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what would stop "DefeatAll" from working?(FE7)

You kill all enemies on the map, that should trigger my ending event correct?

Misc_events:

DefeatAll(Ending_event)

AFEV 0 Ending_event 0x0A

AFEV

i havent finished my ending event abut i should at least fade to the next chapter save menu? right?

Ending_event:

FADI 16

MNCH 0x02

ENDA

I get player phase after player phase.

Edited by Kiego
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what would stop "DefeatAll" from working?(FE7)

You kill all enemies on the map, that should trigger my ending event correct?

Misc_events:

DefeatAll(Ending_event)

AFEV 0 Ending_event 0x0A

AFEV

i havent finished my ending event abut i should at least fade to the next chapter save menu? right?

Ending_event:

FADI 16

MNCH 0x02

ENDA

I get player phase after player phase.

IIRC, the victory condition in your events also has to match the conditions for that chapter in nightmare. Chec that and see if it works. It's been awhile since i've had that problem though.

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IIRC means "if I recall correctly" (try googling it next time).

I've a question, though.

I've forgotten how to do battle quotes! Especially those that are specific to one character. For instance, what I'm trying to do is have character A attack character B and trigger a special battle quote, and then mark that battle quote with an event ID (which I've also forgotten how to do) so that on the enemy phase if the battle quote hasn't been activated than character A will talk. So I'm basically asking how to do battle quotes. Urgh.

scratch that, found it in Blazer's tutorial. Derp.

Edited by Agro
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Oh sweet, I didn't realize the macro already had that.

Also, I tried reversing the parameters in the IFETs as suggested, but the same thing still happens...for clarity: by 'conditional ID' did you mean the ID of the condition, like, of the IFET itself, should go first? That's what I had to start with.

Conditional ID is the one you put on ENIF's and ELSE's. That value goes first in IFET for FE7, while the event ID comes second.

what would stop "DefeatAll" from working?(FE7)

You kill all enemies on the map, that should trigger my ending event correct?

Misc_events:

DefeatAll(Ending_event)

AFEV 0 Ending_event 0x0A

AFEV

i havent finished my ending event abut i should at least fade to the next chapter save menu? right?

Ending_event:

FADI 16

MNCH 0x02

ENDA

I get player phase after player phase.

Do you have any enemies on the map? Any allies either? Are the pointers correct?

IIRC, the victory condition in your events also has to match the conditions for that chapter in nightmare. Chec that and see if it works. It's been awhile since i've had that problem though.

The Nightmare victory condition has no effect on actual events, only on the display.

IIRC = If I Recall Correctly.

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MASSIVE SIGH OKAY GUYS

I'm trying to do conditional events and it is just not working for me. So here goes.

TurnEvents:
// Comment out or remove this line if you have a prep screen.
TURN 0x0 OpeningEvent [1,0] 0x0 0x0
TurnEventEnemy(0x01,DamionMocksHenrick,1)
TurnEventPlayer(0x02,HenrickGetsRapier,2)
TURN

DamionMocksHenrick:
IFET 0x01 0x14
//nothing happens?
ELSE 0x02
ENIF 0x01
TEX1 0x81B
ENIF 0x02
ENDA

HenrickGetsRapier:
IFET 0x03 0x14
TEX1 0x81C
REMA
ITGC Henrick FineRapier
ELSE 0x04
ENIF 0x03
ENIF 0x04
ENDA

Now, what I want to happen is:

On Enemy Phase 1, if event 0x14 has NOT happened, then 0x81B takes place. If 0x14 has happened then nothing happens.

On Player Phase 2, if event 0x14 HAS happened, then 0x81C takes place and Henrick gets the Rapier. If 0x15 has NOT happened, then nothing happens.

Event 0x14 is a battle conversation between Damion and Henrick.

What's happening for me is that regardless of event 0x15 happening, 0x81C still happens and Henrick still gets the rapier, and 081B happens either way as well. What... is going on here?!

Edited by Agro
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I made an oopsie, I meant to say that 081B never happens regardless of 0x15.

I just tried IFEF without changing anything else and it worked as I needed it to. Odd indeed...

