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striker456

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    Try Hard

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. 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: Hope this helps.
  2. Thanks everyone. I've applied the fixes that you've suggested and everything seems to be back on track again!
  3. Sorry to be a noob and all but I've got a problem with my events. Whenever I assemble it the chapter proceeds as normal except whenever the Eliwood lord dies there's no game over! I have no idea what I've done and was hoping to find some guidance. Thanks
  4. Sorry. i'd remove this post but I don't know how...
  5. Sorry I posted the same thing multiple times by accident!
  6. I tried the recommended fix and the problem has been solved! The only problem is that now for some reason when my Eliwood lord dies the game over won't trigger. I'm going to post the problem on the EA thread but thank you for the help.
  7. HELP! My game freezes when I use this custom event. I can assemble it with EA but when I move one of my characters, instead of the 'wait' menu coming up, the game freezes. The Event: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD81234 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 //Offset for this maps events end at D80332 //Offset for this map is D81234 Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [9,0] [9,0] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Kent Soldier Eliwood Level(2, Ally, 1) [2,7] [2,7] [0x14, 0x15, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bad: UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [7,9] [7,9] [0x14, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [11,6] [11,6] [0x14, Javelin, Vulnerary] [0x00,0x03,0x09,0x00] UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [9,9] [9,9] [0x14, Javelin] [0x00,0x02,0x02,0x00] UNIT Bern Fighter 0x00 Level(2, Enemy, 0) [6,0] [6,0] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00] UNIT Bern 0x21 0x00 Level(2, Enemy, 0) [7,7] [7,7] [0x37] [0x00,0x03,0x09,0x00] UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00] UNIT Bern 0x18 0x00 Level(2, Enemy, 0) [12,3] [12,3] [0x2C] [0x00,0x02,0x02,0x00] UNIT RE1: UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [15,1] [15,1] [Javelin, Vulnerary] [0x00,0x02,0x02,0x00] UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00] UNIT RE2: UNIT Bern Fighter 0x00 Level(1, Enemy, 0) [15,1] [4,7] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00] UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,7] [15,7] [ironSword] [0x00,0x02,0x02,0x00] UNIT THE_Jeigan: UNIT Marcus Paladin 0x00 Level(1, NPC, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] NoAI UNIT The_Jeigan: UNIT Marcus Paladin 0x00 Level(1, Enemy, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] [0x03,0x03,0x09,0x20] UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventPlayer(0x0,Bring_Out_The_Troops,3) TurnEventPlayer(0x0,Enemy_Reinforcements_Wave1,3) TurnEventPlayer(0x0,Enemy_Reinforcements_Wave2,4) End_MAIN Character_events: Bring_Out_The_Troops: TEX1 0x81A REMA ENDA End_MAIN Location_events: House(0x07,House1,1,6) // creates a village with event ID 0x07 ENDA House1: MUSI //The music gets quieter for house scenes too FADI 10 BACG 0x01 //Loads house with a fireplace background FADU 10 TEX1 0x819 REMA ITGV 0x60 //Gives item to the active character (the one visiting) MUNO //Undoes the music quieting effect ALIGN 4 ENDA End_MAIN Misc_events: CauseGameOverIfLordDies // when event 0x65 is triggered, game over screen will occur DefeatAll(Ending_event) // when all enemies are defeated, the game goes to “Ending_event” End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good STAL 10 //stalls for 10 things ENUN LOU1 The_Jeigan ENUN STAL 10 //stalls for 10 things CURF Eliwood //Flash cursor on specified character STAL 10 //stalls for 10 things CURF Marcus //Flash cursor on specified character BACG 0x04 //displays the road to village TEX1 0x815 //displays the text at input index 0815 FADU 10 LOU1 Bad ENUN REMA MOVE Eliwood [1,8] //Moves character to specified coordinates. MOVE Kent [2,7] STAL 10 //stalls for 10 things MOVE Marcus [1,1] //Moves character to specified coordinates. STAL 10 //stalls for 10 things ENUN FADI 10 TEX1 0x816 REMA ENDA Ending_event: MUSC 0x0A FADI 10 STAL 10 LOU1 THE_Jeigan ENUN FADU 10 CURF Eliwood BACG 0x04 TEX2 0x817 REMA WEA1 Rain TEX1 0x818 MOVE Eliwood MoveData STAL 10 MOVENEXTTO Marcus Eliwood STAL 5 MOVENEXTTO Kent Marcus FADU 10 MNCH 0x01 ENDA // Events Enemy_Reinforcements_Wave1: LOU1 RE1 ENUN ENDA Enemy_Reinforcements_Wave2: LOU1 RE2 ENUN ENDA // Manual Movement MoveData: MOMA left left left left MOMA left left left left MOMA left left left left MOMA left left // Scripted Fights // Units // Shop Data If anyone could tell me what's wrong with it, I'd be rally grateful.
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