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Posts posted by Superfan959
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It's already been mentioned a bunch, but the map design really scares the shit out of me. Carrying over the originals simply won't do.
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I'm betting that the combat forecast in the trailer is an "expert" setting like the ones available in the GBA games, used to make the game look more faithful in the presentation. And I wouldn't be surprised if that setting doesn't show the weapon advantage.
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I'm pretty sure Ostia Castle's map is similarly consistent between FE6 Chapter 8 and FE7 Sands of Time, with the long stairwells being dead giveaways.
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I didn't realize that 7 had separate rankings for each mode - that's a good way to do it. I'm guessing 6's rankings don't differ, making ranked NM kind of pointless?
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I've played most of the games in the series multiple times, but I've never even attempted a ranked run. I'm very familiar with the games and mechanics for the most part, but I thought maybe I'd try one of the normal modes first. However, I'm a bit worried that it'll be too easy.
FE6: My concern here is that many of the rankings are just too lenient, and those that aren't will be made easy on normal mode with increased EXP. it sounds like is pretty much only have to worry about Combat, which sounds boring.
FE7: These rankings seem a bit tougher than 6's, but the base game is a whole lot easier, which could make it boring. I suppose Hector Normal could be interesting, but...
Does anyone have any experience S-Ranking any of the Normal Modes? Is it worth it, or is it too much like a typical playthrough?
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It's not about "extra" content so much as it's about "extraneous" content. Too much stupid stuff can absolutely take away from a game's quality. A "feature" that has no purpose and doesn't need to be used is a bad feature, especially if it sucks resources. The fact that FE amie is 100% fan service/pandering makes it that much worse, because it's that much more unprofessional.
Sakurai himself shows his inability to understand this in Sm4sh. There's a different between Target Blast, which is a complete mini game I can compete with others in, and making a bunch of clone fighters who should exist as costumes and throwing them all in the corner of the select screen. One of those things is a bonus feature, the other is completely superfluous and looks shoddy.
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@Prime: OK, it's not a huge deal anyways, thanks.
@Shamison: Are you sure it doesn't work like that already? I know for a fact that's how snow works, and I remember reading that rain works identically, except there aren't any rain chapters with indoor areas in FE7.
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Ok, I've pretty much got it, thanks again everyone.
There is one minor aesthetic thing I'd like to take care of if possible:
I'm using the generic enemies and assigning them a Death Quote so that they "drop" gold. I've made this work, but one thing that does happen is that the battle info clears away briefly, because the game thinks it's about to load a quote, even though I changed the designated text in FEditor to be blank (just says "[X]"). Is there any way to make it so that it doesn't try to load a quote at all, either with eventing or in FEditor?
Script:
PirateBooty: // IFCD 0x03 0xD8 MONE 0x00 500 ELSE 0x04 ENIF 0x03 ENIF 0x04 ENUF 0x10 ENUF 0x20 ENDA Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV 0x10 PirateBooty 0x20 AFEV
Worst case scenario, I can just give them something minor/stupid to say upon dying, but that could be somewhat annoying for the player.
EDIT: I'm also experiencing something else extremely odd. Sometimes, instead of giving gold, the "gold was stolen" event occurs instead. From what I can tell, this happens if the player character scores a critical. Does anybody know how to fix this?
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Wow, that's a lot of detail. So would you/others consider this to be a step on the right direction?
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I think I'm starting to grasp Events and Conditions, but I'm still having trouble.
What I'm trying to do is make it so that when the player defeats a certain type of enemy, gold is sent straight to his funds (the gold item needs to be sold, or at least from what I can tell, so I'm trying this instead).
So I tried writing something like this:
PirateBooty: IFCD 0x03 0xD8 MONE 0x00 500 ELSE 0x04 ENIF 0x03 ENIF 0x04 ENUF 0x10 ENDA
Assuming that such a code will even work, my question is: where do I put "PirateBooty" so that the game checks to see if 0xD8 has died? Like, what type of event would it be? Even then, I don't think it'd work, because there are multiple 0xD8's on the map simultaneously, and I'm assuming that if it sees one alive, it won't trigger.
Can anyone help me either figure out a way to make this work, or provide some alternative? Thanks in advance.
