Arjay The foolish fool Posted August 26, 2017 Share Posted August 26, 2017 Tried replacing it with IronLance and unfortunately still gives the same error Quote Link to comment Share on other sites More sharing options...
Tequila Posted August 27, 2017 Share Posted August 27, 2017 Did you replace Guard with GuardTileAI? Quote Link to comment Share on other sites More sharing options...
Arjay The foolish fool Posted August 27, 2017 Share Posted August 27, 2017 I replaced It now and it worked. Thx you've been a big help Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted September 5, 2017 Share Posted September 5, 2017 I've been trying to get the 'QuintessenceEffect' command to work: all it seems to do is make a death sound and nothing more when I try to use it. Does anyone know how it works? Quote Link to comment Share on other sites More sharing options...
Erk The Mage Posted September 12, 2017 Share Posted September 12, 2017 (edited) So I'm very new to the whole hacking thing, but I'm determined to do it and am learning a lot in the process. However I've run into an issue that I have no idea how to deal with. When the lord dies, the game doesn't end... Here is the code: #define DISABLE_TUTORIALS #define BACKWARDS_COMPATIBILITY #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 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 LynLord Lyn Level(1, Ally, 0) [10,9] [10,9] [Flux, Nosferatu, Vulnerary] NoAI UNIT Matthew Thief Lyn Level(1, Ally, 0) [11,7] [11,7] [IronSword, LockPick, Vulnerary] NoAI UNIT Bad: UNIT Bandit Soldier 0x00 Level(3, Enemy, 0) [0,0] [0,0] [IronSpear, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Bandit Archer 0x00 Level(2, Enemy, 0) [6,1] [6,1] [IronBow] [0x00,0x03,0x09,0x00] UNIT Bandit Archer 0x00 Level(2, Enemy, 0) [2,5] [2,5] [IronBow] [0x00,0x03,0x09,0x00] UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [9,0] [9,0] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [1,2] [1,2] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [0,7] [0,7] [IronAxe] [0x00,0x02,0x02,0x00] UNIT Bandit Soldier 0x00 Level(1, Enemy, 0) [12,5] [12,5] [IronSpear] [0x00,0x03,0x09,0x00] UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: MNCH 0x01 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Thank you in advance for any help! Edited September 12, 2017 by Erk The Mage fixed Quote Link to comment Share on other sites More sharing options...
Erk The Mage Posted September 12, 2017 Share Posted September 12, 2017 (edited) Please disregard, I don't know how to delete a post. Edited September 12, 2017 by Erk The Mage delete Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted September 13, 2017 Share Posted September 13, 2017 (edited) I'm confused, why does this happen? Events: Spoiler ////////////////////////////////////////////////////////////////// /// <3 REWARDS <3 /// ////////////////////////////////////////////////////////////////// IFET 0x10 0x39 // CORSOLA MORETEXT 0x85A //if anyone escaped ENIF 0x10 STAL 10 //////////////////////// /// Javelin <3 /// //////////////////////// IFET 0x20 0x28 // CORSOLA ITGC Eliwood Javelin ENIF 0x20 //////////////////////////// /// Master Seal <3 /// //////////////////////////// IFET 0x21 0x29 // CORSOLA ITGC Eliwood ElysianWhip ENIF 0x21 /////////////////////////// /// Emblem Seal <3 /// /////////////////////////// IFET 0x22 0x2A // CORSOLA ITGC Eliwood EmblemSeal ENIF 0x22 /////////////////////////// /// Killer Bow <3 /// /////////////////////////// IFET 0x23 0x2B // CORSOLA ITGC Eliwood KillerBow ENUT 0x69 // CORSOLA ENIF 0x23 /////////////////////// /// Elixir <3 /// /////////////////////// IFET 0x25 0x33 // CORSOLA ITGC Eliwood Elixir ENIF 0x25 //////////////////////// /// Hammer <3 /// //////////////////////// IFET 0x26 0x35 // CORSOLA ITGC Eliwood Hammer ENIF 0x26 //////////////////////////// /// <3 Decisions <3 /// //////////////////////////// TEX1 0x844 FADI 10 BACG 0x5B FADU 10 TEX6 7 [0,0] 0x859 //Ask about route split _ASM0x42 0x83181 TEX6 7 [0,0] 0x0B6E //Go to Roseacre _ASM0x42 0x83181 IFYN 0x3A // CORSOLA FADI 10 BACG 0x3E FADU 10 TEX1 0x846 FADI 10 BACG 0x5E FADU 10 STAL 200 FADI 10 BACG 0x5B FADU 10 TEX1 0x89D //LuvDisc MNCH 0x2E ELSE 0x3B // CORSOLA ENIF 0x3A TEX6 7 [0,0] 0x0B8E //Go to Vervain Temple? _ASM0x42 0x83181 IFYN 0x3B FADI 10 BACG 0x3E FADU 10 TEX1 0x845 MORETEXT 0x847 FADI 10 BACG 0x5E FADU 10 STAL 200 FADI 10 BACG 0x5B FADU 10 TEX1 0x89D //LuvDisc MNCH 0x2E ELSE 0x3C // CORSOLA ENIF 0x3B TEX6 7 [0,0] 0x0849 //Go to Roseare Village _ASM0x42 0x83181 FADI 10 BACG 0x3E FADU 10 TEX1 0x846 FADI 10 BACG 0x5E FADU 10 STAL 200 FADI 10 BACG 0x5B FADU 10 TEX1 0x89D //LuvDisc MNCH 0x2E ENIF 0x3C UnitClear ENDA Full Events: Spoiler //////////////////////////////// /// Chapter Goal: BOSS /// //////////////////////////////// //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include Teehee.txt EventPointerTable(0x2C,Pointers) ORG 0xD86C80 //This is just a practice offset, change it later ^w^ 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 ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// Good: //[4,24] for Merlinus UNIT Eliwood Fighter 0x00 Level(7,Ally,False) [3,23] [3,23] [SteelAxe,Vulnerary] NoAI UNIT Dorcas Mercenary_F 0x01 Level(4,Ally,False) [2,22] [2,22] [IronBlade] NoAI UNIT Wil Archer 0x01 Level(6,Ally,False) [2,24] [2,24] [LongBow] NoAI UNIT Matthew Thief 0x01 Level(5,Ally,False) [4,22] [4,22] [IronSword,LockPick] NoAI UNIT Empty Bad: //(8) 34 Base enemies + 5 Reinforcements = 39 UNIT Erik Warrior 0x00 Level(3,Enemy,False) [17,1][17,1] [Halberd] [0x03,0x03,0x01,0x00] //Boss AI UNIT BloodFangsBase Archer_F 0x00 Level(4,Enemy,True) [16,0] [16,0] [IronBow] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Mercenary 0x00 Level(5,Enemy,False) [18,0] [18,0] [IronSword] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsHp Knight 0x00 Level(6,Enemy,True) [16,2] [16,2] [IronSpear] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsHp Knight 0x00 Level(7,Enemy,True) [18,2] [18,2] [IronSpear] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsBase Soldier 0x00 Level(4,Enemy,True) [14,3] [14,3] [IronSpear] [0x0,0x3,0x9,0x0] //Make him break the wall UNIT BloodFangsBase Archer 0x00 Level(4,Enemy,True) [16,5] [16,5] [SteelBow] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [18,7] [18,7] [IronSpear] NoAI //Top Left Area (5) UNIT BloodFangsBase Mercenary 0x00 Level(3,Enemy,True) [1,0][1,0] [KillingEdge] [0x03,0x03,0x01,0x00] //Boss AI UNIT BloodFangsBase Mercenary_F 0x00 Level(6,Enemy,True) [3,2] [3,2] [IronSword] [0x0,0x3,0x9,0x0] //make her break the wall UNIT BloodFangsBase Mercenary 0x00 Level(4,Enemy,True) [0,4] [0,4] [SteelSword] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsBase Soldier 0x00 Level(7,Enemy,True) [3,5] [3,5] [IronSpear] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsBase Archer 0x00 Level(5,Enemy,True) [1,8] [1,8] [IronBow] [0x0,0x3,0x9,0x0] //nearby attack //Mid room (12) UNIT BloodFangsDrop Knight 0x00 Level(7,Enemy,True) [7,6] [7,6] [SilverSword] [0x03,0x03,0x01,0x00] //Boss AI UNIT BloodFangsDrop Knight 0x00 Level(7,Enemy,True) [9,6][9,6] [SilverSpear] [0x03,0x03,0x01,0x00] //Boss AI UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [13,8][13,8] [IronSpear] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Archer 0x00 Level(5,Enemy,True) [17,10][17,10] [IronBow] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Mercenary_F 0x00 Level(6,Enemy,True) [5,11][5,11] [SteelSword] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Soldier 0x00 Level(6,Enemy,True) [9,11][9,11] [IronSpear] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Archer 0x00 Level(4,Enemy,True) [12,11][12,11] [IronBow] [0x0,0x3,0x9,0x0] //nearby attack UNIT BloodFangsBase Mercenary 0x00 Level(4,Enemy,True) [13,16][13,16] [IronSword,Vulnerary] NoAI UNIT BloodFangsBase Archer 0x00 Level(3,Enemy,True) [9,21][9,21] [IronBow] [0x0,0x3,0x9,0x0] //Nearby Attack UNIT BloodFangsBase Soldier 0x00 Level(3,Enemy,True) [14,21][14,21] [IronSpear,Vulnerary] [0x03,0x03,0x01,0x00] UNIT BloodFangsBase Mercenary 0x00 Level(4,Enemy,True) [17,22][17,22] [IronSword] [0x03,0x03,0x01,0x00] UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [18,23][18,23] [Javelin] [0x0,0x3,0x9,0x0] //Nearby Attack // Right Room (3) UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [15,13][15,13] [SteelSpear] [0x0,0x3,0x9,0x0] //Nearby Attack UNIT BloodFangsBase Mercenary_F 0x00 Level(6,Enemy,True) [18,12][18,12] [IronSword] [0x0,0x3,0x9,0x0] //Nearby Attack UNIT BloodFangsBase Knight 0x00 Level(7,Enemy,True) [16,16][16,16] [HandAxe] [0x0,0x3,0x9,0x0] //Nearby Attack // Near Room (6) UNIT BloodFangsHp Knight 0x00 Level(7,Enemy,True) [2,11][2,11] [IronBlade] [0x0,0x3,0x9,0x0] //Nearby Attack UNIT BloodFangsDrop Mercenary 0x00 Level(5,Enemy,True) [8,13][8,13] [IronSword,ChestKey] [0x0,0x3,0x9,0x0] //Nearby Attack //dropable UNIT BloodFangsDrop Archer_F 0x00 Level(6,Enemy,True) [0,15][0,15] [SteelBow,DoorKey] NoAI //dropable UNIT BloodFangsBase Soldier 0x00 Level(7,Enemy,True) [8,18][8,18] [IronSpear] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [4,19][4,19] [IronSpear,Vulnerary] [0x0,0x3,0x9,0x0] UNIT BloodFangsBase Soldier 0x00 Level(6,Enemy,True) [2,17][2,17] [HeavySpear] NoAI //NPCs UNIT Wallace Knight 0x00 Level(9,NPC,False) [8,2][8,2] [0x00] [0x03,0x03,0x01,0x00] UNIT Lloyd_FFO Bard 0x00 Level(7,NPC,False) [7,1][7,1] [0x00] [0x03,0x03,0x01,0x00] UNIT Paul Civilian_2 0x00 Level(6,NPC,False) [9,1][9,1] [0x00] [0x03,0x03,0x01,0x00] UNIT Jasmine