -- Switches map music to "alt" theme (used in Lyn 9)
0x5 -- Triggered on Rout?
0x6 -- Used for something, unknown

 

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  • 2 weeks later...

Okay, thanks! That helps a lot!

One more question: How does the LOMA code work? I'm trying to make an extended cutscene spanning a couple of maps, and my events aren't working the way I want them to work. When I use the LOMA code, does it bring up just the map associated with the code, and then it reads on after the LOMA code? Or does it play the events associated with the chapter ID as well? For example, with my events:

LOMA 0x03 [12,7]

Does it play Chapter 3's events on Chapter 3's map? Or only Chapter 3's map, and the events on that map need to follow the LOMA code? Thanks!

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When you use LOMA, the game will keep running the current event until that event ends. Then, it will use the newly loaded map's events.
If you use several LOMAs, just make sure to go back to the original map before the event ends so you can run all of the other stuff in that chapter.

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I'm confused so idk if i'm doing this right. there's a unit that is supposed to join at the end of chapter 2 or start of chapter 3 (both openings end with ENDB). I tried several solutions but idk which one is the right one. 

1. I added him (LOU1) at Ending_event (chapter 2), he showed up once but every other time I re-assembled he didn't
2. I combined the LOU1 with UNCR Renault 0x04 at both Ending_event for chapter 2 and/or Opening_event at Chapter 3, didn't work.
3. I deleted him altogether from Chapter 2 and just put in the Good label for Chapter 3, he shows up at the opening scene but not in the menu.
4. I added him to the bad label as both NPC/Ally and he does show up, but if he's an Ally he doesn't get the free deployment.
5. I put him under both Bad and Good label and it works, he shows up and gets free deployment.

I just want to know if this is the right way, or am I doing it wrong? 

I'm confused because for another character I just did the LOU1 thing at the end and they showed up the next chapter, but his recruitment was based on a permanent id so idk if that made a difference.

Edited by Sweet_Basil
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1 hour ago, Sweet_Basil said:

I just want to know if this is the right way, or am I doing it wrong?

#1 is a good way to go about it. If it only works some of the time, something might be wonky with your event scripts.
#4 is a good alternative. Just make the character an NPC and on turn 1, turn them into an ally.

#2 is pretty complicated and probably not the route to take.
#3's behavior is normal because ENDB opening scenes are weird.

I'm surprised #5 worked.

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Something I just can't get right:

Getting my extended cutscene to function properly.

I've isolated the problem - the game isn't reading Ch2's events for some reason. I've proven that is reading the Ch2 Chapter Data Editor, as the map works, and changing the palette works. However, the usual suspects all check out.

Ch2 Events Reference:

Spoiler

EventReferenceCh2Events.PNG.ad661336f22af3086bd53c0aeaae816e.PNG

 

Chapter Data Editor for Ch2:

Spoiler

ChapterDataEditor.PNG.bf40d1df63957b9a67cef639734fdae3.PNG

 

A look at my hex editor at 0x8D80D40:

Spoiler

HexEditorCh2.thumb.PNG.7a7664f9bdd5a127d0ed9f237acbc9fd.PNG

 

Now, I know this isn't part of the problem, since nothing I change with the events is changing anything, but here is my event text file:

Spoiler

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x0F,Pointers)

ORG 0xD80D40
Pointers:
POIN Turn_Events 
POIN Character_Events 
POIN Location_Events 
POIN Misc_Events
POIN Trap_Data Trap_Data
POIN KingandTwo
POIN La_Pieta
POIN Opening_Event Ending_Event

La_Pieta:
UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [7,13] [7,8] [IronLance,Vulnerary] NoAI
UNIT

KingandTwo:
UNIT Macbeth Deacon 0 Level(20,Ally,False) [7,2] [7,2] [Purge,Elixir] NoAI
UNIT Thoromar Sage 0 Level(5,Ally,False) [6,4] [6,4] [Forblaze] NoAI
UNIT Brythrant Sage 0 Level(5,Ally,False) [9,4] [9,4] [Excalibur] NoAI
UNIT

Turn_Events:
TURN 0x0 Opening_Event [1,0] 0x0 0x0
TURN

Opening_Event:
MUS1 Nothing
LOU1 KingandTwo
ENUN
OOBB
TEX1 0x826 //Talking about upcoming war, 
REMA
LOU1 La_Pieta
ENUN
TEX1 0x827 //You will help me!
REMA
MOVE Dante [7,5] //Dante moves closer to them
MORETEXT 0x828 //If you don't...
REMA
STAL 50
MORETEXT 0x829 //Fine. Help Him.
MOVE Thoromar [6,5]
MOVE Brythrant [8,5]
ENUN
FADI 10
BACG 0x4B
MUS1 DragonsGateI
FADU 10
TEX1 0x82A //Actual Process
FADI 3
REMA
MUS1 Nothing
FADU 3
MOVE Dante [7,4]
ENUN
MUS1 DestinyEnlacedbyFear 
TEX1 0x82B
REMA
FADI 5
ENDA

Character_Events:
ENDA

Location_Events:
ENDA

Misc_Events:
ENDA

Trap_Data:
ENDA

Ending_Event:
ENDA

MESSAGE Events end at offset currentOffset

2

Could one of you help me out? Anything is appreciated! Thanks in advanced!

 

 

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Noob question, so I'm new to this and I don't know why assembler says errors were encountered in these lines

UNIT Raven Fighter Lyn_t Level(1, NPC, 0) [14,9] [10,7] [IronAxe, Vulnerary] AttackInRange 
UNIT

Bad:
UNIT Rebecca Soldier 0x00 Level(1, Enemy, 0) [7,1] [7,1] [IronSpear] Guard 
UNIT Eliwood Thief 0x00 Level(1, Enemy, 0) [3,4] [3,4] [0x00] AttackInRange 
 

I don't see anything wrong with them and I've tried countless other ways of writing them but the result's the same. If anyone could help me I'd appreciate it

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Does it say something like 'incorrect form of Atom Atom Atom...'? (I don't remember the exact message). If so, the issue is probably that those AI definitions are old. You can either update them (AttackInRange becomes AttackInRangeAI, Guard is GuardTileAI) or put #define BACKWARDS_COMPATIBILITY at the top of the events file, before the #include EAstdlib.event. Hope that helps!

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