CT075 Posted May 19, 2011 Author Share Posted May 19, 2011 You would use whatever you expect him to be just to be safe. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 19, 2011 Share Posted May 19, 2011 Problem: nightmare won't load the spell association module. It keeps saying there's no list to load as a dropdown. Quote Link to comment Share on other sites More sharing options...
Krad Posted May 20, 2011 Share Posted May 20, 2011 Problem: nightmare won't load the spell association module. It keeps saying there's no list to load as a dropdown. For FE7, right? Then, are you using the module package found here? Because I just tried opening it and had no problem at all. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 20, 2011 Share Posted May 20, 2011 That didn't work. It keeps saying "A dropbox-style elements list of values could not be opened" The rest of the modules in that folder work fine. Quote Link to comment Share on other sites More sharing options...
Psych Posted May 20, 2011 Share Posted May 20, 2011 I'm looking through Arch's tutorial, and while it gives how to identify the various pointers for text editing, it doesn't say what those codes do like [A] or like [X]. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted May 20, 2011 Share Posted May 20, 2011 I'm looking through Arch's tutorial, and while it gives how to identify the various pointers for text editing, it doesn't say what those codes do like [A] or like [X]. [A] does it so that the player must press the A button in order to continue reading the text. [X] does it so that the conversation ends. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 20, 2011 Share Posted May 20, 2011 OK, this is really weird. The only module that won't open is spell association. I even re-downloaded everything, including a fresh ROM, and it still don't work. It's not that big of a deal, but it might be a problem with the modules themselves. Weren't they just updated or something? maybe people with the older modules could still use it, but it might be something to look into, because i'm 99% sure the problem isn't on my end this time. Still could be wrong, though. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted May 20, 2011 Share Posted May 20, 2011 ...Nightmare =/= EA :| And you may have a borked version. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 20, 2011 Share Posted May 20, 2011 It's the newest version! I tried searching for an older version to no avail. And yes, I know this is EA question thread, but I wanted to point it out, since it would effect those inserting custom animations. At least, I THINK it would... Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted May 21, 2011 Share Posted May 21, 2011 (edited) Is it possible for enemies to unlock all locks in a map, change their AI so that they target one position on the map, and then once they get to that postion they dissapear from the map? Edited May 21, 2011 by ThatGuyDownTheStreet Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 29, 2011 Share Posted May 29, 2011 (edited) OK, something new just popped up. Unhandled exception has occured in the apllication. The file i'm trying to insert isn't complete (I just wanted to load some units to see if the game would flow easily to the next chapter), so I haven't set-up any opening or ending events yet. Could that just be the problem, or have I hit a roadblock again? To answer ThatGuy, I think that's a yes. I know sometimes after thieves open chests they run to a particular part of the map (stairs, etc.) and will disappear. Doors probably shouldn't be too different. If anything, you could probably set-up an event in front of each door so they will go to each and unlock it, and the last would point to a spot on the map that would make the unit disappear. Edited May 29, 2011 by Valmanway Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted May 29, 2011 Share Posted May 29, 2011 Thieves escaping is hardcoded to chapters and specific tiles, though. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 29, 2011 Author Share Posted May 29, 2011 (edited) OK, something new just popped up. Unhandled exception has occured in the apllication. The file i'm trying to insert isn't complete (I just wanted to load some units to see if the game would flow easily to the next chapter), so I haven't set-up any opening or ending events yet. Could that just be the problem, or have I hit a roadblock again? Show us. The damn. Events. Seriously, people, we can't actually help you unless you show us what the hell you did! --- @Hithere - Thieves escaping is hardcoded to chapter. Edited May 29, 2011 by Camtech075 Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted May 29, 2011 Share Posted May 29, 2011 Use this in your turn events if you already haven't: TurnEventPlayer(0x00,Opening_event,1) BTW thank you Cam and Astra, though Nintenlord already told there were some complications with AI in general, so I guess that pretty sums it up. Quote Link to comment Share on other sites More sharing options...