Okay, so now I want an event to happen as soon as a character dies and have set their death quote to ID 0x16 for that chapter. How do I go about making the game check for this event ID? Or do I just do conditional events for (almost) every turn?

Edited by Agro
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I did google IIRC actually and that didn't come up as an option. Anyway Nintenlord, would it matter if i have enemies disappeared from an event before the battle?

for example...

- i load 2 enemies and 1 ally in the same group for opening event purposes.

- at the end of the event, i have 1 of those enemies die in a fight sequence and the other one flees the map with DISA

- Then i LOU1 another group of enemies and the battle starts.

- they all die and the number of enemies left still say 0 but it says seize gate also.

do i need to bring back that one enemy that DISApeared off the map before the fighting starts? or maybe something else?

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Yes Sir

=============================================================================================================================================================================================

#define DISABLE_TUTORIALS

#include EAstdlib.event

#define BlackOff "CODE 0x0C 0x00 0x00 0x00"

ORG $108F660

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 0x68 0x38 0x00 Level(1,Enemy,False) [0,5] [0,5] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x68 0x38 0x0 Level(1,Enemy,False) [0,6] [0,6] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x68 0x38 0x0 Level(1,Enemy,False) [2,2] [2,2] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x68 0x38 0x0 Level(1,Enemy,False) [3,2] [3,2] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [9,6] [9,6] [EmblemSword,0x12,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

MariaGate:

UNIT Erk WyvernKnight 0x0 Level(1,NPC,False) [10,0] [2,2] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Serra Cleric 0x0 Level(1,NPC,False) [10,0] [3,2] [Heal,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Heath 0x11 0x0 Level(1,NPC,False) [10,0] [4,2] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

KiegoHouse:

UNIT Dorcas Swordmaster 0x0 Level(3,NPC,False) [3,6] [3,6] [ironSword,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Eliwood EliwoodLord 0x0 Level(1,Ally,False) [4,6] [4,6] [EmblemSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Nino Bishop_F 0x0 Level(1,NPC,False) [3,7] [3,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

WendyHurry:

UNIT Canas Mage_F 0x0 Level(1,NPC,False) [4,2] [4,2] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Arena:

UNIT

ET:

UNIT Geitz Knight 0x0 Level(1,NPC,False) [6,11] [6,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Guy Mercenary 0x0 Level(1,NPC,False) [7,11] [7,8] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Kai:

UNIT Hector HectorLord 0x0 Level(1,NPC,False) [11,9] [6,7] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Gate:

UNIT Canas Mage_F 0x0 Level(1,NPC,False) [0,10] [0,10] [0x12,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Eliwood EliwoodLord 0x0 Level(1,Ally,False) [0,11] [0,11] [EmblemSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

MariaArena:

UNIT Erk WyvernKnight 0x0 Level(1,NPC,False) [12,0] [12,0] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Serra Cleric 0x0 Level(1,NPC,False) [13,0] [13,0] [Heal,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT Heath 0x11 0x0 Level(1,NPC,False) [14,0] [14,0] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

MariaTakeOff:

UNIT Heath 0x11 0x0 Level(1,NPC,False) [11,2] [11,2] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Kiego:

UNIT Eliwood EliwoodLord 0x0 Level(1,Ally,False) [3,11] [3,8] [EmblemSword,0x12,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

YenaChase:

UNIT Serra Cleric 0x0 Level(1,NPC,False) [0,5] [10,5] [Heal,Vulnerary,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x70 0x38 0x0 Level(1,Enemy,False) [0,4] [10,6] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x69 0x38 0x0 Level(1,Enemy,False) [0,6] [9,5] [ironSpear,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

MariaFollow:

UNIT Heath 0x11 0x0 Level(1,NPC,False) [3,11] [3,9] [ironSword,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Turn_events:

TURN 0x0 Opening_event [1,0] 0x0 0x0

TURN

Character_events:

CHAR

Location_events:

LOCA

Misc_events:

DefeatAll(Ending_event)

CauseGameOverIfLordDies

AFEV

Opening_event:

