Sephiran59 Posted April 20, 2017 Share Posted April 20, 2017 (edited) Btw for clarity, the reason I'm having an event issue and a map issue at the same time is because i'm working on 2 separate practice hacks. And I haven't figured out map transitions yet so those 2 doors in the code mean nothing atm Made my own topic so help me there instead: Edited April 20, 2017 by Sephiran59 Quote Link to comment Share on other sites More sharing options...
Kirb1337 Posted April 20, 2017 Share Posted April 20, 2017 Just replace the second ORG with ALIGN 4, it should fix those not divisable by 4 errors Quote Link to comment Share on other sites More sharing options...
Primefusion Posted April 20, 2017 Share Posted April 20, 2017 2 hours ago, Sephiran59 said: My code is the same just without the _0x0000 at line 31 You'll want to put "UNIT" there instead (no other parameters), because that's what denotes the end of a unit list. For your black screen: Have you tried using OOBB in the opening event? Quote Link to comment Share on other sites More sharing options...
Sephiran59 Posted April 20, 2017 Share Posted April 20, 2017 22 minutes ago, Primefusion said: You'll want to put "UNIT" there instead (no other parameters), because that's what denotes the end of a unit list. For your black screen: Have you tried using OOBB in the opening event? Didn't work 49 minutes ago, Kirb1337 said: Just replace the second ORG with ALIGN 4, it should fix those not divisable by 4 errors this worked So at this point I have no errors but a black screen on chapter load. I might just redo my entire script Quote Link to comment Share on other sites More sharing options...
Zalor Posted May 8, 2017 Share Posted May 8, 2017 So for a hack I am working on, I am currently stuck on something in the Ending Events. What I want to do, is to go from one conversation that uses a background, to another conversation that uses a background. And I would like the chapter map to stay completely hidden. However, no matter what I have done so far, when it transitions from one conversation to the next, it briefly load the chapter map before fading out into the next CG. Here is my code: Ending_event: CAM1 [1,0] MUSC 0x38 TEX1 0x9FD REMA HIDEMAP MUEN 4 STAL 16 FADI 4 BACG 0x19 HIDEMAP MUSC 0x02 FADU 4 SHOWMAP TEX1 0x9FE HIDEMAP REMA MUEN 4 STAL 16 FADI 4 HIDEMAP //FADI 4 BACG 0x1B FADU 4 MUSC 0x43 TEX1 0x9FF REMA MoveToChapter(0x01) ENDA Everything up until the second REMA worked perfectly fine. After that, I can't get my desired affect. By the way, for TEX1 0x9FD, I want the speech bubble to happen over the chapter map. The issue is that TEX1 0x9FE won't transition to TEX1 0x9FF without showing a bit of the chapter map inbetween that transition. Which doesn't make sense since I already used the command HIDEMAP. Please could somebody help me out? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 9, 2017 Share Posted May 9, 2017 Have you tried something like this? TEX1 0x9FD // The text that plays while the map is visible REMA // REMA (short for REturn to MAp) will always clear the background, portraits, and text bubbles, then show the map) FADI 0x10 // Fade out BACG 0xYY // throw up a background FADU 0x10 // Fade back in TEX1 0x9FE // show some text FADI 0x10 BACG 0xVV // throw up a second background FADU 0x10 TEX1 0x9FF REMA Quote Link to comment Share on other sites More sharing options...