EDIT/UPDATE: I tried making it an AREA event spanning the whole map, and that didn't even work at all, even when all of the 0xD8's were dead.
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Here's another question:
Would it be possible to make "droppable" gold go straight into the player's funds? I know there's a MONE command for villages and other story events, but I don't know if it would be possible to link something like this to an enemy's death.
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Well that's good to know. I feel like that needs to be explained in more tutorials, because looking at the area where you want to insert stuff seems kind of natural.
Maybe I just missed it. -
Posted this on GFAQs awhile ago and nobody cared.I've been trying to avoid pretty much all specific info about this game, but after seeing people debate about weapon effectiveness due to self-inflicted debuffs, I decided to check it out.
This basically seems like the "replacement" to weapon weight, except different stats besides speed, and everyone is impacted equally. At a glance, I love this. I've wanted weight or some similar mechanic to return for awhile, because the lack of any drawbacks when selecting weapons was really simplifying the gameplay.
So my question is: how does this work out in practice? Is it as good as it seems on paper, or are there some serious balance issues as a result of the seemingly somewhat random allocation of stat penalties? -
Wow, that seems so obvious in retrospect. That also explains why the text worked with IFAF and not IFAT. Thank you Prime! (For the record: I did end up having to use IFAT)
Even cooler, it doesn't prevent NPCs.
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Just stopping in to say thanks to everyone - other than a couple of issues, I've pretty much got insertion down pat. Thanks again.
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Sorry I haven't come back to this.
BlueDruid fixed my problem. Here's what he PM'ed me:
The problem might be in the insertion itself. Try re-inserting the map sprites (make sure to uncheck the Import palette option), but this timedon't go to the offset you're importing the map sprite to in the Image Control before you import it. It magically worked for me.
So yes, it was pointing to garbage, because the insertion itself wan't working. For whatever reason, inserting data into a part of the ROM while you're looking at that section messes up the insertion. What I did was browse to an empty area, remember the offset, then went pack to image 0 (where the program usually opens; Lyn's hut BG). This allowed the sheet to be properly inserted.
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@Cam: That's good info. So then it should theoretically cause a GameOver on the NPC phase too then, right?
@Prime: I think I see what you're saying, and it did lead to a bit of a breakthrough in terms of understanding events a little bit better, but I still can't get it to work. What you suggested was a needed fix, because it would screw up the chapter if the player units could disable the event by standing there, but my issue is the step before that: when the player unit waits there, the GameOver triggers, which I don't want to happen on the Player Phase.
Here's what I have now (relevant bits only):
Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV //... Protect: IFAF 0x01 0x7A2F1 //Tried IFAT, same result but no text. TEX1 0x0059 REMA ELSE 0x02 ENIF 0x01 ENUF 0x09 ENIF 0x02 GameOver ENDA
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I'm actually still having trouble with the previously mentioned issue. It works, but I want the GameOver to trigger only if there's an enemy on that space (and if it's possible, an NPC too).
I was referencing this post to create the event:
http://serenesforest.net/forums/index.php?showtopic=25393&p=1595920
But I didn't copy it exactly, partly because I found it slightly confusing, and partly because he seems to not use the "GameOver" code, which simplifies things greatly.
It was my understanding that this line,
IFAF 0x01 0x7A2F1
particularly the 0x7A2F1, should identify the alignment of the character.
I'm pretty sure my issue is something I'm not getting conceptually with conditions, but I can't figure it out.
