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Elwood288

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Everything posted by Elwood288

  1. Yup starting in Eliwood mode did the trick.
  2. Ah, that had crossed my mind. So should I change it so he replaced Lyn instead or is there a way to make the game start in Eliwood mode?
  3. I haven't touched it. It's just gone. When he dies he just disappears.
  4. Basically if my lord dies nothing happens. No death quote or game over even though CauseGameOverIfLordDies is in my events. He replaces Eliwood and is using Hector's class. I'm guessing the game over macro is tied to the lords death quote. So how would I fix this broken death quote?
  5. For my own personal use of course. Basically I'm not a fan of some of the new mugs so I'd like to change them back to the originals. Also I'm in the Sword of Seals translation camp rather than the Binding Blade camp so there are some names of characters and items I'd like to change as well. i.e. Jerrot to Zelot. I've tried opening the hack in fe editor but the portrait and text modules don't want to open. So am I not being patient enough or has the game been hacked to the point those modules don't work?
  6. Right. My boss is replacing Batta and 0x02 is the ID for Batta's death quote. I'm not sure what you mean by give the boss a different event ID. Which ID should I change? EDIT: Got it. Took a look at Arch's tutorial and this is what the line should have looked like. AFEV 0x0 0x02 Ending_event
  7. Okay the first one didn't work. As for the second is something like this what you meant? AFEV 0x5 Ending_event 0x02
  8. I do actually. I just didn't include it. This sucker right here : DefeatBoss(Ending_event)
  9. Okay so that worked but now the chapter doesn't end after he is killed. Thanks for the help by the way.
  10. Didn't seem to work. The boss spawn event is called HeresDesmond so I put ENUT HeresDesmond. Event Assembler had no problem with it but it didn't do anything. A new boss still spawned every time the old one died.
  11. That worked but the boss now spawns a second time after the first is defeated. So killing the boss makes the event get triggered a second time. I cannot for the life of me find the code that makes events not repeat.
  12. What I want to happen is for the boss to not spawn until all of his goons are defeated. Any ideas how I could go about doing that?
  13. This are the templates I use when formatting mugs. A - F are the various eye alignments and 1 - 9 are the various mouth alignments.
  14. I notice that on your Bad unit block you didn't... for lack of a better word "close" it. Unit blocks should have UNIT at the end with nothing next to it.
  15. That would be DISA then the unit ID. So to make Eliwood disappear would be DISA 0x01.
  16. Tried that it didn't work either so I changed the unit ID of one of the 0x70 units to 0x7c. Still didn't work. In the end what fixed it was changing the starting coordinates of each of the units. I guess their movement paths were intersecting or something.
  17. I'm trying to make a group of three enemy wyvern riders appear on the map and then fly over to the main character. The first one moves fine but when the second on starts to move this happens. Here's the event code.
  18. Gameplay wise Deick is my favorite. Characterwise Percival is my favorite. If he wasn't cursed as a prepromote he would be my favorite in both respects.
  19. Lalum is best! Then Ninian. Thethys I never used.
  20. Ah, I figured I was just being an idiot. Thanks.
  21. So I have been following the tutorial here: http://serenesforest.net/forums/index.php?showtopic=24957 My problem is that when I find the moving sprites in GBAGE only part of them are there. Only move down, left and right show up. None for moving up or for highlighting with the cursor. Any ideas?
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