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striker456

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Posts posted by striker456

  1. 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

    as this is now included in one condition.

    Hope this helps.

  2. 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

    #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) [5,1] [5,1] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]
    UNIT Sain 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 0x819
    REMA
    ENDA

    End_MAIN

    Location_events:

    Misc_events:
    Seize(1,1)
    CauseGameOverIfLordDies
    AFEV

    TrapData:
    End_MAIN

    Opening_event:
    MUSC 0x0025
    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 Sain [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
    ENUN
    STAL 10
    MOVENEXTTO Marcus Eliwood
    ENUN
    STAL 5
    MOVENEXTTO Sain Marcus
    ENUN
    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

  3. 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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