Again, here's my script:
//Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 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 0xD7 Cavalier Batta Level(7,Enemy,True) [5,29] [5,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [6,29] [6,29] [IronSword] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [7,29] [7,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Batta Paladin Batta Level(15,Enemy,True) [6,28] [6,28] [Spear] [0x00, 0x03, 0x00, 0x20] UNIT Empty Good: UNIT Hector Transporter Hector Level(20,Ally,False) [9,3] [9,3] [0x00] NoAI UNIT Dorcas Fighter Hector Level(8,Ally,False) [9,4] [9,5] [EmblemAxe,Vulnerary] NoAI UNIT Kent Cavalier Hector Level(8,Ally,False) [9,4] [8,5] [SteelSword,IronSpear,Vulnerary] NoAI UNIT Sain Cavalier Hector Level(8,Ally,False) [9,4] [10,5] [IronSword,Javelin,Vulnerary] NoAI UNIT Oswin Knight Hector Level(8,Ally,False) [9,4] [9,6] [EmblemSpear,Vulnerary] NoAI UNIT Guy Swordmaster Hector Level(1,Ally,False) [9,4] [8,6] [EmblemSword,Vulnerary] NoAI UNIT Erk Mage_F Hector Level(7,Ally,False) [9,4] [11,5] [Fire,Vulnerary] NoAI UNIT Rebecca Archer_F Hector Level(9,Ally,False) [9,4] [10,6] [EmblemBow,Longbow,Vulnerary] NoAI UNIT Ninian Dancer Hector Level(5,Ally,False) [9,4] [7,5] [Elixir] NoAI UNIT Empty Pirate1: UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT Paul Berserker Paul Level(1,Enemy,False) [0,12] [0,12] [HandAxe,SilverCard] [0x00, 0x03, 0x00, 0x20] UNIT Jasmine Berserker Jasmine Level(1,Enemy,False) [18,14] [18,14] [DevilAxe,MemberCard] [0x00, 0x03, 0x00, 0x20] UNIT Empty Pirate2: UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty Knight1: UNIT 0xD7 Knight Batta Level(7,Enemy,True) [8,22] [8,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Knight Batta Level(7,Enemy,True) [11,22] [11,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty Knight2: UNIT 0xD7 Knight Batta Level(10,Enemy,True) [8,22] [8,22] [IronSpear,Javelin] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Knight Batta Level(10,Enemy,True) [11,22] [11,22] [IronSpear,Javelin] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty CavsL1: UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,25] [0,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,26] [0,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,27] [0,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty CavsR1: UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,25] [18,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,26] [18,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,27] [18,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty Peg1: UNIT 0xDA PegasusKnight Fiora Level(5,NPC,True) [0,5] [0,4] [SilverSpear] TalkToLord UNIT 0xDA PegasusKnight Fiora Level(5,NPC,True) [0,5] [0,6] [SilverSpear] TalkToLord UNIT Empty Pal1: UNIT 0xD7 Paladin Batta Level(1,Enemy,True) [0,26] [0,26] [SilverSpear] TalkToLord UNIT 0xD7 Paladin Batta Level(1,Enemy,True) [18,26] [18,26] [SilverSpear] TalkToLord UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN 0x00 Turn3 [03,00] 0x00 0x00 TURN 0x00 Turn4 [04,00] 0x00 0x00 TURN 0x00 Turn5 [05,00] 0x00 0x00 TURN 0x00 Turn6 [06,00] 0x00 0x00 TURN 0x00 Turn7 [07,00] 0x00 0x00 TURN 0x00 Turn8 [08,00] 0x00 0x00 TURN 0x00 Turn9 [09,00] 0x00 0x00 TURN 0x00 Turn11 [11,00] 0x00 0x00 TURN 0x00 Turn12 [12,00] 0x00 0x00 TURN Turn3: LOU1 Pirate1 CAM1 [18,14] MUS1 0x0044 TEX1 0x0061 REMA CAM1 [0,12] TEX1 0x0062 REMA CAM1 [18,14] TEX1 0x0063 REMA CAM1 [0,12] TEX1 0x0064 REMA CAM1 Jasmine TEX1 0x0065 REMA CAM1 Paul TEX1 0x0066 REMA CAM1 Jasmine TEX1 0x0067 REMA CAM1 Paul TEX1 0x0068 REMA MUEN 0x01 ENUN ENDA Turn4: LOU1 Knight1 ENUN ENDA Turn5: LOU1 Pirate2 ENUN ENDA Turn6: LOU1 CavsL1 LOU1 CavsR1 ENUN ENDA Turn8: LOU1 Knight1 ENUN ENDA Turn7: LOU1 Pirate2 LOU1 Pal1 ENUN ENDA Turn9: LOU1 Knight2 ENUN ENDA Turn11: Text(0x04,0x070) REMA ENDA Turn12: LOU1 Peg1 ENUN ENDA Character_events: CHAR 0x07 Failure Hector 0xD7 $00000000 CHAR 0x08 Failure Hector 0xD8 $00000000 CHAR Location_events: Armory(ShopData1,5,6) Vendor(ShopData2,6,5) SecretShop(ShopData3,5,5) LOCA ShopData1: SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow SteelBow ShopData2: SHLI Vulnerary Elixir LightRune Mine ShopData3: SHLI 0x63 0x64 0x65 0x66 0x67 Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV Opening_event: STAL 1 CURF [9,4] MUS1 0x003D Text(0x12,0x058) MUEN 0x05 REMA MUS1(0x0013) LOU1 Bad ENUN Text(0x04,0x60) MUEN 0x00 REMA LOU1 Good ENUN ENDA Ending_event: MNCH 0x0 STAL 1 _0x1 ENDA Failure: TEX1 0x0059 REMA GameOver ENDA Protect: IFAF 0x01 0x7A2F1 TEX1 0x0059 REMA ENIF 0x01 GameOver ENDA BallistaData: FIRE [9,4] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ????????
