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dlamey8015

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Posts posted by dlamey8015

  1. 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]

  2. 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?

  3. 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.

  4. 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.

  5. Change the 0xf in

    EventPointerTable(0x0F,TileChanges)
    
    to 0xe then. The tile change ID in the Chapter Data Editor needs to match that value.

    That fixed the problem, thank you.

  6. 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.

  7. 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

  8. I inserted a map via the MAR array inserter, and made a simple event code to load one unit.

    Then this happened:

    e6W8pLh.png

    I know it was something with the map, because I tried it without custom events, and a different glitch occurs.

    gKMjY1I.png

  9. 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.

  10. 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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