BlackOff

LOU1 MariaGate

TEX1 0x081F

REMA

MOVE Erk [1,11]

MOVE Serra [2,11]

MOVE Heath [3,11]

ENUN

DISA Heath

DISA Serra

DISA Erk

ENUN

FADI 16

LOMA 0xE [3,11]

FADU 16

LOU1 KiegoHouse

CURF Dorcas

TEX1 0x0819

REMA

LOU1 WendyHurry

ENUN

MOVE Canas [4,6]

ENUN

CURF Canas

TEX1 0x0828

REMA

MOVE Eliwood [14,6]

MOVE Canas [14,7]

ENUN

DISA Eliwood

DISA Canas

ENUN

DISA Dorcas

DISA Nino

ENUN

FADI 16

LOMA 0x3F [6,8]

FADU 16

LOU1 Gate

REMA

MOVE Canas [6,7]

MOVE Eliwood [6,8]

ENUN

CURF Canas

TEX1 0x081A

REMA

MOVE Canas [6,5]

ENUN

DISA Canas

ENUN

LOU1 ET

ENUN

CURF Geitz

TEX1 0x081B

REMA

LOU1 Kai

CURF Hector

TEX1 0x081C

REMA

MOVE Hector [6,5]

ENUN

DISA Hector

CURF Geitz

TEX1 0x081D

REMA

MOVE Guy [6,5]

DISA Guy

ENUN

MOVE Eliwood [6,5]

ENUN

DISA Eliwood

ENUN

MOVE Geitz [6,5]

ENUN

DISA Geitz

ENUN

REMA

LOU1 MariaArena

CURF Heath

MOVE Heath [11,2]

ENUN

DISA Heath

ENUN

MOVE Erk [11,2]

ENUN

DISA Erk

ENUN

MOVE Serra [11,2]

ENUN

DISA Serra

ENUN

TEX1 0x0821

REMA

LOU1 MariaTakeOff

ENUN

MOVE Heath [6,5]

ENUN

DISA Heath

FADI 16

LOMA 0x3E [0,0]

FADU 16

LOU1 Kiego

ENUN

LOU1 MariaFollow

ENUN

CURF Heath

TEX1 0x082E

REMA

MOVE Heath [3,11]

ENUN

DISA Heath

ENUN

LOU1 YenaChase

ENUN

CURF Eliwood

TEX1 0x822

ENUN

REMA

MOVE Eliwood [5,6]

ENUN

TEX1 0x823

REMA

MOVE Eliwood [9,6]

ENUN

MUS1 0x000F

FADI 0x10

BACG 0x31

FADU 0x10

TEX1 0x824

REMA

FIGH Eliwood 0x70 KiegoVSGaurd1 $00000000

KILL 0x70

UNCR Eliwood 0x02

CURF Eliwood

FADI 0x10

BACG 0x31

FADU 0x10

TEX1 0x825

REMA

MOVE 0x69 [8,5]

ENUN

FIGH Eliwood 0x69 KiegoVSGaurd2 $00000000

UNCR Eliwood 0x02

MOVE 0x69 [3,0]

DISA 0x69

ENUN

TEX1 0x826

LOU1 Bad

CUSI Serra Ally

ENUN

ENDA

Ending_event:

FADI 16

MNCH 0x02

ENDA

BallistaData:

BLST

KiegoVSGaurd1:

CODE $09000001

CODE $00800000

KiegoVSGaurd2:

CODE $09000002

CODE $00800000

=============================================================================================================================================================================================

Edited by Kiego
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You're missing a bunch of ENUN's, can't be arsed to find them all. Remember that you need a ENUN after LOU1 as well.

Use "OOBB" instead of that BlackOff macro of yours.

Actually, it looks like you're using an outdated version of EA, I'd strongly recommend you use a new version (and make full use of the stdlib macros).

You're not writing a pointer to your chapter in the chapter pointer array; add this to the top (replace your pointer array)

#ifndef EventPointerTable
#define EventPointerTable(index, ptrArray) "ORG 0xC9C9C8 + 0x4*(index); POIN ptrArray;"
#endif

EventPointerTable(0x__, Pointers)  // I'm assuming this is the prologue, but Arch's tutorial should tell you how to fill that __.