Zalor Posted May 9, 2017 Share Posted May 9, 2017 4 hours ago, Primefusion said: Have you tried something like this? TEX1 0x9FD // The text that plays while the map is visible REMA // REMA (short for REturn to MAp) will always clear the background, portraits, and text bubbles, then show the map) FADI 0x10 // Fade out BACG 0xYY // throw up a background FADU 0x10 // Fade back in TEX1 0x9FE // show some text FADI 0x10 BACG 0xVV // throw up a second background FADU 0x10 TEX1 0x9FF REMA I understand! I didn't know that "REMA" stood for "return to map", although now that you told me it makes a lot of sense. Thanks so much for the suggestion, I will try this soon. Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted May 10, 2017 Share Posted May 10, 2017 (edited) K I have an issue and it's annoying me. I'm probably overlooking something but whatever. So I have my Good units (deployable units in prep screen) all set up and listed, but one of them (fighter to the right) isn't in one of the spaces and another one (left fighter) is sitting on top of my knight unit when I check the formation in the prep screen. Coordinates are all different. Everything is fine until I add the 8th unit slot (8th slot is taken up by the rightmost fighter). Screenshot and script below if anyone can straighten me out. org 0x1882880 Pointers: 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 0x04 0x0A 0x04 0x7C [2,14] [2,14] [0x06,0x6A,0x0,0x0] [0x0,0x3,0x0,0x20] UNIT 0xD7 0xE 0x04 0xD [2,14] [2,16] [0xD,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xD7 0xE 0x04 0xD [2,14] [1,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xD7 0xE 0x04 0xD [2,14] [3,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT Good: UNIT 0x1 0x1 0x0 0x29 [18,8] [18,8] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x2A 0x0 0x19 [17,7] [17,7] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x3 0x0 0x21 [19,9] [19,9] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0] UNIT 0xB 0x14 0x0 0x49 [19,7] [19,7] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x19 0x28 0x0 0x29 [17,9] [17,9] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x12 0x0 0x29 [17,5] [17,5] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0x12 0x0 0x29 [18,6] [18,6] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x11 0x1D 0x0 0x19 [17,6] [17,6] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]//Bartre on side UNIT 0x23 0x3C 0x0 0x19 [19,5] [19,5] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0]//Boies on top of Dorcas UNIT 0x40 0x14 0x0 0x50 [19,10] [19,10] [0x16,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x0F 0x3 0x68 [18,10] [18,10] [0xD,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Enemy: UNIT 0x04 0x0A 0x04 0x7C [2,14] [2,14] [0x06,0x6B,0x0,0x0] [0x0,0x3,0x0,0x20] UNIT 0xD7 0xE 0x04 0xD [2,14] [2,16] [0xD,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xD7 0xE 0x04 0xD [2,14] [1,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT 0xD7 0xE 0x04 0xD [2,14] [3,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0] UNIT ALIGN 4 Turn_events: TURN 0x0 label15 [1,0] 0x0 0x0 TURN label15: OOBB STAL 60 MUEN 4 CAM1 0x1A CURF 0x1A MUS1 0xD9 TEX1 0xA78 REMA STAL 32 MUNO CAM1 0x1 ENDA ALIGN 4 Character_events: CHAR 0x1 BossTalk [0x1,0x04] 0x0 CHAR BossTalk: ENDA Location_events: VILL 0x9 Village [10,2] 0xE LOCA Village: ENDA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CMOF LOMA 0x34 [0,0] FADU 4 SHOWMAP TEX8 0x5DD [136,12] STAL 100 RETB STAL 16 CURF [7,6] FADI 16 HIDEMAP BACG 0x12 FADU 16 SHOWMAP TEX1 0xAA0 MUS1 0xDA FADI 16 HIDEMAP BACG 0x12 FADU 16 SHOWMAP TEX1 0xAA1 REMA MUSI LOU1 Eliwood MOVE 0x1 [7,7] 15 ENUN LOU1 Hector MOVE 0x1 [-1,7] 15 STAL 32 MOVE 0x2 [-1,7] 15 