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Event Assembler Questions Thread

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I have worldmap chapter prologue scene with 0x01 Prologue's prologue selected in the chapter editor. Yep
Also tried to use chapter 1's prologue instead of prologue but nothing changed

Edited by Solum

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I'm able to get the world map events to show up in the prologue on a fresh ROM.

Here's the test file I used:

#define DISABLE_TUTORIALS
#include EAstdlib.event
 
EventPointerTable(0x06,Pointers)
WorldMapPointerTable(0x01,WorldMapEvents)
 
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
POIN WorldMapEvents
 
Turn_events:
TurnEventPlayer(0, Opening_event, 1)
END_MAIN

Character_events:
END_MAIN

Location_events:
END_MAIN

Misc_events:
DefeatBoss(Ending_event)
CauseGameOverIfLordDies
END_MAIN
 
Opening_event:   
OOBB
LOU1 Good Bad
ENUN
ENDA          

Ending_event:
MoveToChapter(0x01)
ENDA

Good:
UNIT Lyn_t LynLord 0 Level(5,Ally,True) [5,5] [5,5] [IronSword,ManiKatti,Vulnerary] NoAI
UNIT

Bad:
UNIT Batta Brigand 0 Level(3,Enemy,False) [3,3] [3,3] [IronAxe] Guard
UNIT
 
TrapData:
BLST

ALIGN 4
 
MESSAGE Events end at offset currentOffset

WorldMapEvents:
StartWorldMap(FullWorldMap, 0, 0, 0x5C)
STAL 0x10
TEXTBOXTOTOP // ADDED THIS
TEXTWM 0x0816
STAL 0x10
EndWorldMap
// Removed the ENDA. Don't need it for world map events
 
MESSAGE World map events end at offset currentOffset
 

I didn't even need to edit the prologue in the chapter data editor, but I did make sure it's world map events index was set to 0x01 (should be the default).

Edited by Primefusion

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Okay. Maybe there's a problem with my Rom. I've been learning since a really long time on the same file, and it's quite messy to be honest. I will try on a fresh Rom too then. It was necessary anyway x)
Thank you again!

It's working now, thank you! Guess that was the price to pay for having the rom all messed up ahah. Thank you very much!

562337WMapwin.png

Edited by Solum

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I have a problem about battle conversation...I editted specified battle convo in nightmare, but when the scripted battle started, it just paused a moment and skipped

the conversation. Why is this happening?

Could someone help me out? Thanks :D

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We're gonna need more information. What does the text slot look like? What about Nightmare?

Nightmare looks like this:

post-27906-0-86085100-1482714122_thumb.png

And the text happened after the battle on the map...

post-27906-0-97665800-1482714182_thumb.png

Also here's my event assembler code:

Ending_event:

FADI 10

UnitClear

REPOS 0x49 [9,17]

ENUN

BACG 0x1C

FADU 10

TEX1 0x817

REMA

LOU1 Label1

ENUN

FADI 10

BACG 0x1C

FADU 10

TEX1 0x818

REMA

FIGH 0x8D 0x49 FightTest $00000000

KILL 0x49

UNCM 0x49 0x04

FADI 10

LOMA 0x12 [7,4]

LOU1 Label2

ENUN

BACG 0x18

FADU 10

TEX6 0x1 [7,5] 0x821

_ASM0x42 0x83181

TEX1 0x820

REMA

MOVE 0x6D [8,16]

MOVE 0x6E [9,16]

ENUN

FADI 10

BACG 0x18

FADU 10

TEX1 0x81F

REMA

HIDEMAP

MNCH (0x01)

ENDA

// Events

// Manual Movement

// Scripted Fights

FightTest:

AttackerCritical(33, True)

BLDT

// Units

// Shop Data

MESSAGE Events end at currentOffset

Edited by Rindille

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We're gonna need more information. What does the text slot look like? What about Nightmare?