ORG $108F660

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

I'd wager that's causing a problem; it could be that your Misc_events aren't being read at all.

i can't see anything else wrong after a once-over, i'll look again later

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#ifndef EventPointerTable

#define EventPointerTable(index, ptrArray) "ORG 0xC9C9C8 + 0x4*(index); POIN ptrArray;" <==== i don't get what needs to be done here.

#endif

EventPointerTable(0x__, Pointers) this is chapter 1 going on chapter 2, so 0x02 would go there correct?

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check arch's tutorial, it's like the second or third thing he explains

0x02 Palette: Sacae Plains: Light Sand
0x03 Set confic: Sacae Plains
0x04 Prologue Map
0x05 Animation: Water (Fields; Plains; M&S)
0x06 Prologue Events
0x07 Palette: Sacae Plains: Dark Sand
0x08 Ch.1 Map
0x09 Ch.1 Events <------------------------------------ bam1
0x0A ObjectSets: Plains&Castle
0x0B Palette: Plains&Castle: Bright
0x0C Set config: Plains&Castle
0x0D Ch.2 Map
0x0E Ch.2 Map Tile change
0x0F Ch.2 Events <------------------------------------ bam2

and don't stick it in the define, stick it in the EventPointerTable(0x__, ptrs) macro.

edit

so is this chapter 1 or chapter 2? idgaf what comes next, is this the first, second (or third) playable chapter in the game?

Edited by Camtech
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so...

EventPointerTable(0x09,????)

^^^^

whats the 2nd slot? I read over that spot in arch tut for 20 mins, i can't make heads or tails of it. I can only think ch1's pointer location in the rom. what does that have to do with the rom skipping over the misc_events?

*slams head on desk*

i guess I'm just really slow or something.

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first of all whether or not it directly affects the current problem is irrelevant

"doctor my nose hurts"

"well for one thing your arm is broken"

"what does that have to do with my nose help me fix my nose"

a problem is a problem and you should fix it

oftentimes you get problems from seemingly unrelated places. don't question it, just fix it. if it works, then you wonder how

second of all please read what I said

You're not writing a pointer to your chapter in the chapter pointer array;

[...]

I'd wager that's causing a problem; it could be that your Misc_events aren't being read at all.

the way you have it right now it's very likely that the game has no idea that you wrote new events

here's a test for you

comment out the EventPointerTable line

put a new turn event in

put your misc_event in

re-assemble

if the new turn event plays and your misc_event doesn't then i have no clue what's going on. if neither of them work then i know exactly what happened.

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hi guys i am back with more questions

I'm trying to set up my events so that they play out similar to FE9's prologue i.e. you defeat first character and then dialogue and then another character appears, just with more characters. So this has played out fine and dandy until I try to load the second set of characters. The character Damion is the first enemy and then in the second section he is an ally. For difficult reasons there's a weak version and a normal version so Wil_t is the weak one and Damion is the stronger one. Anyway, when I try to load "Damion" (normal version) nothing happens--his character simply doesn't load.

I also want the main character to move back to his starting position after he beats Damion. In my events he does move but as soon as the event is over he goes straight back to where he was just after he beats Damion. I'll spare you the mess of my event file and just post the relevant parts. Also, I hate to ask, but what's the hex value for CUSI [ally]? Arch's macros don't work for me (they never have) and Blazer's tutorial only lists NPC and enemies.