Civilian_2_F 0x00 Level(5,NPC,False) [6,2][6,2] [0x00] [0x03,0x03,0x01,0x00] UNIT Sonia Child_2 0x00 Level(4,NPC,False) [8,4][8,4] [0x00] [0x03,0x03,0x01,0x00] //Replace with permanent Id UNIT Limstella Queen 0x00 Level(3,NPC,False) [7,3][7,3] [0x00] [0x03,0x03,0x01,0x00] UNIT Batta Civilian_2 0x00 Level(2,NPC,False) [9,3][9,3] [0x00] [0x03,0x03,0x01,0x00] //Replace with permanent Id UNIT Ursula Civilian_2_F 0x00 Level(1,NPC,False) [10,2][10,2] [0x00] [0x03,0x03,0x01,0x00] UNIT Empty MidCenter1: UNIT BloodFangsBase Soldier 0x00 Level(2,Enemy,True) [18,13][18,13] [SteelSword,LockPick] [0x00,0x1A,0x09,0x00] //Treasure UNIT Empty MidCenter3: UNIT BloodFangsBase Mercenary 0x00 Level(2,Enemy,True) [18,13][18,13] [SteelSword] NoAI UNIT Empty MidCenter2: UNIT BloodFangsSkl Soldier 0x00 Level(2,Enemy,True) [18,23][18,23] [IronSpear] [0x00,0x1A,0x00,0x00] UNIT Empty MidCenter4: UNIT BloodFangsDrop Thief 0x00 Level(5,Enemy,True) [0,6][0,6] [IronSword,LockPick] [0x06,0x05,0x09,0x00] UNIT BloodFangsDrop2 Thief 0x00 Level(5,Enemy,True) [18,24][18,24] [IronSword,LockPick] [0x06,0x05,0x09,0x00] UNIT Empty ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// ConvoyLady: UNIT Marcus TransporterHorse 0x00 Level(1,Ally,False) [4,24] [4,24] [EmblemBow] [0x03,0x03,0x01,0x00] UNIT Empty ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// SceneG: UNIT Eliwood Fighter 0x00 Level(7,Ally,False) [3,24][3,22] [SteelAxe,Vulnerary] NoAI UNIT Marcus TransporterHorse 0x01 Level(4,Ally,False) [2,24][2,23] [EmblemBow] NoAI UNIT Wil Archer 0x01 Level(6,Ally,False) [4,24][4,23] [LongBow] NoAI UNIT Dorcas Mercenary_F 0x01 Level(5,Ally,False) [3,24][3,23] [IronBlade,Vulnerary] NoAI UNIT Matthew Thief 0x01 Level(5,Ally,False) [3,24][3,24] [IronSword,LockPick] NoAI UNIT Empty ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// Turn_events: //OpeningTurnEvent(Opening_event) TURN 0x00 Turne1 [01,00] 0x00 0x00 TURN 0x00 Turne6 [06,00] 0x00 0x00 //2 TURN 0x00 Turne8 [08,00] 0x00 0x00 //2 TURN 0x00 Turne10 [10,00] 0x00 0x00 //4 TURN 0x00 Turne15 [12,00] 0x00 0x00 //4 AFEV 0x14 BossTalks 0x1C // CORSOLA AFEV 0x07 EnemyReinforcement 0x1B // CORSOLA END_MAIN Character_events: CHAR 0x1A WallaceRecruit [Eliwood,Wallace] 0x0 // CORSOLA CHAR 0x1A WallaceRecruit2 [Marcus,Wallace] 0x0 CHAR 0x00 CivilianHalt1 [Eliwood,Batta] 0x0 //Halt Eliwood CHAR 0x00 CivilianHalt2 [Eliwood,Ursula] 0x0 CHAR 0x00 CivilianHalt3 [Eliwood,Limstella] 0x0 CHAR 0x00 CivilianHalt4 [Eliwood,Sonia] 0x0 CHAR 0x00 CivilianHalt5 [Eliwood,Lloyd_FFO] 0x0 CHAR 0x00 CivilianHalt6 [Eliwood,Jasmine] 0x0 CHAR 0x00 CivilianHalt7 [Eliwood,Paul] 0x0 CHAR 0x00 CivilianHalt1 [Marcus,Batta] 0x0 //Halt Marcus CHAR 0x00 CivilianHalt2 [Marcus,Ursula] 0x0 CHAR 0x00 CivilianHalt3 [Marcus,Limstella] 0x0 CHAR 0x00 CivilianHalt4 [Marcus,Sonia] 0x0 CHAR 0x00 CivilianHalt5 [Marcus,Lloyd_FFO] 0x0 CHAR 0x00 CivilianHalt6 [Marcus,Jasmine] 0x0 CHAR 0x00 CivilianHalt7 [Marcus,Paul] 0x0 CHAR 0x00 CivilianGo1 [Wallace,Batta] 0x0 //Go Wallace CHAR 0x00 CivilianGo2 [Wallace,Ursula] 0x0 CHAR 0x00 CivilianGo3 [Wallace,Limstella] 0x0 CHAR 0x00 CivilianGo4 [Wallace,Sonia] 0x0 CHAR 0x00 CivilianGo5 [Wallace,Lloyd_FFO] 0x0 CHAR 0x00 CivilianGo6 [Wallace,Jasmine] 0x0 CHAR 0x00 CivilianGo7 [Wallace,Paul] 0x0 CHAR 0x00 CivilianGo1 [Dorcas,Batta] 0x0 //Go Dorcas CHAR 0x00 CivilianGo2 [Dorcas,Ursula] 0x0 CHAR 0x00 CivilianGo3 [Dorcas,Limstella] 0x0 CHAR 0x00 CivilianGo4 [Dorcas,Sonia] 0x0 CHAR 0x00 CivilianGo5 [Dorcas,Lloyd_FFO] 0x0 CHAR 0x00 CivilianGo6 [Dorcas,Jasmine] 0x0 CHAR 0x00 CivilianGo7 [Dorcas,Paul] 0x0 CHAR 0x00 CivilianGo1 [Matthew,Batta] 0x0 //Go Matthew/Wil CHAR 0x00 CivilianGo2 [Matthew,Ursula] 0x0 CHAR 0x00 CivilianGo3 [Matthew,Limstella] 0x0 CHAR 0x00 CivilianGo4 [Matthew,Sonia] 0x0 CHAR 0x00 CivilianGo5 [Matthew,Lloyd_FFO] 0x0 CHAR 0x00 CivilianGo6 [Matthew,Jasmine] 0x0 CHAR 0x00 CivilianGo7 [Matthew,Paul] 0x0 CHAR 0x00 CivilianGo1 [Wil,Batta] 0x0 //Go Wil CHAR 0x00 CivilianGo2 [Wil,Ursula] 0x0 CHAR 0x00 CivilianGo3 [Wil,Limstella] 0x0 CHAR 0x00 CivilianGo4 [Wil,Sonia] 0x0 CHAR 0x00 CivilianGo5 [Wil,Lloyd_FFO] 0x0 CHAR 0x00 CivilianGo6 [Wil,Jasmine] 0x0 CHAR 0x00 CivilianGo7 [Wil,Paul] 0x0 END_MAIN Location_events: Door(7,5) Door(9,5) Door(2,10) Door(6,15) Door(7,15) Door(16,19) ChestMoney(1000,6,13) Chest(HandAxe,7,13) //0x00 Chest(Armourslayer,16,17) Chest(SecretBook,2,12) //HandAxe END_MAIN Misc_events: CauseGameOverIfLordDies AREA 0x00 VictimsEscape [0,24][9,24] AREA 0x00 ThiefEscapes [17,0][17,0] AREA 0x00 ChestNumber1 [2,12][2,12] AREA 0x00 ChestNumber2 [16,17][16,17] AREA 0x1B NPCsChange [3,0][13,6] // CORSOLA AREA 0x1C Trigger1 [0,7][4,10] // CORSOLA AREA 0x1C Trigger2 [13,0][18,10] AREA 0x13 EnemyAI [0,16][7,20] // CORSOLA DefeatBoss(Ending_event) END_MAIN ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// Opening_event: LOMA 0x05 [23,5] MUS1 Stratagem TEX8 0x05DA [85,7] //Lantana Temple STAL 100 RETB CURF [19,4] FADI 10 BACG 0x46 FADU 10 TEX1 0x82A //Villains plotting MUEN 10 FADI 10 BACG 0x5B FADU 10 LOU1 Bad ENUN STAL 10 FADI 10 BACG 0x1B FADU 10 TEX1 0x82B //Priest casts sleep SOUN 0x0085 MORETEXT 0x82C FADI 10 BACG 0x5B FADU 10 STAL 10 FADI 10 BACG 0x3E FADU 10 MUS1 Safeguard TEX1 0x82E STAL 10 FADI 10 BACG 0x5B FADU 10 LOMA 0x08 [17,1] REMA CURF [17,1] TEX1 0x848 //Craig complains about Harvey REMA MUEN 0x01 MUS1 0x0032 LOU1 SceneG ENUN CURF Eliwood IFCD 0x3D Wil //Wil talks // CORSOLA TEX1 0x82F ELSE 0x3E ENIF 0x3D TEX1 0x82F TEX1 0x830 ENIF 0x3E REMA CAM1 [11,1] CURF [17,1] TEX1 0x833 //alerting Craig REMA UNCM Marcus 0x04 ENDB Turne1: FADI 10 BACG 0x5B FADU 10 TEX6 0x5 [0,0] 0x0FCC //Marcus Joins _ASM0x42 0x83181 IFYN 0x11 // CORSOLA UNCR Marcus 0x04 LOU1 ConvoyLady ENUN ELSE 0x12 // CORSOLA ENIF 0x11 ENIF 0x12 CAM1 Wallace REMA TEX6 0x5 [0,0] 0x06C5 //0x5 _ASM0x42 0x83181 ENDA Turne2: CAM1 Wallace CURF Sonia TEX1 0x82D REMA ENDA EnemyReinforcement: LOU1 MidCenter4 ENUN ENDA Turne8: LOU1 MidCenter2 ENUN ENDA Turne10: LOU1 MidCenter3 ENUN ENDA Turne15: CHAI [18,24] [0x00,0x00,0x00,0x00] CHAI [17,22] [0x00,0x00,0x00,0x00] CHAI [14,21] [0x00,0x00,0x00,0x00] CHAI [18,12] [0x00,0x00,0x00,0x00] CHAI [15,13] [0x00,0x00,0x00,0x00] ENDA Turne6: CHAI [1,0] [0x00,0x00,0x00,0x00] CHAI [8,13] [0x00,0x00,0x00,0x00] CHAI [9,21] [0x00,0x00,0x00,0x00] CHAI [9,11] [0x00,0x00,0x00,0x00] ENDA ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// WallaceRecruit: //Eliwood MUS1 0x32 TEX1 0x836 //Recruitment ^.^ REMA CUSI Wallace $00 ITGC Wallace SteelSword ENDA WallaceRecruit2: //Marcus MUS1 0x32 TEX1 0x837 //Recruitment ^.^ REMA CUSI Wallace $00 ITGC Wallace SteelSpear ENDA ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// CivilianHalt1: //Batta TEX1 0x84B REMA CHAI Batta [0x03,0x03,0x01,0x00] //Boss AI ENDA CivilianHalt2: //Ursula TEX1 0x84C REMA CHAI Ursula [0x03,0x03,0x01,0x00] //Boss AI ENDA CivilianHalt3: //Limstella TEX1 0x84D REMA CHAI Limstella [0x03,0x03,0x01,0x00] //Boss AI ENDA CivilianHalt4: //Sonia TEX1 0x84E REMA CHAI Sonia [0x03,0x03,0x01,0x00] //Boss AI ENDA CivilianHalt5: //Lloyd_FFO TEX1 0x84F REMA CHAI Lloyd_FFO [0x03,0x03,0x01,0x00] //Boss AI ENDA CivilianHalt6: //Jasmine TEX1 0x850 REMA CHAI Jasmine [0x03,0x03,0x01,0x00] //Boss AI ENDA CivilianHalt7: //Paul TEX1 0x851 REMA CHAI Paul [0x03,0x03,0x01,0x00] //Boss AI ENDA /////////////////////////////////////////GO//////////////////////////////////// CivilianGo1: //Batta TEX1 0x852 REMA CHAI Batta [0x06,0x13,0x00,0x00] ENDA CivilianGo2: //Ursula TEX1 0x853 REMA CHAI Ursula [0x06,0x13,0x00,0x00] ENDA CivilianGo3: //Limstella TEX1 0x854 REMA CHAI Limstella [0x06,0x13,0x00,0x00] ENDA CivilianGo4: //Sonia TEX1 0x855 REMA CHAI Sonia [0x06,0x13,0x00,0x00] ENDA CivilianGo5: //Lloyd_FFO TEX1 0x856 REMA CHAI Lloyd_FFO [0x06,0x13,0x00,0x00] ENDA CivilianGo6: //Jasmine TEX1 0x857 REMA CHAI Jasmine [0x06,0x13,0x00,0x00] ENDA CivilianGo7: //Paul TEX1 0x858 REMA CHAI Paul [0x06,0x13,0x00,0x00] ENDA NPCsChange: IFAF 0x19 0x7A2F1 // CORSOLA CHAI [7,1] [0x06,0x13,0x00,0x00] //Lloyd_FFO CHAI [6,2] [0x06,0x13,0x00,0x00] //Jasmine CHAI [8,4] [0x06,0x13,0x00,0x00] //Sonia CHAI [9,1] [0x06,0x13,0x00,0x00] //Paul CHAI [7,3] [0x06,0x13,0x00,0x00] //Limstella CHAI [9,3] [0x06,0x13,0x00,0x00] //BATTA CHAI [10,2] [0x06,0x13,0x00,0x00] //Ursula CHAI [8,2] [0x06,0x0E,0x00,0x00] //Wallace ELSE 0x37 // CORSOLA ENIF 0x19 ENUF 0x1B ENIF 0x37 ENDA ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// BossTalks: CAM1 Erik CURF Erik TEX1 0x834 REMA IFET 0x1F 0x1D // CORSOLA CHAI [14,3] [0x0,0x1B,0x2,0x0]//right TEX1 0x835 REMA ELSE 0x17 // CORSOLA ENIF 0x1F IFET 0x17 0x1E // CORSOLA CHAI [3,2] [0x0,0x1B,0x2,0x0]//left TEX1 0x835 REMA ELSE 0x18 // CORSOLA ENIF 0x17 ENIF 0x18 ENDA Trigger1: //Left ENUT 0x1D IFAF 0x15 0x7A2F1 // CORSOLA ENUT 0x1D // CORSOLA ELSE 0x16 // CORSOLA ENIF 0x15 ENUF 0x1C ENIF 0x16 ENDA Trigger2: //Right ENUT 0x1E IFAF 0x27 0x7A2F1 // CORSOLA ENUT 0x1E // CORSOLA ELSE 0x31 // CORSOLA ENIF 0x27 ENUF 0x1C ENIF 0x31 ENDA EnemyAI: IFCA 0x00 0x08 BloodFangsSkl // CORSOLA CHAI BloodFangsSkl NoAI ELSE 0x09 // CORSOLA ENIF 0x08 ENUF 0x13 ENIF 0x09 ENDA ChestNumber1: IFCA 0x00 0x07 BloodFangsDrop // CORSOLA CHAI [2,12] [0x06,0x14,0x00,0x00] ELSE 0x08 // CORSOLA ENIF 0x07 ENIF 0x08 ENDA ChestNumber2: IFCA 0x00 0x07 BloodFangsDrop2 // CORSOLA CHAI [16,17] [0x06,0x14,0x00,0x00] ELSE 0x08 // CORSOLA ENIF 0x07 ENIF 0x08 ENDA ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// ThiefEscapes: IFCA 0x00 0x09 BloodFangsDrop // CORSOLA DISA BloodFangsDrop ELSE 0x10 ENIF 0x09 IFCA 0x00 