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Event Assembler Questions Thread


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#define DISABLE_TUTORIALS

#include EAstdlib.event

#include "definitions.txt"

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

Good:

UNIT

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN

Character_events:

CHAR 0x05 SelenaAshley Selena Ashley 0x00

CHAR

Location_events:

Chest(0x06,Elixir,11,1)

CODE $00

Misc_events:

CauseGameOverIfLordDies

DefeatBoss(0x0C)

AFEV

Opening_event:

CURF [14,3]

FADI 0x10

BACG 0x3D

MUS1 0x0053

FADU 0x10

TEX1 0x0801

FADI 0x10

BACG 0x3D

MUS1 0x0051

FADU 0x10

TEX1 0x0802

REMA

LOU1 RaeUnit

LOU1 Guard1

LOU1 Guard2

LOU1 Guard3

LOU1 Guard4

LOU1 Selena

LOU1 Boss

ENUN

ENDA

Ending_event:

FADI 0x10

MUS1 0x0034

BACG 0x3D

FADU 0x10

TEX1 0x0803

REMA

STAL 0x05

MNCH 0x01

ENDA

BallistaData:

BLST

ALIGN 4

RaeUnit:

UNIT Rae LynLord 0x00 Level(1,Ally,False) [14,3] [14,3] [ironSword,Fire] [00,00,00,00]

UNIT Ashley Cleric 0x00 Level(1,Ally,False) [15,2] [15,2] [Heal,Vulnerary] [00,00,00,00]

UNIT Empty

Guard1:

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [11,13] [11,13] [ironSpear] [00,00,00,00]

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [6,5] [6,5] [ironSpear] [00,00,00,00]

UNIT Empty

Guard2:

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [3,5] [3,5] [ironSpear] [00,00,00,00]

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [2,9] [2,9] [ironSpear] [00,00,00,00]

UNIT Empty

Guard3:

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [10,6] [10,6] [ironSpear] [00,00,00,00]

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [13,9] [13,9] [ironSpear] [00,00,00,00]

UNIT Empty

Guard4:

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [8,15] [8,15] [ironSpear] [00,00,00,00]

UNIT 0x70 Soldier 0x00 Level(1,Enemy,False) [15,14] [15,14] [ironSpear] [00,00,00,00]

UNIT Empty

Selena:

UNIT Selena Soldier 0x00 Level(1,Enemy,False) [7,9] [7,9] [Heal,Vulnerary] [00,00,00,00]

UNIT Empty

Boss:

UNIT 0x70 Soldier 0x00 Level(5,Enemy,True) [2,14] [2,14] [ironSpear,Vulnerary] [00,00,00,00]

UNIT Empty

SelenaAshley:

MUS2 0x0042

TEX1 0x0800

MUEN 0x05

REMA

MURE 5

ENDA

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: DA0000

:/

Everything seems to be working, but some of the people aren't where they're supposed to be, and like, once it goes to Enemy Phase, it turns to weird lines of sprites kinda, and it glitches up.

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I meant since every time one assembles an event that basically means one can't use FEditor on the ROM (or at least not safely). And you're saying if you're using nightmare, get a new rom, use nightmare (FEditor before or after nightmare?) then assemble events?

Someone responded to my last post to watch the character limits, so I guess any limits would be good to know about.

Thanks, Prime, btw

Use FEditor Adv and then just assemble your events again. Done.

Here's what I do:

1) Use Nightmare and do stuff

2) Copy paste ROM

3) Work with the copy and use FEditor Adv and EA (Always do FEditor and then EA)

4) Should I need to use NM again copy paste the ROM, work with copy 2 in NM, copy again and copy 3 is my new ROM.

5) Rinse and repeat

For character limits I suggest dumping all the text into one file and comparing for length (You'll have to ignore all the text commands).

@Psychic: Sorry, I haven't got a clue. Hopefully NL or someone else more experienced can help you. The only thing out of place is the excessive LOU1 commands. LOU1 can support multiple unit groups at once.