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IFAF>IFAT worked, thank you!
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Derp, whoops. It's the same as when I posted before:
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//Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 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 0xD7 Cavalier Batta Level(7,Enemy,True) [5,29] [5,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [6,29] [6,29] [IronSword] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [7,29] [7,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Batta Paladin Batta Level(15,Enemy,True) [6,28] [6,28] [Spear] [0x00, 0x03, 0x00, 0x20] UNIT Empty Good: UNIT Hector Transporter Hector Level(20,Ally,False) [9,3] [9,3] [0x00] NoAI UNIT Dorcas Fighter Hector Level(6,Ally,False) [9,4] [9,5] [EmblemAxe,Vulnerary] NoAI UNIT Kent Cavalier Hector Level(5,Ally,False) [9,4] [8,5] [SteelSword,IronSpear,Vulnerary] NoAI UNIT Sain Cavalier Hector Level(5,Ally,False) [9,4] [10,5] [IronSword,Javelin,Vulnerary] NoAI UNIT Oswin Knight Hector Level(4,Ally,False) [9,4] [9,6] [SteelSpear,Vulnerary] NoAI UNIT Guy Swordmaster Hector Level(1,Ally,False) [9,4] [8,6] [EmblemSword,Vulnerary] NoAI UNIT Florina PegasusKnight Hector Level(4,Ally,False) [9,4] [11,5] [EmblemSpear,Javelin,Vulnerary] NoAI UNIT Rebecca Archer_F Hector Level(6,Ally,False) [9,4] [10,6] [EmblemBow,Longbow,Vulnerary] NoAI UNIT Serra Cleric Hector Level(3,Ally,False) [9,4] [11,6] [Heal,Vulnerary] NoAI UNIT Empty Pirate1: UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00] UNIT Paul Berserker Paul Level(1,Enemy,False) [0,12] [0,12] [HandAxe,SilverCard] [0x00, 0x03, 0x00, 0x20] UNIT Jasmine Berserker Jasmine Level(1,Enemy,False) [18,14] [18,14] [DevilAxe,MemberCard] [0x00, 0x03, 0x00, 0x20] UNIT Empty Pirate2: UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty Knight1: UNIT 0xD7 Knight Batta Level(5,Enemy,True) [8,22] [8,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Knight Batta Level(5,Enemy,True) [11,22] [11,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty CavsL1: UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,25] [0,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,26] [0,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,27] [0,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty CavsR1: UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,25] [18,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,26] [18,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00] UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,27] [18,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00] UNIT Empty Test: UNIT Eliwood Mercenary Batta Level(4,Enemy,True) [9,4] [9,4] [IronSword] PursueWithoutHeed UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN 0x00 Turn3 [03,00] 0x00 0x00 TURN 0x00 Turn4 [04,00] 0x00 0x00 TURN 0x00 Turn5 [05,00] 0x00 0x00 TURN 0x00 Turn6 [06,00] 0x00 0x00 TURN 0x00 Turn7 [07,00] 0x00 0x00 TURN Turn3: LOU1 Pirate1 CAM1 [18,14] MUS1 0x0044 TEX1 0x0061 REMA CAM1 [0,12] TEX1 0x0062 REMA CAM1 [18,14] TEX1 0x0063 REMA CAM1 [0,12] TEX1 0x0064 REMA CAM1 Jasmine TEX1 0x0065 REMA CAM1 Paul TEX1 0x0066 REMA CAM1 Jasmine TEX1 0x0067 REMA CAM1 Paul TEX1 0x0068 REMA MUEN 0x01 ENUN ENDA Turn4: LOU1 Knight1 ENUN ENDA Turn5: LOU1 