Nightmare looks like this:

post-27906-0-86085100-1482714122_thumb.png

And the text happened after the battle on the map...

post-27906-0-97665800-1482714182_thumb.png

Sorry for the double post :(

Edited by Rindille

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Hi, I have a problem, a Easy one I think : Im actually editing FE7 with a patch that remove Lyn Tutorial mode, and this patch is bugged. In Chapter7, i must defeat Heintz but even when i kill him, it didn't end the chapter. Im not really good in event editing in fact im just starting using them. Well sorry for by bad english btw, im french. Here is the chapter text :

////////////////////////////////////////////////////
// //
// Disassembled with Nintenlord's Event Assembler //
// Version: 9.10.4713.28131 //
// Game: FE7 //
// File: Fire Emblem - Copy.gba //
// Offset: $CA13A0 //
// //
////////////////////////////////////////////////////
ORG $CA12B0
TurnBasedEvents:
TURN 0x0 label13 [1,0] 0x0 0x0
END_MAIN
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA12C4 and the new ending offset is CURRENTOFFSET
ORG $CA12C8
CharacterBasedEvents:
END_MAIN
LocationBasedEvents:
LOCA 0x0 label14 [3,2] 0xE
LOCA 0x0 label15 [4,1] 0xE
LOCA 0x0 label16 [17,11] 0xE
VILL 0xD label17 [17,2] 0xE
LOCA 0xD [17,1] 0x1D
SHOP 0x0 label18 [7,2] 0x14
END_MAIN
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA1318 and the new ending offset is CURRENTOFFSET
ORG $CA136C
MiscBasedEvents:
AFEV 0x0 EndingScene 0x2
AFEV 0xB label19 0x9
AFEV 0xC label20 0xA
AFEV 0x0 label21 0x65
END_MAIN
PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN TrapsEliwoodMode TrapsHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsENM
POIN BeginningScene EndingScene
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA13E0 and the new ending offset is CURRENTOFFSET
ORG $CA6F4A
label18:
SHLI 0x6B 0x4A 0x37
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA6F52 and the new ending offset is CURRENTOFFSET
ORG $CA71AF
TrapsEliwoodMode:
ENDTRAP
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA71B0 and the new ending offset is CURRENTOFFSET
ORG $CA7311
TrapsHectorMode:
ENDTRAP
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA7312 and the new ending offset is CURRENTOFFSET
ORG $CA749C
label21:
_0x87
STAL 30
ASMC 0x7A455
STAL 10
ASMC 0x13FA5
STAL 80
ASMC 0x6CCB9
IFAT 0x1 0x7A47D
ASMC 0x20479
ENIF 0x1
ASMC 0xB2F95
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CA74F0 and the new ending offset is CURRENTOFFSET
ORG $CAC9F8
label27:
MOMA 0xC 0x10 0x2 0x2 0x2 0x2 0x0 0x0
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CACA01 and the new ending offset is CURRENTOFFSET
ORG $CACA04
BeginningScene:
CMOF
ASMC 0x18831
CAM2 [0,0]
OOBB
STAL 32
CURF [4,1]
STAL 64
FADI 16
HIDEMAP
BACG 0x35
FADU 16
SHOWMAP
TEX1 0x97D
REMA
STAL 64
LOU1 label22
ENUN
STAL 64
CURF 0x3
FADI 16
HIDEMAP
BACG 0x1C
FADU 16
SHOWMAP
TEX1 0x97E
REMA
STAL 64
LOU1 label23
ENUN
STAL 96
MOVE 0x26 [2,4] 16
ENUN
FADI 16
HIDEMAP
BACG 0x1C
FADU 16
SHOWMAP
TEX1 0x97F
MORETEXT 0x980
FADI 16
HIDEMAP
BACG 0x1C
FADU 16
SHOWMAP
TEX1 0x981
REMA
LOU1 label24
ENUN
MUEN 6
STAL 64
FADI 16
HIDEMAP
BACG 0x1C
FADU 16
SHOWMAP
MUS1 0x52
TEX1 0x982
FADI 16
HIDEMAP
BACG 0x5B
FADU 16
SHOWMAP
SOUN 0xD3
FAWI 16
HIDEMAP
SOUN 0x2F4
STAL 10
FAWU 16
SHOWMAP
FADI 16
HIDEMAP
BACG 0x1C
FADU 16
SHOWMAP
TEX1 0x983
REMA
ASMC 0x18889
IFTT 0x32
MUS1 0x49
_0x8A
STAL 8
TEX6 0x5 [0,0] 0x984
_ASM0x42 0x83181
ENIF 0x32
ENDB
label13:
LOU2 AllyUnitsENM
ENUN
LOU1 label25
ENUN
OOBB
STAL 64
MUEN 4
STAL 64
