Arch Posted January 10, 2011 Author Share Posted January 10, 2011 I actually directly referenced (and semi-explained) Tale 1x in Episode 12. It's all manipulation of Event IDs in creative ways, as is Chapter 25. The point of me teaching those more advanced things (Conditions and Event ID manipulation with ENUT and ENUF) is to allow viewers to use the knowledge for their own creative purposes (like I did for Tale 1x). I've said it before in the videos, Conditions and Event IDs open SO MANY doors for creativity. It's just a matter of figuring out how to do what you want to do (and hopefully my videos have give viewers the knowledge to do that). Quote Link to comment Share on other sites More sharing options...
NICKT™ Posted January 10, 2011 Share Posted January 10, 2011 (edited) Lol. Sorry to bug you with questions. Turn2:MUS2 0x0032 LOU1 Bad ENUN TEX1 0x0804 REMA ENDA The conversation works, the music works, but the Units don't load onto the map. :c Edited January 10, 2011 by 暁 Quote Link to comment Share on other sites More sharing options...
Arch Posted January 10, 2011 Author Share Posted January 10, 2011 I'd have to see all of your events to really know what happened. That looks perfectly fine though, perhaps the units under the 'Bad' label are non-existent? That's really the only problem I can think of. Anyways, Episode 13 is up. The video blitz has begun! Quote Link to comment Share on other sites More sharing options...
Arch Posted January 10, 2011 Author Share Posted January 10, 2011 Double post for relevance, wooo! These are all now on YouTube. I'll be making a video about Ballista sometime soon, maybe one for World Map events later. Quote Link to comment Share on other sites More sharing options...
NICKT™ Posted January 10, 2011 Share Posted January 10, 2011 Mm, the first time I tried event hacking(only about a month ago) I followed Ninten's basic tut and disassembled the prologue, so the formatting was kinda different, when putting the bad guys in this one I just copy/paste, so the formatting is different, makes me wonder if that's what it could be... //Made by markyjoe1990 of Youtube//Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) org 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x87 0x19 0x0 0x14 [10,15] [10,15] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x88 0x38 0x87 0xC [10,14] [10,14] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT UNIT Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [0,1] [2,1] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatBoss(Ending_event) AFEV Opening_event: OOBB CURF [0,1] FADI 10 BACG 0x0C FADU 10 MUS1 0x0075 TEX1 0x0800 TEX1 0x0801 REMA LOU1 Good ENUN TEX1 0x0802 MOVE Lyn_t [0,1] ENUN FADI 10 BACG 0x0C FADU 10 MUS1 0x003F TEX1 0x0803 REMA ITGM 0x05 //Gives item to the main lord. ENDA Turn2: MUS2 0x0032 LOU1 Bad ENUN TEX1 0x0804 REMA ENDA Ending_event: MNCH 0x01 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: DA0000 Quote Link to comment Share on other sites More sharing options...
Arch Posted January 10, 2011 Author Share Posted January 10, 2011 (edited) I'm confident that this is your problem. UNIT 0x87 0x19 0x0 0x14 [10,15] [10,15] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x88 0x38 0x87 0xC [10,14] [10,14] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT UNIT End it with "UNIT Empty," like you did for the Good unit block. Like so: UNIT 0x87 0x19 0x0 0x14 [10,15] [10,15] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]UNIT 0x88 0x38 0x87 0xC [10,14] [10,14] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Empty Edited January 10, 2011 by Optimus OVERTROLL Quote Link to comment Share on other sites More sharing options...
NICKT™ Posted January 10, 2011 Share Posted January 10, 2011 M, tried that, still doesn't work. :c Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted January 11, 2011 Share Posted January 11, 2011 Hey Arch, I have a little question. How would you have... Scripted healing? Like after the battle, some one heals the injured fighter. Tried it with the normal AttackHit but it doesn't work. Quote Link to comment Share on other sites More sharing options...
Arch Posted February 19, 2011 Author Share Posted February 19, 2011 This would be good to move into the newly created Tutorials sub-forum. Quote Link to comment Share on other sites More sharing options...
Jack of the Dead Posted April 11, 2011 Share Posted April 11, 2011 so why did you take the mappy link out of your original tutorial? Quote Link to comment Share on other sites More sharing options...
Bladehero22 Posted May 28, 2012 Share Posted May 28, 2012 (edited) Hey, Arch. I was wondering... Is it possible to make an event with a chest where, like,you open the chest and there's nothing in it? Because I want to make an event in a hack where, like... you open the chest, get nothing, and then instant game over! Edited May 28, 2012 by Sirius Quote Link to comment Share on other sites More sharing options...
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