Example:

LOU1 Group1 Group2 Group3

ENUN

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I find the safest way to avoid this is to do this:

1. Assemble events

2. Open in FEditor

3. Save without doing anything

4. Proceed doing other shit.

Saving in FEditor like adapts it to the edited ROM?

@Prime- I feel kinda dumb for asking this, but what do you mean by "rinse".

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Saving in FEditor tells it where the free-space is, so that it doesn't overwrite anything. IIRC it also fixes the checksums. So yes, it "adapts" it to the edited ROM. Maybe Xeld/Obviam/Alex could elaborate more.

And "rinse and repeat" means "repeat until you're satisfied"

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@Psychic:

There is no Chest macro that takes 4 parameters in EAStdLib. In this case, the first parameter seems to be the extra one.

LOU1 RaeUnit
LOU1 Guard1
LOU1 Guard2
LOU1 Guard3
LOU1 Guard4
LOU1 Selena
LOU1 Boss
ENUN

Try adding a few ENUN's here. Loading too many units at once can cause odd things to happens sometime.

Edited by Nintenlord
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Does anyone know what could be causing the condition events I have in this code not to work? Everything else works but that. This is for FE8 btw. The condition event is ReinforceArm5.

//Made by Camtech075 of SerenesForest

#include EAstdlib.event

EventPointerTable(0x37,ThisChapter)

ORG 0x15C2A50

ThisChapter:

POIN TurnBasedEvents

POIN CharacterBasedEvents

POIN LocationBasedEvents

POIN MiscBasedEvents

POIN Dunno Dunno Dunno

POIN Tutorial

POIN Ballista1 Ballista2

POIN Units1 Units1

POIN $0 $0 $0 $0 $0 $0

POIN BeginningScene EndingScene

TurnBasedEvents:

TurnEventPlayer(0x00,BeginningScene,0)

TurnEventEnemy(0x0D,ReinforceArm3,6)

TurnEventEnemy(0x0E,ReinforceArm3,10)

TurnEventEnemy(0x09,ReinforceArm4,5)

TurnEventEnemy(0x10,ReinforceArm3,7)

TurnEventEnemy(0x11,ReinforceArm2,9)

TurnEventEnemy(0x13,saved,1)

TURN

CharacterBasedEvents:

CharacterEvent(0x12,Barrman,0x04,0x34) //Dex

CharacterEvent(0x12,Barrman3,0x32,0x34)

CharacterEvent(0x12,Barrman2,0x30,0x33) //Karp

CharacterEvent(0x12,Barrman4,0x32,0x33)

CHAR

LocationBasedEvents:

LOCA

MiscBasedEvents:

DefeatAll(EndingScene)

CauseGameOverIfLordDies

AREA 0x09 ReinforceArm5 [3,11] [4,13]

AFEV

Dunno:

//DO NOT TOUCH

CODE $00

Tutorial:

//DO NOT TOUCH

CODE $00

Ballista1:

BLST

Ballista2:

BLST

ALIGN 4

PlayerTeam:

UNIT 0x01 0x30 0x00 Level(1,Ally,False) [8,0] 0b 0x00 0x01 AstreaREDA [0x01,0x09,0x6C,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x09 0x42 0x00 Level(5,Ally,False) [9,0] 0b 0x00 0x01 YangREDA [0x01,0x02,0x03,0x6c] [0x00,0x0,0x00,0x00]

UNIT 0x08 0x44 0x09 Level(1,Ally,False) [10,0] 0b 0x00 0x01 YinREDA [0x2d,0x2e,0x30,0x6c] [0x00,0x0,0x00,0x00]

UNIT Empty

Deadhelp:

UNIT 0x9D 0x48 0x00 Level(1,NPC,True) [5,20] 0b 0x00 0x01 Ryu8 [0x0,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //PegasusKnight

UNIT Empty

Ryu8:

REDA [7,2] 0b 0x00 0x00 0

Units1:

