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Events
Everything posted by dlamey8015
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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
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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]
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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?
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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.
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Thanks!
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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?
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Ah, that makes sense. Thank you.
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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.
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Hello, How do I make a non-lord character capable of seizing? (FE7) Thanks.
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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
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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.
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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.
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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
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Thanks for the quick reply.
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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?
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That fixed the problem, thank you.
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Sorry, could you be more specific?
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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.
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I tried all of the solutions discussed here, nothing has changed. Is there anything else that could be causing it?
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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
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It appears to have just been an error with the map. I've since fixed it.
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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.
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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.
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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~
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Sain is defined as both Sain and Sain_t in the FE7 definitions. I tried it anyway, but I got the same result.