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include owndefinitions.txt
#define MAP_OFFS 0x36AF00
// Write a pointer to the map for you so you don't have to do it yourself

EventPointerTable(0x06,Chapter)

ORG 0x1003DF0
Chapter:
POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN FirstSection FirstSection FirstSection FirstSection
POIN OpeningEvent EndingEvent

FirstSection:
UNIT Bronwyn_t Paladin_F 0x00 Level(1,NPC,False) [7,3] [7,3] [ironSword] [0x03,0x03,0x09,0x20]
UNIT Henrick Prince 0x00 Level(1,Ally,False) [10,5] [10,5] [ironSword,Vulnerary] [0x03,0x03,0x09,0x20]
UNIT Wil_t LanceKnight 0x00 Level(10,Enemy,False) [4,5] [4,5] [ironSpear] [0x03,0x03,0x09,0x20]//aka Damion (weak)
UNIT Camilla Cavalier_F 0x00 Level(1,NPC,False) [11,4] [11,4] [ironSword] [0x03,0x03,0x09,0x20]
UNIT Tristan Cavalier 0x00 Level(1,NPC,False) [12,6] [12,6] [ironSpear] [0x03,0x03,0x09,0x20]
UNIT Empty

SecondSection:
UNIT Briella LightMage 0x00 Level(1,NPC,False) [9,1] [9,1] [Thani] [0x03,0x03,0x09,0x20]
UNIT Empty

DamionNew://Meant to be loaded during DamionDefeated
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [9,3] [9,3] [ironSpear] [0x03,0x03,0x09,0x20]
UNIT Empty

MiscEvents:
CauseGameOverIfLordDies
AFEV 0x17 HenrickGetsRapier 0x14
AFEV 0x16 DamionDefeated 0x15
AFEV

DamionDefeated://This is meant to happen after Damion (weak) or "Wil_t" is defeated
STAL 20
MUS1 0x0038
FADI 90
BACG 0x0017
FADU 30
TEX1 0x81D
MUEN 50
MUS1 0x0033
MORETEXT 0x81E
FADI 50
BACG 0x0018
FADU 50
TEX1 0x81F
REMA
LOU2 DamionNew //<--- tried using LOU2 just to see if it would work (it didn't)
ENUN
MOVE Camilla [5,4]
MOVE Tristan [5,6]
MOVE Bronwyn_t [3,5]
STAL 20
TEX1 0x820
REMA
STAL 200
MOVE Henrick [9,5] //main character moves to this position, but after ENDA he just goes back to where he was after Damion dies
MOVE Briella [11,5]
STAL 20
CUSI Camilla 0x80
CUSI Tristan 0x80
CUSI Bronwyn_t 0x80
STAL 20
ENDA

Edited by Agro
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Is there a way to make it appear for a unit to move onto the map from an off-map location? Right now I'm just using MOVE [x1,y1] [x2,y2] where [x1,y1] are the coordinates for a tile at the edge of the map, but I was just curious if there was a better method (since right now, the unit just appears at the edge of the map as opposed to moving onto the map).

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hi guys i am back with more questions

I'm trying to set up my events so that they play out similar to FE9's prologue i.e. you defeat first character and then dialogue and then another character appears, just with more characters. So this has played out fine and dandy until I try to load the second set of characters. The character Damion is the first enemy and then in the second section he is an ally. For difficult reasons there's a weak version and a normal version so Wil_t is the weak one and Damion is the stronger one. Anyway, when I try to load "Damion" (normal version) nothing happens--his character simply doesn't load.

I also want the main character to move back to his starting position after he beats Damion. In my events he does move but as soon as the event is over he goes straight back to where he was just after he beats Damion. I'll spare you the mess of my event file and just post the relevant parts. Also, I hate to ask, but what's the hex value for CUSI [ally]? Arch's macros don't work for me (they never have) and Blazer's tutorial only lists NPC and enemies.

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include owndefinitions.txt
#define MAP_OFFS 0x36AF00
// Write a pointer to the map for you so you don't have to do it yourself

EventPointerTable(0x06,Chapter)

ORG 0x1003DF0
Chapter:
POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN FirstSection FirstSection FirstSection FirstSection
POIN OpeningEvent EndingEvent

FirstSection:
UNIT Bronwyn_t Paladin_F 0x00 Level(1,NPC,False) [7,3] [7,3] [ironSword] [0x03,0x03,0x09,0x20]
UNIT Henrick Prince 0x00 Level(1,Ally,False) [10,5] [10,5] [ironSword,Vulnerary] [0x03,0x03,0x09,0x20]
UNIT Wil_t LanceKnight 0x00 Level(10,Enemy,False) [4,5] [4,5] [ironSpear] [0x03,0x03,0x09,0x20]//aka Damion (weak)
UNIT Camilla Cavalier_F 0x00 Level(1,NPC,False) [11,4] [11,4] [ironSword] [0x03,0x03,0x09,0x20]
UNIT Tristan Cavalier 0x00 Level(1,NPC,False) [12,6] [12,6] [ironSpear] [0x03,0x03,0x09,0x20]
UNIT Empty