UNIT 0x01 0x30 0x00 Level(1,Ally,False) [8,3] 0b 0x00 0x01 AstreaREDA [0x01,0x09,0x6C,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x09 0x42 0x00 Level(5,Ally,False) [8,2] 0b 0x00 0x01 YangREDA [0x01,0x02,0x03,0x6c] [0x00,0x0,0x00,0x00]

UNIT 0x08 0x44 0x09 Level(1,Ally,False) [9,2] 0b 0x00 0x01 YinREDA [0x2d,0x2e,0x30,0x6c] [0x00,0x0,0x00,0x00]

UNIT 0x22 0x3D 0x01 Level(1,Ally,False) [11,1] 0b 0x00 0x01 KatheREDA [0x01,0x9E,0x6C,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x10 0x7E 0x01 Level(1,Ally,False) [10,2] 0b 0x00 0x01 UlyssaREDA [0x1F,0x28,0x6C,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x05 0x45 0x01 Level(1,Ally,False) [6,3] 0b 0x00 0x01 JorwaREDA [0x4b,0x6C,0x00,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x06 0x37 0x01 Level(1,Ally,False) [11,3] 0b 0x00 0x01 RelinaREDA [0x15,0x6C,0x6B,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x18 0x41 0x01 Level(1,Ally,False) [11,0] 0b 0x00 0x01 EvanREDA [0x38,0x6C,0x00,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x04 0x1F 0x01 Level(3,Ally,False) [9,1] 0b 0x00 0x01 ChunjiREDA [0x1C,0x1E,0x6C,0x00] [0x00,0x00,0x00,0x00]

UNIT 0x02 0x12 0x01 Level(1,Ally,False) [9,0] 0b 0x00 0x01 NeridREDA [0x01,0x1F,0x2C,0x6C] [0x00,0x00,0x00,0x00]

UNIT 0x19 0x25 0x01 Level(3,Ally,False) [8,0] 0b 0x00 0x01 BeigeREDA [0x38,0x39,0x6c,0x00] [0x00,0x0,0x00,0x00]

UNIT 0x0D 0x29 0x01 Level(3,Ally,False) [11,4] 0b 0x00 0x01 PoREDA [0x4d,0x6c,0x6a,0x00] [0x00,0x00,0x0,0x0]

UNIT Empty

ChunjiREDA:

REDA [9,1] 0b 0x05 0x00 0

AstreaREDA:

REDA [8,3] 0b 0x05 0x00 0

KatheREDA:

REDA [11,1] 0b 0x05 0x00 0

UlyssaREDA:

REDA [10,2] 0b 0x05 0x00 0

JorwaREDA:

REDA [6,3] 0b 0x05 0x00 0

RelinaREDA:

REDA [11,3] 0b 0x05 0x00 0

EvanREDA:

REDA [11,0] 0b 0x05 0x00 0

YangREDA:

REDA [8,2] 0b 0x05 0x00 0

NeridREDA:

REDA [9,0] 0b 0x05 0x00 0

YinREDA:

REDA [9,2] 0b 0x05 0x00 0

BeigeREDA:

REDA [8,0] 0b 0x05 0x00 0

PoREDA:

REDA [11,4] 0b 0x05 0x00 0

EnemyTEAM:

UNIT 0x5C 0xa1 0x00 Level(14,Enemy,False) [10,10] 0b 0x00 0x01 FangREDA [0xB0,0x0,0x0,0x00] [0x0,0x2,0x00,0x0] //Boss

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [11,12] 0b 0x00 0x01 1eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0] //Bael

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [2,8] 0b 0x00 0x01 2eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [4,14] 0b 0x00 0x01 3eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [9,19] 0b 0x00 0x01 4eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [4,24] 0b 0x00 0x01 5eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [10,22] 0b 0x00 0x01 6eREDA [0xaf,0x0,0x00,0x00] [0x0,0x022,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [15,3] 0b 0x00 0x01 7eREDA [0xaf,0x00,0x00,0x00] [0x0,0x02,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [2,3] 0b 0x00 0x01 8eREDA [0xaf,0x0,0x0,0x0] [0x00,0x22,0x0,0x0]

