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Events
Posts posted by dlamey8015
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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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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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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.
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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
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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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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.
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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
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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.txtEventPointerTable(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_eventBad:
UNIT Batta Berserker 0x00 Level(20,Enemy,True) [2,3] [2,2] [Elixir] [0x00]
UNIT EmptyGood:
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 EmptyTurn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00Character_events:
END_MAINLocation_events:
END_MAINMisc_events:
CauseGameOverIfLordDiesOpening_event:
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDAEnding_event:
MoveToChapter(0x09)
ENDATrapData:
END_MAINMESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: 0x836AF00If 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.
Broken dropbox links topic
in Resources
Posted
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