ENUN STAL 16 MUEN 6 FADI 4 BACG 0x5B STAL 64 STAL 64 STAL 64 MUS1 0xC4 HIDEMAP BACG 0x5A FADU 4 SHOWMAP TEX1 0xAA2 MUEN 6 FADI 4 STAL 64 STAL 64 STAL 64 UnitClear LOMA 0x1E [14,7] UnitClear FADU 4 STAL 64 LOU1 AllyUnits ENUN STAL 64 STAL 64 FADI 16 HIDEMAP BACG 0x23 MUS1 0x1 FADU 16 SHOWMAP TEX1 0xAA3 REMA MUEN 6 STAL 64 CAM1 [2,14] STAL 32 CURF [2,14] STAL 64 FADI 10 HIDEMAP MUS1 0x53 BACG 0x36//or 0x39 or 0x3C or 0x36 FADU 10 SHOWMAP TEX1 0xAA4 REMA LOEV 0x50 0x2A [2,14] CUSI 0x50 0xA7 ENUN MOVE 0x50 Eubansleave ENUN DISA 0x50 STAL 32 LOU1 Enemy ENUN CURF [2,14] TEX1 0xAA5 REMA MUEN 6 CAM1 [12,7] STAL 32 CURF 0x1 FADI 16 HIDEMAP BACG 0x23//or 0x29 or 0x23 MUS1 0x32 FADU 16 SHOWMAP TEX1 0xAA6 UnitClear FADI 16 HIDEMAP STAL 32 ENDB Eliwood: UNIT 0x1 0x1 0x2 0x29 [7,6] [7,6] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT Hector: UNIT 0x2 0x3 0x2 0x19 [7,6] [7,6] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0] UNIT Eliwoodmove: MOMA down left left left left left left left left Hectormove: MOMA down left left left left left left left left Eubansleave: MOMA down left left left AllyUnits: UNIT 0x1 0x1 0x0 0x29 [19,8] [18,8] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x2A 0x0 0x19 [19,7] [17,7] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x3 0x0 0x21 [19,9] [19,9] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0] UNIT 0xB 0x14 0x0 0x49 [19,7] [19,7] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xCD 0x51 0x0 0xA [19,9] [18,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Ending_event: MNCH 0x1F STAL 1 _0x1 ENDA BallistaData: BLST Edited May 10, 2017 by Master Awesome Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 11, 2017 Share Posted May 11, 2017 (edited) Did you at some point have a different formation and save? I've had that happen where I saved, then decided to change the formation, but everyone was in the old formation. Accessing the chapter from a fresh save cleared things up for me. Edited May 11, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
Master Awesome Posted May 11, 2017 Share Posted May 11, 2017 YES that's what I did. Another one of those things I'll have to keep in mind to avoid anymore headaches. Thanks a ton, really. Quote Link to comment Share on other sites More sharing options...
Zalor Posted May 13, 2017 Share Posted May 13, 2017 So there are two glitches in my opening event that are causing me problems, and I even suspect that one is effecting the other. One of the first things I tell the game to do on the opening event is to put the camera at the coordinates [1,18]. This is because I want the chapter's events to start here. However, the game always starts at the top-left of the map and then moves the Camera down to the bottom left of the map (where the coordinate 1,18 are). I don't want the camera to move down, I want it to start in that location from the absolute start. I fiddled with this for a while, but nothing worked. Here is my code: ______________________________________________________________________________________________________ Good: UNIT Raven 0x0A 0x36 Level(4,Ally,False) [1,18] [1,20] [0x05,0x0E] [0x00,0x00,0x00,0x00] UNIT Good2: UNIT 0x36 0x3C 0x00 Level(5,Ally,False) [1,18] [1,13] [SteelSword,0x6A,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x0D 0x18 0x36 Level(4,Ally,False) [1,18] [1,12] [0x2C,0x33,Vulnerary] [0x00,0x00,0x00,0x00] UNIT 0x04 0x0A 0x36 Level(4,Ally,False) [1,18] [2,12] [0x05,0x0E] [0x00,0x00,0x00,0x00] UNIT Erk 0x20 0x36 Level(4,Ally,False) [1,18] [0,12] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT BAD1: UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,23] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT BAD2: UNIT Harken Hero 