MUS1 0x30
LOU1 label26
ENUN
MOVE 0x10 label27
ENUN
FADI 16
HIDEMAP
BACG 0x1C
FADU 16
SHOWMAP
TEX1 0x985
MUS2 0x42
MORETEXT 0x986
REMA
MURE 0x6
IFTT 0x32
_0x8A
STAL 8
TEX6 0x5 [0,0] 0x987
_ASM0x42 0x83181
ENIF 0x32
_IFTT2 0x1 0x63
ENUT 0x6
_0xA3
_0xA4 0x71
ENIF 0x63
ENDA
label14:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x993
REMA
MUNO
ENDA
label15:
MUS2 0x52
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
IFCA 0x0 0x3 0x26
TEX1 0x995
ELSE 0x5
ENIF 0x3
TEX1 0x994
ENIF 0x5
REMA
MURE 0x6
ENDA
label16:
IFCA 0x0 0x2 0x23
IFEF 0x2 0xE
MUS2 0x3E
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x996
REMA
MURE 0x6
ENUT 0xE
ELSE 0x9
ENIF 0x2
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
IFCA 0x0 0x3 0x11
TEX1 0x997
ELSE 0x5
ENIF 0x3
TEX1 0x998
ENIF 0x5
REMA
MUNO
ENIF 0x9
ENDA
label17:
MUSI
FADI 16
HIDEMAP
BACG 0x2
FADU 16
SHOWMAP
TEX1 0x992
REMA
MUNO
_FADU2
SHOWMAP
ITGV 0x6D
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CACE04 and the new ending offset is CURRENTOFFSET
ORG $CACFEC
label19:
_0x8A
ASMC 0x1CD51
_0xA1 0x0
STAL 64
CURF 0x26
TEX1 0x98B
REMA
IFTT 0x32
STAL 8
TEX6 0x5 [0,0] 0x98C
_ASM0x42 0x83181
ENIF 0x32
_0xA3
_0xA4 0x71
ENDA
label20:
_0x8A
ASMC 0x1CD51
_0xA1 0x0
TEX1 0x990
REMA
IFTT 0x32
STAL 8
TEX6 0x5 [0,0] 0x991
_ASM0x42 0x83181
ENIF 0x32
_0xA3
ENDA
EndingScene:
_0xA3
MUS1 0x39
STAL 64
FADI 4
HIDEMAP
ASMC 0x7A869
BACG 0x3C
FADU 4
SHOWMAP
TEX1 0x99B
MUEN 4
MORETEXT 0x99C
ASMC 0xECB1
STAL 0
MUS1 0x3D
FROMBGTOCG 0x6 0x4
STAL 120
FROMCGTOBG 0x3D 0x4
TEX1 0x99D
FADI 4
HIDEMAP
STAL 60
BACG 0x3D
FADU 4
SHOWMAP
TEX1 0x99E
MUEN 6
FADI 16
HIDEMAP
BACG 0x3C
STAL 80
MUS1 0x3A
FADU 16
SHOWMAP
TEX1 0x99F
MORETEXT 0x9A0
MORETEXT 0x9A1
IFTU 0x7 16
FADI 16
HIDEMAP
BACG 0x3C
FADU 16
SHOWMAP
TEX1 0x9A2
FADI 16
HIDEMAP
BACG 0x3C
FADU 16
SHOWMAP
TEX1 0x9A3
STAL 16
FADI 16
HIDEMAP
ASMC 0xECFD
_0x87
BACG 0x5B
FADU 16
SHOWMAP
IFTT 0x32
STAL 8
TEX6 0x5 [0,0] 0x9A4
_ASM0x42 0x83181
ENIF 0x32
STAL 2
ASMC 0x15591
TEX6 0x7 [0,0] 0x9A5
_ASM0x42 0x83181
_0x89
FADI 16
HIDEMAP
BACG 0x3C
FADU 16
SHOWMAP
IFYN 0x6
STAL 16
TEX1 0x9A6
CALL label28
_0x9A
MNCH 0x8
STAL 1
_0x1
ELSE 0x9
ENIF 0x6
TEX1 0x9A7
ENIF 0x7
CALL label28
_0x9A
MNCH 0x9
STAL 1
_0x1
ENIF 0x9
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CAD2A8 and the new ending offset is CURRENTOFFSET
ORG $CC0928
label28:
ENUF 0x9D
IFCD 0x5 0x17 0x76
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7AA
ENIF 0x5
IFCD 0x6 0x18 0x77
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7AC
ENIF 0x6
IFCD 0x7 0x1D 0x79
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7AE
ENIF 0x7
IFCD 0x8 0xD 0x72
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7B0
ENIF 0x8
IFCD 0x9 0x23 0x7A
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7BB
ENIF 0x9
IFCD 0xA 0x26 0x7B
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7BF
ENIF 0xA
IFCD 0xB 0x8 0x71
IFAT 0xB 0x7EEAD
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7B2
ENIF 0xB
IFCD 0x16 0x11 0x74
IFAT 0x16 0x7EEC1
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
IFET 0x15 0x75
TEX1 0x7B4
ELSE 0x16
ENIF 0x15
TEX1 0x7B5
ENIF 0x16
IFCD 0xD 0x13 0x75
IFAT 0xD 0x7EEC1
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7B7
ENIF 0xD
IFCD 0xE 0x1C 0x78
IFAT 0xE 0x7EED5
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7B9
ENIF 0xE
IFCD 0xF 0x10 0x73
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7BD
ENIF 0xF
IFCD 0x10 0x2C 0x7C
_FADI2
HIDEMAP
_0x8
FADU 4
SHOWMAP
TEX1 0x7C1
ENIF 0x10
IFET 0x63 0x9D
MURE 0x6
ENUF 0x9D
ENIF 0x63