Arch Posted May 29, 2011 Share Posted May 29, 2011 So you know in an Event Script where it says Good Good Good Good. I was wondering if you could you use all four of those Goods (and Bads) for the different modes such as ENM, EHM, HNM, HHM like they do when you dissamble events. That's basically the reason that they exist. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 29, 2011 Share Posted May 29, 2011 Show us. The damn. Events. Seriously, people, we can't actually help you unless you show us what the hell you did! BAH! Sorry, I didn't have my card hooked up at the time, and I didn't think it would require this. Just remember this is still in progress: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) org 0xD114D0 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 Batta Cavalier Level(3,Enemy,False) [10x2] [10x2] [steelSpear,Javelin] [0x03, 0x03, 0x09, 0x20] UNIT 0x8A Soldier Batta Level(2,Enemy,True) [10x2] [8x2] [ironSpear] [0x00, 0x02, 0x00, 0x00] UNIT 0x8A Soldier Batta Level(2,Enemy,True) [10x2] [8x3] [ironSpear] [0x00, 0x02, 0x00, 0x00] UNIT 0x8A Soldier Batta Level(3,Enemy,True) [10x2] [8x4] [ironSpear,Javelin] [0x00, 0x02, 0x00, 0x00] UNIT 0x8A Cavalier Batta Level(2,Enemy,True) [10x2] 11x4] [ironSpear,Javelin] [0x00, 0x02, 0x00, 0x00] UNIT 0x8A Cavalier Batta Level(3,Enemy,True) [10x2] [11x6] [ironSword,SteelSpear] [0x00, 0x02, 0x00, 0x00] UNIT Empty Reinforcements: UNIT 0x8A Soldier Batta Level(3,Enemy,True) [9x5] [9x5] [steelSpear] [0x00, 0x02, 0x00, 0x00] UNIT 0x8A Cavalier Batta Level(2,Enemy,True) [12x3] [12x3] [ironSword,Javelin] [0x00, 0x02, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [0x0] [1x1] [ironSword,Vulnerary] [0x00, 0x20, 0x02, 0x10] UNIT Wil Archer Eliwood Level(1,Ally,False) [0x0] [2x1] [ironBow,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good2: UNIT Jaffar Assassin Eliwood Level(1,Ally,False) [1x10] [0x1] [KillingEdge,IronBlade,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Matthew Thief Eliwood Level(1,Ally,False) [1x10] [0x0] [ironSword,LockPick,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Oswin Knight Eliwood Level(2,Ally,False) [1x10] [0x2] [ironSpear,Javelin] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: House(0x06,House1,7,6) House(0x07,House2,10,10) Village(0x08,Village1,5,2) Village(0x09,Village2,13,7) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN LOU1 Good2 ENUN LOU1 Bad ENUN ENDA Ending_event: MNCH 0x02 ENDA House1: MUSI BACG 0x02 FADU 0x0A TEX1 REMA MUNO ENDA House2: MUSI BACG 0x02 FADU 0x0A TEX1 REMA MUNO ENDA Village1: MUSI BACG 0x02 FADU 0x0A TEX1 REMA ITGV EnergyRing MUNO ENDA Village2: MUSI BACG 0x02 FADU 0x0A TEX1 REMA MONE 5000 MUNO ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: D11440 The good news is this is chapter 2, so I am moving along. The bad news? No prologue. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 29, 2011 Author Share Posted May 29, 2011 What error are you getting, exactly? Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 29, 2011 Share Posted May 29, 2011 Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted May 29, 2011 Share Posted May 29, 2011 You screwed a parameter somewhere. That's what the error is. Namely, this: UNIT 0x8A Cavalier Batta Level(2,Enemy,True) [10x2] 11x4] [ironSpear,Javelin] [0x00, 0x02, 0x00, 0x00] Missing a [ before the 11x4 Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 29, 2011 Share Posted May 29, 2011 (edited) *sigh* Damnit, now I just feel stupid. Again. But, this is what I came here to find out. Thanks ALS. It's something I would have caught eventually, but at least I know the ROM isn't screwed (not that it matters, i'm keeping constant back-ups now). So many little things, and now I do this 2AM in the morning after 10 hours of work. Not a good combo. Edited May 29, 2011 by Valmanway Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 OK, now i'm getting this: Ignore the text errors, I know why they're there. Now, is this just because the events aren't filled out, or am I seriously not seeing something? Quote Link to comment Share on other sites More sharing options...
Krad Posted May 30, 2011 Share Posted May 30, 2011 For the UNIT problems, coordinates are [X,Y], NOT [XxY]. Fix that and it should work. For the TEX1 errors, you forgot to imput the text pointer. Right now you only have TEX1, while you should have TEX1 and the pointer to the text after. For the MONE code, I'm not really sure since I haven't used it myself, but looking at the EventAssemblerLanguage file: Money FE7: MONE *Village or cutscene* *Amount of money* Seems like you're missing the first parameter. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted May 30, 2011 Share Posted May 30, 2011 I......I.....I......I.....can't believe I didn't see that. Why the hell did I do that? Thanks for the money tip too, though I wasn't so worried about that part. I seriously...... Quote Link to comment Share on other sites More sharing options...
deranger Posted May 30, 2011 Share Posted May 30, 2011 -any time I change the text, the game crashes Been working on things from Arch's video tutorial Ch3, and I can't get text (conversations between portraits) to work. I didn't edit the map. On turn 2 (when the conversation should happen), units disappear and the game emits the loud screechy sound. Before using the event assembler, feditor edited the text fine. After using the event assembler, I made the pointer to text pointer to one of preexisting text, and that worked (changed it to pointer 004A and to 0083). Changing the text after applying the event, however, seems to cause the game to crash (go all screechy). My code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xd80000 ThisChapter: 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 Good: UNIT Lyn LynLord 0x00 Level(12,Ally,True) [14,9] [11,8] [ManiKatti,WindSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Rath Nomad 0x00 Level(14,Ally,True) [14,8] [10,7] [shortBow,Longbow,BraveBow] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventPlayer(0x00,Turn2,2) CODE $00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: Lou1 Good ENUN ENDA Turn2: Text(0x0800) REMA ENDA Ending_event: MNCH 0x?? STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? The text I put in at 0800 (I tried copy and pasting text from other values into this one, which fixed nothing): [OpenMidLeft][LoadFace][0x16][0x01] [OpenMidRight][LoadFace][0x2E][0x01] [OpenMidLeft] Rath.[.][A] [OpenMidRight] Yes.[.][A] [X] That's right, I don't get text editing. Thanks for any help. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2011 Share Posted May 30, 2011 Out of curiosity, are you assembling the events before or after FEA? Because I know if I don't first use FEA and then assemble events, things go funny. (Namely FEA reverts everything back to an earlier version). So you might try that first. Also, your text can just be Text(0x800). No need for the extra 0, EA will handle that (This probably doesn't matter but it's worth trying). And I always write TURN events the old fashion way: TURN ID pointer [startTurn,EndTurn] TurnMoment Extra You might try that. Quote Link to comment Share on other sites More sharing options...
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