0x00 Level(1,Enemy,False) [6,24] [6,21] [0x05] [0x00,0x00,0x00,0x00] UNIT 0x75 Myrmidon 0x00 Level(3,Enemy,False) [6,24] [7,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Myrmidon 0x00 Level(3,Enemy,False) [6,24] [5,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT BAD3: UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [7,22] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [18,24] [17,21] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [18,24] [18,21] [0x14,0x1C] [0x00,0x00,0x00,0x00] UNIT Turn_events: OpeningTurnEvent(Opening_event) END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: CAM1 [1,18] SHOWMAP CURF [1,18] STAL 16 MUSC 0x41 LOU1 Good ENUN STAL 16 CMON LOU1 BAD1 ENUN STAL 16 CMOF CUMO [1,20] STAL 32 CURE TEX1 0xA02 REMA STAL 16 MOVE [1,20] [1,18] ENUN DISA Raven FADI 16 HIDEMAP BACG 0x2A TEX1 0xA00 REMA SHOWMAP MUSC 0x41 CMON LOU1 Good2 ENUN TEX1 0xA00 REMA LOU1 BAD2 ENUN STAL 8 FADI 16 HIDEMAP BACG 0x2A TEX1 0xA03 REMA SHOWMAP MOVE Harken [1,19] MOVE [6,22] [1,20] MOVE [5,22] [0,20] MOVE [7,22] [2,20] ENUN TEX1 0xA02 REMA MOVE Legault [5,9] MOVE Raven [6,8] MOVE [1,12] [5,8] // tutorial Wil MOVE Erk [5,7] ENUN STAL 12 CMOF TEX1 0xA00 REMA CAM1 [11,22] LOU1 BAD3 ENUN STAL 8 CAM1 Legault TEX1 0xA00 REMA ENDA _______________________________________________________________________________________________________ My other huge problem, is that the game crashes right when it is supposed to execute this part of the code: MOVE Legault [5,9] MOVE Raven [6,8] MOVE [1,12] [5,8] // tutorial Wil MOVE Erk [5,7] What happens, is once the text event that happens prior to this finishes. The camera (without my permission!) goes to the top-left of the map and then freezes. I don't know why the Camera moves to the top-left and freezes, and I don't know why the game won't move the characters I told it to move. Quote Link to comment Share on other sites More sharing options...
Kirb1337 Posted May 13, 2017 Share Posted May 13, 2017 (edited) 6 hours ago, Zalor said: One of the first things I tell the game to do on the opening event is to put the camera at the coordinates [1,18]. This is because I want the chapter's events to start here. However, the game always starts at the top-left of the map and then moves the Camera down to the bottom left of the map (where the coordinate 1,18 are). I don't want the camera to move down, I want it to start in that location from the absolute start. I fiddled with this for a while, but nothing worked 6 hours ago, Zalor said: Opening_event: CAM1 [1,18] Replace the chapter data byte that sets if the chapter fades to black or to map at te start to fade to black, then FADU after that CAM1? 6 hours ago, Zalor said: My other huge problem, is that the game crashes right when it is supposed to execute this part of the code: MOVE Legault [5,9] MOVE Raven [6,8] MOVE [1,12] [5,8] // tutorial Wil MOVE Erk [5,7] What happens, is once the text event that happens prior to this finishes. The camera (without my permission!) goes to the top-left of the map and then freezes. I don't know why the Camera moves to the top-left and freezes, and I don't know why the game won't move the characters I told it to move. Did you try replacing every character here by their coordinates? Edit:actually nevermind , the raws have character and coordinates based CAM1 so this should work CAM1, 0x22, 4, -game:FE7 -indexMode:8 Position, 2, 2, -coordinates:2 -preferredBase:10 CAM1, 0x20, 4, -game:FE7 -indexMode:8 Character, 2, 2 also, one random question,Are you using EA 11.1? because it looks like you are using the old ai settings from older EAs. Edited May 13, 2017 by Kirb1337 Quote Link to comment Share on other sites More sharing options...