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC0C14 and the new ending offset is CURRENTOFFSET
ORG $CC6940
label22:
UNIT 0x3 0x2 0x0 0x8 [3,0] [1,4] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xCD 0x51 0x0 0xA [3,0] [2,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x17 0x28 0x3 0x8 [3,0] [0,3] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x18 0x28 0x3 0x8 [3,0] [1,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1D 0x32 0x3 0x8 [3,0] [2,1] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xD 0x18 0x3 0x8 [3,0] [0,1] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x23 0x3C 0x3 0x8 [3,0] [1,0] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
label23:
UNIT 0x26 0x41 0x3 0x18 [4,1] [4,1] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
label24:
UNIT 0xAB 0x24 0xA6 0xD [15,2] [5,5] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xA9 0x18 0xA6 0xD [15,2] [7,3] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT
AllyUnitsENM:
UNIT 0x3 0x2 0x0 0x8 [3,4] [3,4] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x20 0x3 0x8 [1,1] [1,1] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x17 0x28 0x3 0x8 [2,2] [2,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x18 0x28 0x3 0x8 [4,2] [4,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x8 0x12 0x3 0x18 [1,3] [1,3] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1C 0x2E 0x3 0x38 [3,3] [3,3] [0x32,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1D 0x32 0x3 0x8 [5,3] [5,3] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xD 0x18 0x3 0x10 [2,4] [2,4] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
AllyUnitsEHM:
UNIT 0x3 0x2 0x0 0x8 [3,4] [3,4] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x20 0x3 0x8 [1,1] [1,1] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x17 0x28 0x3 0x8 [2,2] [2,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x18 0x28 0x3 0x8 [4,2] [4,2] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x8 0x12 0x3 0x18 [1,3] [1,3] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1C 0x2E 0x3 0x38 [3,3] [3,3] [0x32,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1D 0x32 0x3 0x8 [5,3] [5,3] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xD 0x18 0x3 0x10 [2,4] [2,4] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
EnemyUnitsENM:
UNIT 0xA6 0x24 0x0 0xD [7,10] [7,10] [0x44,0x0,0x0,0x0] [0x3,0x3,0x1,0x0]
UNIT 0xA7 0x39 0xA6 0xD [17,10] [17,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0xA8 0xA 0xA6 0xD [18,6] [18,6] [0x1,0x0,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0xA9 0x18 0xA6 0xD [10,1] [10,1] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xA8 0xA 0xA6 0xD [13,7] [13,7] [0x1,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xE0 0x39 0xA6 0x15 [12,4] [12,4] [0x1F,0x14,0x0,0x0] [0x0,0x0,0x1,0x0]
UNIT 0xAB 0x24 0xA6 0xD [5,5] [5,5] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xAB 0x24 0xA6 0xD [12,12] [12,12] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xA7 0x39 0xA6 0xD [9,13] [9,13] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0]
UNIT 0xAC 0x20 0xA6 0xD [14,8] [14,8] [0x37,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xAB 0x24 0xA6 0xD [5,11] [5,11] [0x44,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT
label25:
UNIT 0x26 0x41 0x3 0x8 [1,4] [1,4] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
label26:
UNIT 0x10 0x34 0x3 0x18 [4,1] [4,1] [0x81,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $CC6C30 and the new ending offset is CURRENTOFFSET

