striker456
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Posts posted by striker456
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Thanks everyone. I've applied the fixes that you've suggested and everything seems to be back on track again!
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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 -
Sorry. i'd remove this post but I don't know how...
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Sorry I posted the same thing multiple times by accident!
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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.
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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.eventEventPointerTable(0x06,Pointers)ORG 0xD81234Pointers:
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 D81234Good:
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]
UNITBad:
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]
UNITRE1:
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]
UNITRE2:
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]
UNITTHE_Jeigan:
UNIT Marcus Paladin 0x00 Level(1, NPC, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] NoAI
UNITThe_Jeigan:
UNIT Marcus Paladin 0x00 Level(1, Enemy, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] [0x03,0x03,0x09,0x20]
UNITTurn_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_MAINCharacter_events:Bring_Out_The_Troops:
TEX1 0x81A
REMA
ENDAEnd_MAINLocation_events:
House(0x07,House1,1,6) // creates a village with event ID 0x07
ENDAHouse1:
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
ENDAEnd_MAINMisc_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_MAINTrapData:
End_MAINOpening_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
ENDAEnding_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// EventsEnemy_Reinforcements_Wave1:
LOU1 RE1
ENUN
ENDAEnemy_Reinforcements_Wave2:
LOU1 RE2
ENUN
ENDA// Manual MovementMoveData:MOMA left left left left
MOMA left left left left
MOMA left left left left
MOMA left left// Scripted Fights// Units
// Shop DataIf anyone could tell me what's wrong with it, I'd be rally grateful.
Event Assembler Questions Thread
in Questions
Posted · Edited by striker456
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.