UNIT 0x77 0xa1 0x5c Level(10,Enemy,True) [4,0] 0b 0x00 0x01 9eREDA [0xaf,0x00,0x00,0x00] [0x0,0x22,0x00,0x0]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [0,9] 0b 0x00 0x01 10eREDA [0x1c,0x00,0x00,0x00] [0x0,0x22,0x00,0x0] //Garg

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [9,11] 0b 0x00 0x01 11eREDA [0x1c,0x00,0x00,0x00] [0x0,0x12,0x00,0x0]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [5,10] 0b 0x00 0x01 12eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x00,0x00]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [8,9] 0b 0x00 0x01 13eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x00,0x00]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [4,11] 0b 0x00 0x01 14eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x00,0x00]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [6,11] 0b 0x00 0x01 15eREDA [0x1c,0x00,0x00,0x00] [0x00,0x12,0x0,0x00]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [13,13] 0b 0x00 0x01 16eREDA [0x1c,0x00,0x00,0x00] [0x0,0x2,0x0,0x00]

UNIT 0x77 0xa5 0x5c Level(8,Enemy,True) [2,10] 0b 0x00 0x01 17eREDA [0x1c,0x00,0x00,0x00] [0x0,0x22,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [9,12] 0b 0x00 0x01 18eREDA [0xb3,0x00,0x00,0x00] [0x0,0x22,0x0,0x00] //Bigl

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [14,4] 0b 0x00 0x01 19eREDA [0xb3,0x00,0x00,0x00] [0x0,0x22,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [1,3] 0b 0x00 0x01 20eREDA [0xb3,0x00,0x00,0x00] [0x00,0x22,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [13,4] 0b 0x00 0x01 21eREDA [0xb3,0x00,0x00,0x00] [0x00,0x22,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [5,17] 0b 0x00 0x01 22eREDA [0xb3,0x00,0x00,0x00] [0x00,0x22,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [13,20] 0b 0x00 0x01 23eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [14,15] 0b 0x00 0x01 21eREDA2 [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(9,Enemy,True) [4,27] 0b 0x00 0x01 22eREDA2 [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT 0x77 0xa2 0x5c Level(12,Enemy,True) [7,14] 0b 0x00 0x01 23eREDA2 [0xb1,0x00,0x00,0x00] [0x00,0x12,0x0,0x00] //Dog

UNIT 0x77 0xa2 0x5c Level(12,Enemy,True) [7,13] 0b 0x00 0x01 1eREDA2 [0xb1,0x00,0x00,0x00] [0x00,0x12,0x0,0x0]

UNIT 0x77 0xa2 0x5c Level(12,Enemy,True) [6,23] 0b 0x00 0x01 2eREDA2 [0xb2,0x00,0x00,0x00] [0x00,0x12,0x0,0x0]

UNIT 0x77 0x9e 0x5c Level(15,Enemy,True) [10,25] 0b 0x00 0x01 3eREDA2 [0xae,0x00,0x00,0x00] [0x00,0x22,0x0,0x0] //Zombie

UNIT 0x77 0x9e 0x5c Level(15,Enemy,True) [8,25] 0b 0x00 0x01 4eREDA2 [0xae,0x00,0x00,0x00] [0x00,0x22,0x0,0x0]

UNIT 0x77 0x53 0x5c Level(1,Enemy,True) [4,20] 0b 0x00 0x01 5eREDA2 [0xad,0x00,0x00,0x00] [0x00,0x22,0x0,0x0] //Mummy

UNIT Empty

FangREDA:

REDA [10,10] 0b 0x15 0x00 0

1eREDA:

REDA [11,12] 0b 0x15 0x00 0

2eREDA:

REDA [2,8] 0b 0x15 0x00 0

3eREDA:

REDA [4,14] 0b 0x15 0x00 0

4eREDA:

REDA [9,19] 0b 0x15 0x00 0

5eREDA:

REDA [4,24] 0b 0x15 0x00 0

6eREDA:

REDA [10,22] 0b 0x15 0x00 0

7eREDA:

REDA [15,3] 0b 0x15 0x00 0

8eREDA:

REDA [2,3] 0b 0x15 0x00 0

9eREDA:

REDA [4,0] 0b 0x15 0x00 0

10eREDA:

REDA [0,9] 0b 0x15 0x00 0

11eREDA:

REDA [9,11] 0b 0x15 0x00 0

12eREDA:

REDA [5,10] 0b 0x15 0x00 0

13eREDA:

REDA [8,9] 0b 0x15 0x00 0

14eREDA:

REDA [4,11] 0b 0x15 0x00 0

15eREDA:

REDA [6,11] 0b 0x15 0x00 0

16eREDA:

REDA [13,13] 0b 0x15 0x00 0

17eREDA:

REDA [2,10] 0b 0x15 0x00 0

18eREDA:

REDA [9,12] 0b 0x15 0x00 0

19eREDA:

REDA [14,4] 0b 0x15 0x00 0

20eREDA:

REDA [1,3] 0b 0x00 0x00 0

21eREDA:

REDA [13,4] 0b 0x00 0x00 0

22eREDA:

REDA [5,17] 0b 0x00 0x00 0

23eREDA:

REDA [13,20] 0b 0x00 0x00 0

21eREDA2:

REDA [14,15] 0b 0x00 0x00 0

22eREDA2:

REDA [4,27] 0b 0x00 0x00 0

23eREDA2:

REDA [7,14] 0b 0x00 0x00 0

1eREDA2:

REDA [7,13] 0b 0x01 0x00 0

2eREDA2:

REDA [6,23] 0b 0x01 0x00 0

3eREDA2:

REDA [10,25] 0b 0x01 0x00 0

4eREDA2:

REDA [8,25] 0b 0x01 0x00 0

5eREDA2:

REDA [4,20] 0b 0x01 0x00 0

REIN2:

UNIT 0x77 0xa5 0x5c Level(10,Enemy,True) [15,5] 0b 0x00 0x01 24eREDA [0x16,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] //Garg

UNIT 0x77 0xa5 0x5c Level(10,Enemy,True) [15,8] 0b 0x00 0x01 25eREDA [0x16,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT Empty

REIN3:

UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,13] 0b 0x00 0x01 26eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00] //Bigl

UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,15] 0b 0x00 0x01 27eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,17] 0b 0x00 0x01 28eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT 0x77 0xa4 0x5c Level(8,Enemy,True) [0,19] 0b 0x00 0x01 29eREDA [0xb3,0x00,0x00,0x00] [0x00,0x2,0x0,0x00]

UNIT Empty

24eREDA:

REDA [15,5] 0b 0x00 0x00 0

25eREDA:

REDA [15,8] 0b 0x00 0x00 0

26eREDA:

REDA [0,13] 0b 0x00 0x00 0

27eREDA:

REDA [0,15] 0b 0x00 0x00 0

28eREDA:

REDA [0,17] 0b 0x00 0x00 0

29eREDA:

REDA [0,19] 0b 0x00 0x00 0

RyuAide:

UNIT 0x9D 0x49 0x00 Level(1,NPC,True) [6,28] 0b 0x00 0x01 Ryu1 [0x1D,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //FalcoKnight

UNIT 0x9D 0x48 0x00 Level(12,NPC,True) [6,29] 0b 0x00 0x01 Ryu2 [0x19,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //PegasusKnight

UNIT 0x9D 0x48 0x00 Level(12,NPC,True) [8,29] 0b 0x00 0x01 Ryu3 [0x19,0x00,0x00,0x00] [0x00,0x0,0x0,0x0] //PegasusKnight

