Kiego Posted May 30, 2012 Share Posted May 30, 2012 (edited) 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 May 30, 2012 by Kiego Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted May 30, 2012 Share Posted May 30, 2012 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. Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 30, 2012 Share Posted May 30, 2012 IIRC means? I checked them both in the events and nightmare. Quote Link to comment Share on other sites More sharing options...
Agro Posted May 30, 2012 Share Posted May 30, 2012 (edited) 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 May 30, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 30, 2012 Share Posted May 30, 2012 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted May 30, 2012 Share Posted May 30, 2012 (edited) 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 May 30, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 30, 2012 Share Posted May 30, 2012 Odd, try IFEF, which has the same parameters, but reverse effect, meaning you need to swap the codes inside conditionals around. Quote Link to comment Share on other sites More sharing options...
Agro Posted May 30, 2012 Share Posted May 30, 2012 (edited) 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 May 30, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 30, 2012 Share Posted May 30, 2012 You can use AFEV code. Put it either in Misc events or Turn events, depending on if you want it to happen immediately or between turns. Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 30, 2012 Share Posted May 30, 2012 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? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 30, 2012 Share Posted May 30, 2012 DISAd units don't count. Post your entire events so we can properly analyze it. Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 30, 2012 Share Posted May 30, 2012 (edited) 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 May 30, 2012 by Kiego Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 30, 2012 Author Share Posted May 30, 2012 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 Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 30, 2012 Share Posted May 30, 2012 #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? Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 30, 2012 Author Share Posted May 30, 2012 (edited) 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 May 30, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 31, 2012 Share Posted May 31, 2012 its the 2nd playable, the one before this being the prologue and this one being chapter 1. 2nd chapter playable. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 31, 2012 Author Share Posted May 31, 2012 (edited) 0x09 Ch.1 Events <------------------------------------ bam1 read the tutorial please Edited May 31, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 31, 2012 Share Posted May 31, 2012 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 31, 2012 Author Share Posted May 31, 2012 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted May 31, 2012 Share Posted May 31, 2012 (edited) 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 May 31, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
dondon151 Posted May 31, 2012 Share Posted May 31, 2012 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). Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 31, 2012 Share Posted May 31, 2012 (edited) 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 May 31, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Kiego Posted May 31, 2012 Share Posted May 31, 2012 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. Quote Link to comment Share on other sites More sharing options...
Subieko Posted May 31, 2012 Share Posted May 31, 2012 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... Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 31, 2012 Author Share Posted May 31, 2012 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 Quote Link to comment Share on other sites More sharing options...
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