Pirate2 ENUN ENDA Turn6: LOU1 CavsL1 LOU1 CavsR1 ENUN ENDA Turn7: LOU1 Pirate2 LOU1 Knight1 ENUN ENDA Character_events: CharacterEventBothWays(0x06,Failure,Hector,Eliwood) //I'm trying everything CHAR 0x07 Failure Hector Eliwood $00000000 CHAR 0x08 Failure Eliwood Hector $00000000 CHAR Location_events: Armory(ShopData1,5,6) Vendor(ShopData2,6,5) SecretShop(ShopData3,5,5) LOCA ShopData1: SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow SteelBow ShopData2: SHLI Heal Mend Lightning Vulnerary Elixir LightRune ShopData3: SHLI 0x63 0x64 0x65 0x66 0x67 Misc_events: CauseGameOverIfLordDies AREA 0x09 Protect [9,4] [9,4] AFEV Opening_event: STAL 1 CURF [9,4] MUS1 0x003D Text(0x12,0x058) MUEN 0x05 REMA MUS1(0x0013) LOU1 Bad ENUN Text(0x04,0x60) MUEN 0x00 REMA LOU1 Good ENUN ENDA Ending_event: MNCH 0x0 STAL 1 _0x1 ENDA Failure: TEX1 0x0059 REMA GameOver ENDA Protect: IFAF 0x01 0x7A2F1 TEX1 0x0059 REMA ELSE 0x02 ENIF 0x01 ENIF 0x02 GameOver BallistaData: FIRE [9,4] 0x0 [1,1] BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ????????
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Well, that is a mistake, but that didn't do it either.
I figured I'd try achieving the same end with an area event, which may actually work better for my purposes. I am having one tiny problem though - I can't get the desired text to appear. I have no experience whatsoever with conditions and whatnot, so this should be a simple question: where do I put all the text and stuff when writing one of these?
Here's what I have:
Protect: IFAF 0x01 0x7A2F1 TEX1 0x0059 REMA ELSE 0x02 ENIF 0x01 ENIF 0x02 GameOver
Again, this works (doesn't crash and ends game), it's just that no text appears.
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Thanks for the suggestion, but that doesn't seem to work either. After all, wouldn't the enemy be the initiator?
I've tried...
Character_events: CHAR 0x05 Failure 0xD7 Hector $00000000 CHAR 0x06 Failure 0xD8 Hector $00000000 CHAR 0x07 Failure Hector Eliwood $00000000 CHAR 0x08 Failure Eliwood Hector $00000000
Character_events: CHAR 0x07 Failure Hector Eliwood $00000000 CHAR 0x08 Failure Eliwood Hector $00000000
Character_events: CHAR 0x07 Failure Hector Eliwood $00000000
...all of these things.
And I tried seeing if making Eliwood an NPC would work, but nope, same result.
To provide some further details:
The first time he tries talking to the lord, I get the cursor flash, but that's it. The game simply contunues.
The second turn, it afterwards tries going to the rest of the enemy units, but glitches out and crashes.
Here's the text the script points to, in case that matters:
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I only did that once to try it out, which happened to be the picture I took (I mentioned this in my previous post, but in a miss-able place).
I've been trying several different pointers to no avail. I even thought I'd found the problem when I realized I was importing the image as a PNG and not as a BMP, but that didn't help either.
This is rather frustrating. I find it hard to believe that I just haven't found a lucky pointer that works; I have to be doing something wrong.
Data-mined Information (SPOILERS; please read first post)
in Fire Emblem Echoes: Shadows of Valentia
Posted · Edited by Superfan959
Other - MAPS if possible