UNIT 0x9D 0x2B 0x00 Level(1,NPC,True) [7,30] 0b 0x00 0x01 Ryu4 [0x4E,0x00,0x00,0x00] [0x0F,0x0,0x0,0x0] //BishopM

UNIT 0x9B 0xa6 0x00 Level(1,NPC,True) [6,31] 0b 0x00 0x01 Ryu5 [0x6C,0x00,0x00,0x00] [0x03,0x3,0x0,0x20] //Civ

UNIT 0x9C 0xa8 0x00 Level(1,NPC,True) [7,31] 0b 0x00 0x01 Ryu6 [0x6C,0x00,0x00,0x00] [0x03,0x3,0x0,0x20]

UNIT 0x9E 0xaa 0x00 Level(1,NPC,True) [8,31] 0b 0x00 0x01 Ryu7 [0x6C,0x00,0x00,0x00] [0x03,0x3,0x0,0x20]

UNIT Empty

Ryu1:

REDA [6,28] 0b 0x00 0x00 0

Ryu2:

REDA [6,29] 0b 0x00 0x00 0

Ryu3:

REDA [8,29] 0b 0x00 0x00 0

Ryu4:

REDA [7,30] 0b 0x00 0x00 0

Ryu5:

REDA [6,31] 0b 0x00 0x00 0

Ryu6:

REDA [7,31] 0b 0x00 0x00 0

Ryu7:

REDA [8,31] 0b 0x00 0x00 0

DexitheaU:

UNIT 0x34 0x2A 0x00 Level(1,Enemy,False) [9,0] 0b 0x00 0x01 Dexithea [0x3A,0x4B,0x00,0x00] [0x00,0x2,0x0,0x0]

UNIT Empty

KarpoU:

UNIT 0x33 0x4C 0x00 Level(1,Enemy,False) [9,0] 0b 0x00 0x01 Karpo [0x41,0x4C,0x00,0x00] [0x00,0x2,0x0,0x0]

UNIT Empty

Karpo:

REDA [9,0] 0b 0x00 0x00 0

Dexithea:

REDA [9,0] 0b 0x00 0x00 0

ReinforceArm2:

CAM2 [4,7]

LOU1 REIN2

ENDA

ReinforceArm3:

CAM2 [4,16]

LOU1 REIN3

CAM2 [20,19]

ENDA

ReinforceArm4:

CAM2 [6,4]

MUS1 0x2e

LOU1 DexitheaU

Text(0x0A42)

REMA

ENDA

ReinforceArm5:

CAM2 [6,4]

MUS1 0x2e

ENIF 0x0

CODE 0x21 0x2E 0x0 0x0

IFCA 0x1 0x1

IFCA 0x9 0x2

IFCA 0x8 0x3

LOU1 KarpoU

Text(0x0A43)

REMA

ELSE 0x9

ENIF 0x1

LOU1 KarpoU

Text(0x0A43)

REMA

ELSE 0x9

ENIF 0x2

LOU1 KarpoU

Text(0x0A43)

REMA

ELSE 0x9

ENIF 0x3

LOU1 DexitheaU

Text(0x0A42)

REMA

ENIF 0x9

ENDA

Barrman:

MUS1 0x30

Text(0x0a44) //chun

REMA

TurnAlly(0x34)

ENDA

Barrman3:

MUS1 0x30

Text(0x0a45) //kir

REMA

TurnAlly(0x34)

ENDA

Barrman2:

MUS1 0x30

Text(0x0a46) //arte

REMA

TurnAlly(0x33)

ENDA

Barrman4:

MUS1 0x30

Text(0x0a47) //kir

REMA

TurnAlly(0x33)

ENDA

saved:

CAM2 [6,27]

MUS1 0x24

Text(0x0a48) //kir

REMA

DISA 0x9b

DISA 0x9c

DISA 0x9e

ENDA

BeginningScene:

CAM2 [6,4]

LOU1 PlayerTeam

STAL 0x50

FlashCursor(8,3,60)