0x10 BloodFangsDrop2 // CORSOLA DISA BloodFangsDrop2 ENIF 0x10 ENDA VictimsEscape: IFCA 0x00 0x2C Lloyd_FFO //0x2C Lloyd_FFO Enut 0x28 TEX1 0x838 //Reward: Javelin <3 REMA DISA Lloyd_FFO ENUT 0x28 // CORSOLA ELSE 0x2D ENIF 0x2C // CORSOLA IFCA 0x00 0x2D Paul //0x2D Paul Enut 0x29 TEX1 0x839 //Reward: Master Seal REMA DISA Paul ENUT 0x29 // CORSOLA ELSE 0x2E ENIF 0x2D // CORSOLA IFCA 0x00 0x2E Jasmine //0x2E Jasmine Enut 0x2A TEX1 0x83A //Reward: Emblem Seal REMA DISA Jasmine ENUT 0x2A // CORSOLA ELSE 0x2F ENIF 0x2E // CORSOLA IFCA 0x00 0x2F Sonia //0x2F Sonia Enut 0x2B TEX1 0x83B //Reward: Killer Bow REMA DISA Sonia ENUT 0x2B // CORSOLA ELSE 0x30 ENIF 0x2F // CORSOLA IFCA 0x00 0x30 Batta //0x30 Batta Enut 0x31 TEX1 0x83C //Reward: Gaiden Chapter REMA DISA Batta ENUT 0x68 // CORSOLA ELSE 0x32 ENIF 0x30 // CORSOLA IFCA 0x00 0x32 Ursula //0x32 Ursula Enut 0x33 TEX1 0x83D //Reward: Elixir REMA DISA Ursula ENUT 0x33 // CORSOLA ELSE 0x34 ENIF 0x32 // CORSOLA IFCA 0x00 0x34 Limstella //0x34 Limstella 0x35 TEX1 0x83E //Reward: Halberd <3 REMA DISA Limstella ENUT 0x35 // CORSOLA ELSE 0x38 ENIF 0x34 // CORSOLA IFAT 0x38 0x7A2F1 //if non-player phase ENUT 0x39 // CORSOLA ENIF 0x38 // CORSOLA ENDA ////////////////////////////////////////////////////////////////// /// <3 Separator <3 /// ////////////////////////////////////////////////////////////////// Ending_event: MUS1 Triumph FADI 10 BACG 0x3E FADU 10 TEX1 0x83F //Ending Convo ^.^ IFCD 0x07 Wil //Wil // CORSOLA ELSE 0x08 // CORSOLA ENIF 0x07 MORETEXT 0x84A ENIF 0x08 IFCD 0x09 Dorcas //Dorcas ELSE 0x15 // CORSOLA ENIF 0x09 // CORSOLA MORETEXT 0x840 ENIF 0x15 IFCD 0x11 Matthew //Mathew ELSE 0x12 // CORSOLA ENIF 0x11 // CORSOLA MORETEXT 0x841 ENIF 0x12 IFCD 0x13 Wallace //Wallace ELSE 0x14 // CORSOLA ENIF 0x13 // CORSOLA MORETEXT 0x842 ENIF 0x14 MORETEXT 0x843 //Priest talks ////////////////////////////////////////////////////////////////// /// <3 REWARDS <3 /// ////////////////////////////////////////////////////////////////// IFET 0x10 0x39 // CORSOLA MORETEXT 0x85A //if anyone escaped ENIF 0x10 STAL 10 //////////////////////// /// Javelin <3 /// //////////////////////// IFET 0x20 0x28 // CORSOLA ITGC Eliwood Javelin ENIF 0x20 //////////////////////////// /// Master Seal <3 /// //////////////////////////// IFET 0x21 0x29 // CORSOLA ITGC Eliwood ElysianWhip ENIF 0x21 /////////////////////////// /// Emblem Seal <3 /// /////////////////////////// IFET 0x22 0x2A // CORSOLA ITGC Eliwood EmblemSeal ENIF 0x22 /////////////////////////// /// Killer Bow <3 /// /////////////////////////// IFET 0x23 0x2B // CORSOLA ITGC Eliwood KillerBow ENUT 0x69 // CORSOLA ENIF 0x23 /////////////////////// /// Elixir <3 /// /////////////////////// IFET 0x25 0x33 // CORSOLA ITGC Eliwood Elixir ENIF 0x25 //////////////////////// /// Hammer <3 /// //////////////////////// IFET 0x26 0x35 // CORSOLA ITGC Eliwood Hammer ENIF 0x26 //////////////////////////// /// <3 Decisions <3 /// //////////////////////////// TEX1 0x844 FADI 10 BACG 0x5B FADU 10 TEX6 7 [0,0] 0x859 //Ask about route split _ASM0x42 0x83181 TEX6 7 [0,0] 0x0B6E //Go to Roseacre _ASM0x42 0x83181 IFYN 0x3A // CORSOLA FADI 10 BACG 0x3E FADU 10 TEX1 0x846 FADI 10 BACG 0x5E FADU 10 STAL 200 FADI 10 BACG 0x5B FADU 10 TEX1 0x89D //LuvDisc MNCH 0x2E ELSE 0x3B // CORSOLA ENIF 0x3A TEX6 7 [0,0] 0x0B8E //Go to Vervain Temple? _ASM0x42 0x83181 IFYN 0x3B FADI 10 BACG 0x3E FADU 10 TEX1 0x845 MORETEXT 0x847 FADI 10 BACG 0x5E FADU 10 STAL 200 FADI 10 BACG 0x5B FADU 10 TEX1 0x89D //LuvDisc MNCH 0x2E ELSE 0x3C // CORSOLA ENIF 0x3B TEX6 7 [0,0] 0x0849 //Go to Roseare Village _ASM0x42 0x83181 FADI 10 BACG 0x3E FADU 10 TEX1 0x846 FADI 10 BACG 0x5E FADU 10 STAL 200 FADI 10 BACG 0x5B FADU 10 TEX1 0x89D //LuvDisc MNCH 0x2E ENIF 0x3C UnitClear ENDA TrapData: ENDTRAP Edited September 13, 2017 by Sweet_Basil Quote Link to comment Share on other sites More sharing options...
flingleforp Posted September 13, 2017 Share Posted September 13, 2017 Try clearing out the faces before giving out items Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted September 13, 2017 Share Posted September 13, 2017 (edited) How do you clear face without clearing the background? is it rebu? Edited September 13, 2017 by Sweet_Basil Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 13, 2017 Share Posted September 13, 2017 (edited) REBU clears the textboxes. ClearFace in your text/dialogue will clear a portrait. You'll want to do it for every portrait. IIRC, when items are given in conversations in vanilla FE7 and 8, they clear all the portraits before giving the item. Edited September 13, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted September 13, 2017 Share Posted September 13, 2017 Thank you both! I couldn't figure it out on my own. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted October 7, 2017 Share Posted October 7, 2017 (edited) Am i just being stupid or does Event Assembler not come with a command for loading units in FE8? The only tutorial I could find for FE8 eventing claims that it should be LOAD1, but that returns an error because that code apparently doesn't exist, and I've tried poking around in the EA standart library but found nothing(even the place where LOU1 is defined for FE 6 and 7 has no equivalent for FE8) I've been entertaining the idea of learning how to hack FE8, but eventing is pretty hard if you can't even load units on the map, and as far as I can find, nobody else seems to have had this problem, so, what gives? Edited October 7, 2017 by Moliblazer Quote Link to comment Share on other sites More sharing options...
Kirb1337 Posted October 7, 2017 Share Posted October 7, 2017 (edited) 4 hours ago, Moliblazer said: Am i just being stupid or does Event Assembler not come with a command for loading units in FE8? The only tutorial I could find for FE8 eventing claims that it should be LOAD1, but that returns an error because that code apparently doesn't exist, and I've tried poking around in the EA standart library but found nothing(even the place where LOU1 is defined for FE 6 and 7 has no equivalent for FE8) I've been entertaining the idea of learning how to hack FE8, but eventing is pretty hard if you can't even load units on the map, and as far as I can find, nobody else seems to have had this problem, so, what gives? LOAD1 0x1 unitlabel Dont forget to make sure you have the game set to fe8 in ea Edited October 7, 2017 by Kirb1337 Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted October 7, 2017 Share Posted October 7, 2017 (edited) On 07/10/2017 at 5:44 AM, Kirb1337 said: LOAD1 0x1 unitlabel Dont forget to make sure you have the game set to fe8 in ea As far as I can tell, I have the most recent version of Event Assembler. Edit: So apparently '_LOAD1' works, weird. Edited October 9, 2017 by Moliblazer Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted December 24, 2017 Share Posted December 24, 2017 Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted December 24, 2017 Share Posted December 24, 2017 Okay, first off, I'm sorry for accidentally posting that image up there. I was trying to post this with the image inside a spoiler but I clearly don't understand how that works, so I messed it up. I was too late in editing it to delete, so if someone could do that, that'd be great. Anyway. Hi everyone, I'm having two problems with my eventing that are baffling me, and I'd love it if one or more of you could help me out. Anyway, the first problem is annoying, and the second is more important because it inserts an extra event where I don't want there to be one. Problem #1: Double Death Fade Spoiler I have a cutscene in which an ally kills two previous NPCs now enemies after those enemies killed a different NPC. First, one enemy has a y ,FIGH with the NPC, killing him, then the two previous NPCs sqitch to become enemies, then the ally gets in separate FIGHs with each of them, killing both of them. With a manual KILL command after each FIGH , each enemy death fades twice, but without the KILL command, the enemies and NPC will just pop back up on the map after having been killed. So doing the manual KILL command works, but I know I'm doing something wrong. Here are the relevant events: Spoiler MORETEXT 0x823 //I'm sorry, kid REMA MOVE [2,4] [1,4] ENUN TurnEnemy(0x72)FIGH 0x72 Theodore DontHitKids $00000000 KILL Theodore UNCR 0x72 0x02 MUS1 Nothing STAL 20 TEX1 0x824 //No kill Theodore! REMA TurnEnemy(0x73) MOVE Hercules [2,4] ENUN FIGH Hercules 0x72 HerculesFight [0x20,0x03,0x00,0x00] KILL 0x72 FIGH Hercules 0x73 HerculesFight2 [0x20,0x03,0x00,0x00] KILL 0x73 ... DontHitKids: AttackerHit(25,00) EndOfBattle HerculesFight2: AttackerCritical(30,00) EndOfBattle HerculesFight: AttackerCritical(30,00) EndOfBattle While not completely necessary for a functional event, you can understand that it's just plain annoying to deal with. While not completely necessary for a functional event, you can understand that it's just plain annoying to deal with. Problem #2: Save FerrisNils Spoiler So Nils's death quote keeps popping up right before I start playing the chapter. This happens regardless of the events before it, the Chapter ID I'm using, really anything. I've moved stuff around in the ROM too, so it's location hasn't been constant, as if that would do anything. Anyway, yeah, Nils's "Forgive me...I'm done for" followed by Eliwood's "Nils!" plays right before the map starts. Not sure why, but I have the feeling it has something to do with my use of LOMA, but I've no idea why. Here's