Edited by Jayko04

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Nightmare looks like this:

And the text happened after the battle on the map...

Okay, I tried to do this myself real quick. I'm not sure if it's possible to have a battle conversation during a scripted fight. This might be an exclusive FE8 feature.

Hi, I have a problem, a Easy one I think : Im actually editing FE7 with a patch that remove Lyn Tutorial mode, and this patch is bugged. In Chapter7, i must defeat Heintz but even when i kill him, it didn't end the chapter. Im not really good in event editing in fact im just starting using them. Well sorry for by bad english btw, im french. Here is the chapter text : I dont know how to add spoiler sorry.
ORG $CA136C
MiscBasedEvents:
AFEV 0x0 EndingScene 0x2 // This is what calls the ending scene. The boss is supposed to have a death quote ID of 0x02. When that triggers, the ending scene plays.
AFEV 0xB label19 0x9
AFEV 0xC label20 0xA
AFEV 0x0 label21 0x65
END_MAIN

Also, you can create a spoiler like this:

[spoiler]Put your stuff here[/spoiler]

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Okay, I tried to do this myself real quick. I'm not sure if it's possible to have a battle conversation during a scripted fight. This might be an exclusive FE8 feature.

ORG $CA136C
MiscBasedEvents:
AFEV 0x0 EndingScene 0x2 // This is what calls the ending scene. The boss is supposed to have a death quote ID of 0x02. When that triggers, the ending scene plays.
AFEV 0xB label19 0x9
AFEV 0xC label20 0xA
AFEV 0x0 label21 0x65
END_MAIN

Also, you can create a spoiler like this:

[spoiler]Put your stuff here[/spoiler]

Maybe I'll just add a conversation after the battle.

Thanks!