MUS1 0x47 //

FADI 10

Text(0x1d,0x0a49) //Player

FADU 10

LOU1 Deadhelp

STAL 0x50

FlashCursor(7,2,60)

MUS1 0x26 //

FADI 10

Text(0x1d,0x0a4a) //Deadhelp

FADU 10

DISA 0x9D

LOU1 EnemyTEAM

LOU1 RyuAide

CAM2 [6,27]

FlashCursor(7,30,60)

STAL 0x20

MUS1 0x29 //

FADI 10

Text(0x1d,0x0a4b) //Need help

FADU 10

GotoPrepScreen

EndingScene:

MUS1 0x31

FADI 10

Text(0x1f,0x0a4c)

FADU 10

STAL 0x01

MNC2 0x24

ENDA

MESSAGE Events end at offset currentOffset

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Hey, that's my template!

What exactly are you trying to accomplish? As in, what should trigger the event to happen/not happen? I skimmed over it, but I couldn't figure it out.

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IFCA 0x01 [char1] //assuming I got the parameters for IFCA right...
    [firstsituation] //If char1 is visiting
ELSE 0x02 //if char1 is not visiting
    ENIF 0x01
    IFCA 0x03 [char2] //if char2 is visiting and char1 is not
         [secondsituation]
    ELSE 0x04 //if neither char1 or char2 is visiting
         ENIF 0x03
         IFCA 0x05 [char3] //if char3 is visiting and neither char1 or char2 are not
              [thirdsituation]
         ELSE 0x06 //if none of char1, char2 and char3 are visiting
              ENIF 0x05
              [finalsituation]
         ENIF 0x06
    ENIF 0x04
ENIF 0x02

Try that structure. It's with this kind of shit where GOTO is really helpful.

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How exactly do I make the chapter's goal a defend a specific tile instead of a particular unit?

The only thing I can think of is that you make it so that when a unit steps on the tile, it creates an event that causes someone with a gameover ID to die. Though I'm not sure if you can force gameovers like that.

Edited by Blademaster!
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If you're trying to make the goal similar to that of FE7 ch 15H or ch 29E that's hardcoded IIRC. An AREA code like Blademaster was suggesting may work. You might be able to work with ASMC code used for treasure on desert maps.

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I haven't tested this, but it should, in theory, work.

Misc_events:
AREA Event_ID ProtectedZone [X,Y] [X,Y] //Replace Event_ID and the coordinates with the ones you want to use
AFEV 0 0xCA749C EventIDToTriggerGameOver //Replace EventIDToTriggerGameOver with the Event ID you want to use
AREA

ProtectedZone:
IFAF ConditionID 0x7A2F1 //This will check if the active character is an Ally or Enemy, found by Mariobro IIRC
ENUT EventIDToTriggerGameOver //Has to be the same one as in the AFEV in the Misc_events
//Maybe add some text here like "The castle has fallen!" or something stupid like that
ELSE AnotherConditionID //A different ConditionID than the one in the IFAF
ENIF ConditionID //Same ID as in the IFAF
ENUF Event_ID //The same Event_ID that the AREA event uses
ENIF AnotherConditionID //The same one that you used in ELSE
ENDA

This doesn't make enemies head for the protected space, but should make them cause a Game Over if they, by chance, were to step on that tile.

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Something like what Krad does works, but as said, there's no way to actually get the enemies to go to that spot, unless you either know some nice hax or use some nice manipulation, i.e.

A) using the same co-ordinates as they are hard-coded in the original game

B) forcing enemy units to go to a certain square by having a unit "attract" them... it's a hard to explain idea that's so complicated it's not even worth explaining, IMO... (don't ask why I even bothered to mention it)

Someone should eventually find out how to change those co-ordinates though. *shrugs*

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Thank you very much for the help everyone.

And on the spot saved, I was just thinking of having turn events moving the enemy unit to it, and when an ally is on the square, have the unit move freely.

Oh, if you are doing what I think you going to do that is actually pretty smart. I don't know if it will work, so good luck.

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