my script(warning It's a long one) Spoiler #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80784 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) [14,7] [8,7] [IronLance] NoAI UNIT 0x72 Fighter 0 Level(12,NPC,False) [13,8] [7,8] [IronAxe] NoAI UNIT OvertheHedge: UNIT Theodore Child_2 0 Level(1,NPC,False) [0,3] [0,4] [0] NoAI UNIT Turn_events: TURN 0x0 Opening_event [1,0] 0x0 0x0 TURN Character_events: ENDA Location_events: ENDA Misc_events: ENDA TrapData: ENDA Opening_event: MUS1 PreciousThings OOBB LOU1 MainGroup ENUN STAL 10 TEX1 0x81C //Yay, let's train! REMA STAL 40 TEX1 0x81D //Wait CAM1 [8,5] STAL 50 CAM1 DanteMORETEXT 0x81E //That wall. I've climbed it. REMA LOU1 IshtallSoldiers ENUN TEX1 0x81F //Hello soldiers! REMA MUS1 Nothing LOU1 OvertheHedge ENUN STAL 30 TEX1 0x820 //Cloudy with a chance of Theo MOVE [7,8] [2,4] MOVE [8,7] [2,3] ENUN STAL 40MORETEXT 0x821 //Kid. No jumpy over walls. REMA MOVE Dante [4,3] MOVE Hercules [4,4] ENUN TEX1 0x822 //Whatcha doin'? REMA MUS1 DarknessComes MORETEXT 0x823 //I'm sorry, kid REMA MOVE [2,4] [1,4] ENUN TurnEnemy(0x72) FIGH 0x72 Theodore DontHitKids $00000000 KILL Theodore UNCR 0x72 0x02 MUS1 Nothing STAL 20 TEX1 0x824 //No kill Theodore! REMA TurnEnemy(0x73) MOVE Hercules [2,4] ENUN FIGH Hercules 0x72 HerculesFight [0x20,0x03,0x00,0x00] KILL 0x72 FIGH Hercules 0x73 HerculesFight2 [0x20,0x03,0x00,0x00] KILL 0x73 UNCR Hercules 0x02 STAL 150 TEX1 0x825 //We need to get help... UNCM Dante 0x10 MOVE Dante [8,9] ENUNMORETEXT 0x82C REMA STAL 20 UNCR Theodore 0x04 MOVE Dante [15,15] ENUN DISA Dante STAL 50 FADI 5 STAL 50 DISA Hercules LOMA 0x30 [6,6] LOU1 KingandTwo ENUN FADU 5 STAL 50 TEX1 0x826 //Talking about upcoming war, REMA LOU1 La_Pieta ENUN UNCR Dante 0x10 UNCR Theodore 0x20 LOU1 La_Pieta2 ENUN CAM1 [6,6] TEX1 0x827 //You will help me! MOVE Dante [7,6] //Dante moves closer to themMORETEXT 0x828 //If you don't... REMA STAL 50 TEX1 0x829 //Fine. Help Him. REMA MOVE Thoromar [7,15] MOVE Brythrant [9,8] ENUN STAL 15 DISA Theodore UNCM Theodore 0x20 UNCM Brythrant 0x10 STAL 20 MOVE Brythrant [8,15] ENUN DISA Thoromar DISA Brythrant STAL 15 MOVE Dante [7,15] ENUN DISA Dante FADI 7 BACG 0x4B MUS1 DragonsGateI FADU 8 TEX1 0x82A //Actual Process REMA MUS1 Nothing STAL 50 REMA LOU1 PostRev ENUN CAM1 Dante STAL 20 MOVE Dante [7,4] ENUN STAL 30 MUS1 RoadofTrials TEX1 0x82B REMA FADI 2 UnitClear STAL 100 BACG Ship MUS1 DistantTravels FADU 2 TEX1 0x82D //Dante talks w/Herc STAL 15 LOMA 0x31 [9,7] FADU 3 MUS1 Nothing STAL 50 LOU1 EingangSoldiers STAL 20 LOU1 MilesandCaptain ENUN STAL 50 BACG OutsideFortressGray FADU 10 TEX1 0x82E //Soldiers talk REMA STAL 20 LOU1 IshtallSoldiers2 ENUN STAL 20 LOU1 DanteGroup STAL 50 ENUN BACG Forest MUS1 DragonsGateII TEX1 0x82F //Let's move! REMA STAL 30 CAM1 Captain_Eingang CURF Captain_Eingang FADI 10 BACG InsideCastle2 FADU 10 TEX1 0x830 //Ishtallan soldiers sighted! Captain sends a scout REMA ENDA Ending_event: ENDA DontHitKids: AttackerHit(25,00) EndOfBattle HerculesFight2: AttackerCritical(30,00) EndOfBattle HerculesFight: AttackerCritical(30,00) EndOfBattle La_Pieta: UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [7,15] [7,8] [IronLance,Vulnerary] NoAI UNIT La_Pieta2: UNIT Theodore Child_2 0 Level(1,NPC,False) [8,8] [8,8] [0] NoAI UNIT PostRev: UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [7,15] [7,11] [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) [6,5] [6,5] [Forblaze] NoAI UNIT Brythrant Sage 0 Level(5,Ally,False) [9,5] [9,5] [Excalibur] NoAI UNIT DanteGroup: UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [24,12] [20,12] [IronLance,Vulnerary] NoAI UNIT Hercules Mercenary Dante Level(10,Ally,False) [24,11] [21,11] [IronSword,Vulnerary] NoAI UNIT IshtallSoldiers2: UNIT IshtallB Knight_General Dante Level(15,Ally,True) [20,13] [20,13] [SteelAxe,SteelLance] NoAI UNIT IshtallB Mage Dante Level(15,Ally,True) [22,13] [22,13] [Bolting] NoAI UNIT IshtallB Myrmidon Dante Level(15,Ally,True) [22,11] [22,11] [SilverSword] NoAI UNIT IshtallB Pirate Dante Level(15,Ally,True) [24,11] [24,11] [SteelAxe] NoAI UNIT Gaston GreatKnight_Knight Dante Level(5,Ally,False) [23,10] [23,10] [SilverAxe,SilverLance] NoAI EingangSoldiers: UNIT MilltonnteA Knight_General 0 Level(11,Enemy,True) [14,7] [14,7] [SteelLance] GuardTile UNIT MilltonnteA Knight_General 0 Level(11,Enemy,True) [14,9] [14,9] [SteelAxe] GuardTile UNIT MilltonnteA Knight_General 0 Level(12,Enemy,True) [12,8] [12,8] [SteelLance,SteelAxe] GuardTile UNIT MilltonnteA Lancer 0 Level(12,Enemy,True) [13,7] [13,7] [SteelLance] AttackInRange UNIT MilltonnteA Lancer 0 Level(11,Enemy,True) [13,9] [13,9] [SteelLance] AttackInRange UNIT MilltonnteA Archer_Sniper 0 Level(11,Enemy,True) [12,7] [12,7] [SteelBow] AttackInRange UNIT MilltonnteA Cavalier_GreatKnight 0 Level(11,Enemy,True) [9,6] [9,6] [SteelLance] PursueWithoutHeed UNIT MilltonnteA Cavalier_GreatKnight 0 Level(12,Enemy,True) [7,6] [7,6] [Javelin] PursueWithoutHeed UNIT MilltonnteA Knight_General 0 Level(12,Enemy,True) [2,5] [2,5] [SteelLance,Javelin] GuardTile UNIT MilltonnteA Knight_General 0 Level(13,Enemy,True) [2,6] [2,6] [SteelAxe,HandAxe] GuardTile UNIT MilesandCaptain: UNIT MilltonnteC Lancer 0 Level(16,Enemy,True) [9,11] [9,11] [SilverLance] NoAI UNIT Captain_Eingang WyvernLord 0 Level(1,Enemy,True) [9,9] [9,9] [SilverAxe] GuardTile UNIT MESSAGE Events end at offset currentOffset 8 Any help on this is massively appreciated! 