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I tried but I already have this line in my event. I have also see that i can't play "End Turn" when i play if i didn't move all my characters, like if I was in tutorial. I don't really don't know where this bug can come from. I have tried just to put the chapter 7 event of a original FE7 without any patch and it didn't chance anything.

Edited by Jayko04

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I resolve it, it was a stupid thing after all, i have a lance that i didn't put the javelin animation so when i was killing Heintz, the dialogue didn't spawn. With what you send in the MiscBased Event it resolve everything, thanks !

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I'm having little troubles about the removing codes in Worldmap events.
Like

PLACEDOT 0x01 [x,y] BlueDot

Not disappearing when i use the REMSPRITE 0x01 time (I don't know what to put in the "time" parameter. So I put 0x00)
Same with REMOVETEXTBOX.

I tried playing around the LoadOverworldFace and SCROs but nothing went better.

Also...
Is there a way to make the currently displayed Zoomed in map fade into another coordinate without having to use the command that pans the camera to the desired loaction?

I'm actually trying to introduce the different countries across the WorldMap, so I tried to make dots appear and disappear in the FullWorldMap
But as I said i can't make the dots go away after their use.

I also tried to do this in the zoomed in parts :
(from the fullworldmap)
FADETOWM [0,0] LyciaBernSacaeMap 0x00 0x00

It fades successfully the the zoomed in map part i wanted.

Then

FADETOWM [664,256] LyciaBernSacaeMap 0x00 0x00

I works too, but the camera glitches a little.

So yeah, the most annoying thing is the not disppearing dots.

Edited by Solum

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Map zooming: What do you mean the camera glitches a little? Have you tried fading out, throwing up a black background, changing the map, and fading in?

Removing the text box: I'm looking through my own scripts and I'm noticing that a couple times I've used REMOVETEXTBOX twice in a row. Maybe it's really finicky?

Dots: These can be pretty temperamental for reasons I don't know. If they aren't disappearing, the easiest thing to do would be to just hide the dot under the text box or off the screen. Just re-position the same dot to different coordinates as needed.

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Map zooming: What do you mean the camera glitches a little? Have you tried fading out, throwing up a black background, changing the map, and fading in?

You can use usual Codes in the world map events? Like FADI FADU and BACG?

I didn't se any in Arch's Guide specific to WorldMap so..

About the REMOVETEXTBOX, I tried to double it too. As I saw you already adviced someone to do that but... THis code really hates me I guess xD

I'll try that for the Dots.

Thank you Prime! You really are of great help =)

Edited by Solum

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I'm having little troubles about the removing codes in Worldmap events.

Like

PLACEDOT 0x01 [x,y] BlueDot

Not disappearing when i use the REMSPRITE 0x01 time (I don't know what to put in the "time" parameter. So I put 0x00)

Same with REMOVETEXTBOX.

I tried playing around the LoadOverworldFace and SCROs but nothing went better.

Also...

Is there a way to make the currently displayed Zoomed in map fade into another coordinate without having to use the command that pans the camera to the desired loaction?

I'm actually trying to introduce the different countries across the WorldMap, so I tried to make dots appear and disappear in the FullWorldMap

But as I said i can't make the dots go away after their use.

I also tried to do this in the zoomed in parts :

(from the fullworldmap)

FADETOWM [0,0] LyciaBernSacaeMap 0x00 0x00

It fades successfully the the zoomed in map part i wanted.

Then

FADETOWM [664,256] LyciaBernSacaeMap 0x00 0x00

I works too, but the camera glitches a little.

So yeah, the most annoying thing is the not disppearing dots.

The command to remove dots isn't actually REMSPRITE, it's actually _0xBE from what I can gather.

