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dlamey8015

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Everything posted by dlamey8015

  1. I've been searching for a working link to Zahlman's song editor for like 10 minutes and all I can find is a broken link on FEshrine
  2. So I changed the coordinates of the 0x17 byte to the proper ones, and the unit still isn't moving to the specified tile. The AI: [0x00,0x17,0x00,0x00]
  3. The movement being limited shouldn't be an issue. Thanks! How do I actually use the AI though? Do I just put the one byte for that parameter?
  4. Is there a way to get an enemy unit to move to a specific tile? I've tried the MoveTo command but it seems like only certain tiles work for it.
  5. So a few years ago I found on some website an in-depth explanation of each stat function from the GBA FEs, and I printed it out. I've since lost the printout, and can't seem to find the website again. Help?
  6. dlamey8015

    Seize

    Ah, that makes sense. Thank you.
  7. dlamey8015

    Seize

    Alright, second question. How do I make weapons specific to certain characters? If I use nightmare it seems like I can only do it for lords.
  8. dlamey8015

    Seize

    Hello, How do I make a non-lord character capable of seizing? (FE7) Thanks.
  9. I made this a while back; not really sure if this sort of tutorial is even relevant anymore but I decided to post it here. https://www.youtube.com/watch?v=CYmzfRkyrWs
  10. It could be a death quote thing in that case; go into the nightmare modules for death quote editor, find the character who is the boss, and make sure that their death triggers event ID 0x02.
  11. You have to set the enemy characters' leader to be the boss. Leader is the third parameter after the UNIT tag. Just change that to the boss' unit ID.
  12. Not sure if I'm too late on this, but I have a .rar file with basically every aforementioned program in it. https://www.dropbox.com/s/6smu1n5z2d14akb/Tools.rar?dl=0 Also, Arch's boot camp for event hacking helped me tremendously when I was learning events https://youtu.be/kVY1YSwa4k0?list=PL9415C09C09562DC2
  13. Thanks for the quick reply.
  14. I apologize if this has been asked before. When hacking events, how do I make units load with the items and experience from previous chapters?
  15. That fixed the problem, thank you.
  16. Sorry, could you be more specific?
  17. The only field in the chapter data editor that resembles what you're talking about is the triggerable map changes one. 0x0F is not a selectable option for this field, 0x0E is the selection for chapter 2 map changes.
  18. I tried all of the solutions discussed here, nothing has changed. Is there anything else that could be causing it?
  19. I am attempting to cause a door tile to change into a floor one. I'm not doing this with Tiled because that doesn't work on my computer. I looked up several tutorials and I seem to have done everything correctly, but the tiles do not change when I open the door. I'll attach my events file and my tile changes file so as to better assess the problem Siege(2).txt Siege Tile Changes.txt
  20. It appears to have just been an error with the map. I've since fixed it.
  21. I inserted a map via the MAR array inserter, and made a simple event code to load one unit. Then this happened: I know it was something with the map, because I tried it without custom events, and a different glitch occurs.
  22. Hello, I've recently been editing some events in the prologue. I've encountered an error that causes the game to return to the title screen every time I attack Batta. Here is my event code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include ElementDefs.txt EventPointerTable(0x06,Pointers) ORG 0xDA0000 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 Bad: UNIT Batta Berserker 0x00 Level(20,Enemy,True) [2,3] [2,2] [Elixir] [0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [1,1] [1,1] [ironSword][0x00] UNIT Sain Cavalier 0x01 Level(1,Ally,False) [1,2] [1,2] [ironSpear] [0x00] UNIT Guy Myrmidon 0x01 Level(1,Ally,False) [1,3] [1,3] [ironSword] [0x00] UNIT Dart Brigand 0x01 Level(1,Ally,False) [1,4] [1,4] [ironAxe] [0x00] UNIT Rebecca Archer 0x01 Level(1,Ally,False) [1,5] [1,5] [ironBow] [0x00] UNIT Erk Mage 0x01 Level(1,Ally,False) [1,6] [1,6] [Fire] [0x00] UNIT Lucius Monk 0x01 Level(1,Ally,False) [1,7] [1,7] [shine] [0x00] UNIT Canas Shaman 0x01 Level(1,Ally,False) [1,8] [1,8] [Flux] [0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies Opening_event: LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: MoveToChapter(0x09) ENDA TrapData: END_MAIN MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 0x836AF00 If anybody could help me out, that would be great.
  23. It's unmodified. I changed the ending events so that it points to the events for the correct next chapter. After that, the units load, but then the game freezes and I get beeping noises. Okay, it's somewhat fixed. Now all of the units load, but whenever I attack Batta, it returns me to the title screen once the battle ends. ModEdit: Merged. Please use the edit button instead of double posting. Thanks~
  24. Sain is defined as both Sain and Sain_t in the FE7 definitions. I tried it anyway, but I got the same result.
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