Zalor Posted May 14, 2017 Share Posted May 14, 2017 45 minutes ago, Kirb1337 said: *SNIP* Yeah, the thing about starting the chapter on Fade out and adjusting the screen during the darkness has done the trick. The really really weird part though, is that I know that the MOVE code is correct. I have not idea why it didn't work. However, for whatever reason when I changed the place in the ROM where I had my events written too, and when I did the move data with coordinates instead of character names, it worked. One weird problem that I didn't notice the first time because I was play testing with the emulator muted, is that at the very start of the chapter, the track Ships And Homes plays. Even though nowhere in the event file do I have that track scripted to play. Even if I put a MUEN code at the top of the Opening event, the track still plays briefly. How do I get rid of it? Quote Link to comment Share on other sites More sharing options...
Kirb1337 Posted May 14, 2017 Share Posted May 14, 2017 1 minute ago, Zalor said: Yeah, the thing about starting the chapter on Fade out and adjusting the screen during the darkness has done the trick. The really really weird part though, is that I know that the MOVE code is correct. I have not idea why it didn't work. However, for whatever reason when I changed the place in the ROM where I had my events written too, and when I did the move data with coordinates instead of character names, it worked. One weird problem that I didn't notice the first time because I was play testing with the emulator muted, is that at the very start of the chapter, the track Ships And Homes plays. Even though nowhere in the event file do I have that track scripted to play. Even if I put a MUEN code at the top of the Opening event, the track still plays briefly. How do I get rid of it? Try to look at data in the chapter data editor? Quote Link to comment Share on other sites More sharing options...
Zalor Posted May 14, 2017 Share Posted May 14, 2017 4 hours ago, Kirb1337 said: Try to look at data in the chapter data editor? I checked there at first, but I guess I didn't check hard enough. You were totally right, it was in the Chapter Data editor! Thanks for all your advice! Quote Link to comment Share on other sites More sharing options...
SilverNexez Posted May 15, 2017 Share Posted May 15, 2017 So, this might sound stupid, but I decided to experiment hacking around a bit with FE7, and wanted to remove the tutorial and text events from the Prologue to make it easier to test stuff. I just want to know how to turn my raw code into macros, as right now as a beginner to EA, it's a bit more difficult to read the raw code and determine what is what without looking at the reference every few seconds. Where in the code to include the stdlib and what process can I use to do this. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 15, 2017 Share Posted May 15, 2017 11 hours ago, SilverNexez said: So, this might sound stupid, but I decided to experiment hacking around a bit with FE7, and wanted to remove the tutorial and text events from the Prologue to make it easier to test stuff. I just want to know how to turn my raw code into macros, as right now as a beginner to EA, it's a bit more difficult to read the raw code and determine what is what without looking at the reference every few seconds. Where in the code to include the stdlib and what process can I use to do this. Are you using "#include EAstdlib.event"? Quote Link to comment Share on other sites More sharing options...
SilverNexez Posted May 15, 2017 Share Posted May 15, 2017 (edited) 6 hours ago, Primefusion said: Are you using "#include EAstdlib.event"? I think so, but I'm definitely doing it wrong. I'm pretty sure that when assembling, including it should obviously define all the macros. However, I can't figure out where to include it so I get dissembled code in macro form. I've tried including it at the top of the prologue events, then reassembling then dissembling the code again. That just gets the raws. Would I insert it before the entire game's event code, or am I supposed to include it somewhere else? TEST.txt Edited May 15, 2017 by SilverNexez Missing File Quote Link to comment Share on other sites More sharing options...
SilverNexez Posted May 15, 2017 Share Posted May 15, 2017 (edited) Sorry. Double posted. Edited May 15, 2017 by SilverNexez Double Post Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 15, 2017 Share Posted May 15, 2017 Oh, my bad, I misinterpreted what you were saying a little bit. Disassembly is always going to give you the raw code. If you just want to remove tutorial stuff, add the following to the top of the disassembled file and you're set: #include EAstdlib.event #define DISABLE_TUTORIALS Quote Link to comment Share on other sites More sharing options...