SecondSection:
UNIT Briella LightMage 0x00 Level(1,NPC,False) [9,1] [9,1] [Thani] [0x03,0x03,0x09,0x20]
UNIT Empty

DamionNew://Meant to be loaded during DamionDefeated
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [9,3] [9,3] [ironSpear] [0x03,0x03,0x09,0x20]
UNIT Empty

MiscEvents:
CauseGameOverIfLordDies
AFEV 0x17 HenrickGetsRapier 0x14
AFEV 0x16 DamionDefeated 0x15
AFEV

DamionDefeated://This is meant to happen after Damion (weak) or "Wil_t" is defeated
STAL 20
MUS1 0x0038
FADI 90
BACG 0x0017
FADU 30
TEX1 0x81D
MUEN 50
MUS1 0x0033
MORETEXT 0x81E
FADI 50
BACG 0x0018
FADU 50
TEX1 0x81F
REMA
LOU2 DamionNew //<--- tried using LOU2 just to see if it would work (it didn't)
ENUN
MOVE Camilla [5,4]
MOVE Tristan [5,6]
MOVE Bronwyn_t [3,5]
STAL 20
TEX1 0x820
REMA
STAL 200
MOVE Henrick [9,5] //main character moves to this position, but after ENDA he just goes back to where he was after Damion dies
MOVE Briella [11,5]
STAL 20
CUSI Camilla 0x80
CUSI Tristan 0x80
CUSI Bronwyn_t 0x80
STAL 20
ENDA

Could you try using some other characters except Wil_t and Wil? Also try separating allies, NPC's and enemies to separate groups that are then loaded simultaneously. You laso need to use ENUN after MOVE's

As for CUSI, just use following macros instead, they work for both FE7 and FE8:

TurnAlly(char)
TurnEnemy(char)
TurnNPC(char)

Is there a way to make it appear for a unit to move onto the map from an off-map location? Right now I'm just using MOVE [x1,y1] [x2,y2] where [x1,y1] are the coordinates for a tile at the edge of the map, but I was just curious if there was a better method (since right now, the unit just appears at the edge of the map as opposed to moving onto the map).

I'm not sure, the game can handle moving to off-map location such as [-1,5] and [5,16] if the map's width is 16 (since coords always start from 0), but I don't know if it can load units to such coordinated. You can try and see for yourself. Alternatively, just load unit's off-cam, then move the camera and then move units.

Edited by Nintenlord
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here's a test for you

comment out the EventPointerTable line

put a new turn event in

put your misc_event in

re-assemble

if the new turn event plays and your misc_event doesn't then i have no clue what's going on. if neither of them work then i know exactly what happened.

Of course i have been shown who is the boss. I don't know why I thought questioning that was a good idea.

Nothing read as you predicted.

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Still working on that conditional, with no luck. I wanted to try to narrow down what was causing the problem so I tried commenting out the code that set 0x13 true or false, set 0x13 false in the opening event just to be sure, and changed the ending event to be ONLY the IFET testing 0x13, with it going to 7x if 0x13 is true and going to 8 if 0x13 is false:

//if gaiden reqs met

IFET 0x15 0x13

MoveToChapter(0x08)

ELSE 0x17

//if not mett

ENIF 0x15

MoveToChapter(0x09)

ENIF 0x17

ENDA

It still takes me to 7x. I'm stumped as to what I'm doing wrong here...the arguments for IFET are in the right order I believe--conditional ID first, then the event ID to be checked. It seems like it ought to work...

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Try using IFEF and seeing if anything changes. I remember an older build of EA having ENUT = false (unused) and ENUF = true (used) which is kind of dumb but that might be causing a problem

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