8 Thank you to anyone who looks this over! I've been trying to fix these problems for at least a month now to no avail. To whoever helps out, I thank you so much in advance. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 24, 2017 Share Posted December 24, 2017 @Bamstacks For problem 1, instead of a kill command, do "UNCM <Character_that_dies> 0x1B" immediately before the fight. Don't know about problem 2. Quote Link to comment Share on other sites More sharing options...
TheArbiterK Posted January 15, 2018 Share Posted January 15, 2018 Hi, noob hacker here. I've managed to learn quite a bit about Event Assembler, but I seem to have come across a slight issue that I'm not sure how to fix. In rout (and kill boss, I'm assuming) maps, if the unit who kills the last enemy does so on the player phase, that unit's map "running" animation that plays over combat continues displaying into the ending event. (Video included) From what I can see, the unit seems to be "locked" somehow in a way that makes them immune to codes. I tired both using the disappear and reappear codes and the move code, but neither worked. Is there any code in EA that can fix this somehow? Jogging in place during ending.mp4 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 16, 2018 Share Posted January 16, 2018 @TheArbiterK Try using the UnitClear macro Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted January 19, 2018 Share Posted January 19, 2018 Hello, is there a way to change alliance by coordinates? Like CUSI [10,11] $47 Since i want to change alliance to NPC of some Ally Units based on loading position Quote Link to comment Share on other sites More sharing options...
TheArbiterK Posted January 20, 2018 Share Posted January 20, 2018 @marlon0024 As far as I know, CUSI only works with unit names. What you could do is load the units you want to change as a separate character (Say: "Bandit") and tell EA to change that character (if you have multiple of the same unit it'll change all of them) Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted January 22, 2018 Share Posted January 22, 2018 On 20/1/2018 at 12:44 PM, TheArbiterK said: @marlon0024 As far as I know, CUSI only works with unit names. What you could do is load the units you want to change as a separate character (Say: "Bandit") and tell EA to change that character (if you have multiple of the same unit it'll change all of them) Thanks, but, that is not exactly what i was looking for, i was looking for a way to...lets say i pick 10 units on the prep screen, from unit 6 to 10 i want them to become NPC, so the player can choose witch ones become NPC, is there any way to do this? Quote Link to comment Share on other sites More sharing options...
TheLuigiBrother Posted January 28, 2018 Share Posted January 28, 2018 Hey dudes, anyone know if theres any way to make it so that a specific character can seize the throne? Like, say I want Sain to be able to complete chapters instead of Eliwood, can it be done, and if so, how? If it is not possible, is there any way to change seize chapters into defeat the boss or kill all enemy chapters? Thanks! Quote Link to comment Share on other sites More sharing options...
TheLuigiBrother Posted January 30, 2018 Share Posted January 30, 2018 Guessing theres a value that decides if a character can seize, but how do I find said value? Quote Link to comment Share on other sites More sharing options...
Galap Posted March 5, 2018 Share Posted March 5, 2018 (edited) I'm having some trouble with opening events. I have: Opening_event: BACG 0x51 TEX1 0x853 REMA ITGC 0x1B 0x4A ITGC 0x0B 0xA0 ENDB EventAfterExitingPrepScreen: ENDA For some reason, the text cutscene and item events happen twice, first in the chapter opening like they should, but they happen again after exiting the prepscreen. Does anyone know why? EDIT: never mind, I'm dumb. need Turn_events: TurnEventPlayer(0x0,EventAfterExitingPrepScreen,1) End_MAIN where the opening event was there again instead Edited March 5, 2018 by Galap Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.