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I don't know I took that from Arch and MarioBro3828's tutorials. Though I didn't notice 0x00 isn't a correct value for the last parameter of the REMSPRITE code:

REMSPRITE ID value

values are : 0x20, 0x78, 0xE8 and 0x1EC

I'll try both _0xBE and REMSPRITE I guess

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I don't know I took that from Arch and MarioBro3828's tutorials. Though I didn't notice 0x00 isn't a correct value for the last parameter of the REMSPRITE code:

REMSPRITE ID value

values are : 0x20, 0x78, 0xE8 and 0x1EC

I'll try both _0xBE and REMSPRITE I guess

Yeah, I had the same problem once, but their tutorials are incorrect on this point for whatever reason.

I even went back and tested it today before I answered just to make sure.

Btw, _0xBE has only one parameter attached to it, which is the Dot's ID.

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Hi. Got a conditions problem that I can't seem to wrap my head around. For starters, this basic character conditional event isn't working for me and I'm just wondering if there's any glaring errors.

Lyn, Sain, and Kent all have conversations with good old Wallace. Wallace is supposed to be recruited if and only if Lyn talks to him AFTER kent talks to him, but it's not working. If kent hasn't, then another convo plays and he's not recruited.

CharacterBasedEvents:

CHAR 0x7D labelWallaceKent [0x17,0x2C] 0x0
CHAR 0x7E labelWallaceSain [0x18,0x2C] 0x0
CHAR 0x7F labelWallaceLyn [0x03,0x2C] 0x0
AFEV
labelWallaceKent:
MUSI
TEX1 0x9C7
REMA
MUNO
ENDA
labelWallaceSain:
MUSI
TEX1 0x9C8
REMA
MUNO
ENDA
labelWallaceLyn:
IFET 0x24 0x7D
JUMP WallaceLynComplete
ENDA
ENIF 0x24
MUSI
TEX1 0x525
REMA
ENDA
WallaceLynComplete:
MUSI
TEX1 0x524
REMA
CUSI 0x2C 0x00
MUNO
ENDA

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Hi. Got a conditions problem that I can't seem to wrap my head around. For starters, this basic character conditional event isn't working for me and I'm just wondering if there's any glaring errors.

Lyn, Sain, and Kent all have conversations with good old Wallace. Wallace is supposed to be recruited if and only if Lyn talks to him AFTER kent talks to him, but it's not working. If kent hasn't, then another convo plays and he's not recruited.

Hi. About your problem assuming that conversation 0x525 between Wallace and Lyn is the conversation where the recruitment has failed and 0x524 between Lyn and Wallace is the conversation where the recruitment is successful you could do something like this:

Change this:

labelWallaceLyn:

IFET 0x24 0x7D

JUMP WallaceLynComplete

ENDA

ENIF 0x24

MUSI

0x525

REMA

ENDA

To:

labelWallaceLyn:

IFET 0x24 0x7D

MUSI

TEX1 0x524

REMA

CUSI 0x2C 0x00

MUNO

ELSE 0x25

ENIF 0x24

MUSI

TEX1 0x525

ENUF Ox7F //*

ENIF 0x25

REMA

ENDA

*so the event ID ISNT used so if Kent hasn't talked to Wallace yet then he can go and do so. Then lYn can talk and recruit Wallace after that.

If you implement this change then you should delete:

WallaceLynComplete:

MUSI

TEX1 0x524

REMA

CUSI 0x2C 0x00

MUNO

ENDA

‚Äč

as this is now included in one condition.

Hope this helps.

Edited by striker456

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labelWallaceLyn:
IFET 0x24 0x7D // Conditional IDs should start at 0x01, not 0x24
JUMP WallaceLynComplete
// ENDA // I'd remove this. It's not needed and may even be causing bugs. JUMP goes to the label and doesn't return, making this useless.
ENIF 0x24
MUSI
TEX1 0x525
REMA
ENDA

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Thanks, both ways worked. Got rid of the ENDA when using JUMP and used ELSE without it.

However for whatever reason using IFET didn't work, using IFEF did. I guess this is what I was having trouble with. Imma check my ids.

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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?

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