SilverNexez Posted May 16, 2017 Share Posted May 16, 2017 2 hours ago, Primefusion said: Oh, my bad, I misinterpreted what you were saying a little bit. Disassembly is always going to give you the raw code. If you just want to remove tutorial stuff, add the following to the top of the disassembled file and you're set: #include EAstdlib.event #define DISABLE_TUTORIALS Oh, I see. Well, in that case, I won't need to worry about that I guess. But what's weird is that the tutorials still seem to go on when I placed these lines at the top of the Prologue Events code. Am I doing this in the wrong place, or does every file need to be in the same folder/directory as the Event Assembler? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 16, 2017 Share Posted May 16, 2017 It seems like things changed at some point. Try swapping the define and include lines so that the #define DISABLE_TUTORIALS is the very first line. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 16, 2017 Author Share Posted May 16, 2017 #define DISABLE_TUTORIALS should always be the first line; EAstdlib checks for that being set when it's included Quote Link to comment Share on other sites More sharing options...
SilverNexez Posted May 16, 2017 Share Posted May 16, 2017 Turns out that yeah, the order and syntax matters. Now it worked. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
nightgale Posted May 18, 2017 Share Posted May 18, 2017 Background: I am making a chapter in Fire Emblem 7 that has 4 switches. The player must hit 2 of the 4 switches to access the throne room and win the map. Depending on the switch hit, the player will receive access to certain rewards at the cost of another. Problems/Questions: I have come across 4 major problems in my code. Otherwise, it seems to be working fine. I was hoping to find help in this thread as it is all about Event Assembler. Thank you in advance. I am using an AREA event under Misc_events to trigger the switches. The problem is that enemies can also trigger the switches, which I do not want to happen. How would I go about making this a player only trigger? Would I need to duplicate the code under every switch using every playable character as active? I figure there would have to be another way. After the switch event trigger, the music completely freaks out - basically a long never-ending screech sound. I have tried many of the music related codes, but nothing is fixing this. Does anyone have any suggestion what I should include in the code? The KILL coordinate events are not working (i.e. KILL [21,6]). Am I using this incorrectly? Is there another way to kill a character located on a specific coordinate? Some of the map changes are not triggering, and I am wondering if this is a code issue or if I am assigning the wrong map change ID's based on positioning. One map change that is never triggering is MAC 0x22 0x0 (the front gate). I can confirm that the top-left tile in the tile change is furthest right on the x and down on the y axis. There are three other tile changes that have a bottom right tile further right on the x and down on the y axis. I am wondering if this could be causing problems with the map change ID; thus the triggering event. Code: TopLeftSw: ALIGN 4 // prevents misalignment from ballista data //FIRST SWITCH IFEF 0x45 0x46 //checks if no switch has been hit yet. MAC1 0x01 0x0 SOUN 0xB1 MAC1 0x03 0x0 STAL 10 MAC1 0x08 0x0 MAC1 0x15 0x0 MAC1 0x20 0x0 MAC1 0x22 0x0 //Front Gate Open SOUN 0xAB STAL 10 MUS1 0x0042 //TogetherWeRide TEX1 0x13B2 //Recruitment Text CUSI 0xD6 $00 REMA MURE 5 ENUT 0x45 //Sets first switch to true ENUT 0x50 ELSE 0x47 ENIF 0x46 //SECOND SWTICH IFEF 0x48 0x49 //checks if another switch has been hit MAC1 0x01 0x0 SOUN 0xAB MAC1 0x05 0x8 MAC1 0x03 0x0 STAL 10 MUS1 0x0042 //TogetherWeRide TEX1 0x13B2 //Recruitment Text CUSI 0xD6 $00 MURE 5 STAL 30 IFEF 0x51 0x54 MAC1 0x07 0x0 KILL [21,6] //Kills character at [21,6] ENIF 0x54 IFEF 0x52 0x55 MAC1 0x14 0x0 KILL [9,11] //Kills character at [9,11] ENIF 0x55 IFEF 0x53 0x55 MAC1 0x19 0x0 KILL [17,13] //Kills character at [17,13] ENIF 0x55 SOUN 0xB1 MAC1 0x09 0x0 //Alter open ENUT 0x48 //sets second swtich to true ENIF 0x49 ENIF 0x47 ENDA Quote Link to comment Share on other sites More sharing options...
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