Brendor Posted March 16, 2014 Share Posted March 16, 2014 You can set an event to occur every turn within a range instead of on one particular turn if you put a comma and another turn number after the first one so in something like this: TurnEventPlayer(0x00, Blah, 1, 999999) Blah will occur every turn until the 999,999th one Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 16, 2014 Author Share Posted March 16, 2014 set it from 1 to 255 the game stops checking after 255 anyway Quote Link to comment Share on other sites More sharing options...
Lamia Posted March 16, 2014 Share Posted March 16, 2014 You can set an event to occur every turn within a range instead of on one particular turn if you put a comma and another turn number after the first one so in something like this: TurnEventPlayer(0x00, Blah, 1, 999999) Blah will occur every turn until the 999,999th one I assume that can be modified to say enemy or NPC (also may be needed because plans) Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 16, 2014 Share Posted March 16, 2014 (edited) Your assumption would be correct for enemy phase, not NPC though Edited March 16, 2014 by Brendor the Barbarian Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 16, 2014 Share Posted March 16, 2014 (edited) Every time I try to start the chapter it goes back to the opening scene. // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #define MAP_OFFS 0x8DA0000 // Write a pointer to the map for you so you don't have to do it yourself //EventPointerTable(0x06,MAP_OFFS) //EventPointerTable(0x01,Chapter) ORG 0xD80000 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_Event EndingEvent Bad: UNIT Eliwood 0x04 0x00 Level(10,Enemy,False) [47,4] [47,4] [Durandal,Javelin,RuneSword] [0x00,0x03,0x00,0x20] UNIT BlackFang Swordmaster 0x01 Level(5,Enemy,False) [46,6] [46,6] [WoDao,RuneSword] [0x00,0x03,0x09,0x00] UNIT BlackFang Berserker 0x01 Level(5,Enemy,False) [47,7] [47,7] [EmblemAxe,Tomahawk] [0x00,0x03,0x09,0x00] UNIT BlackFang Hero 0x01 Level(5,Enemy,False) [48,6] [48,6] [0x0D,KillerAxe] [0x00,0x03,0x09,0x00] UNIT BlackFang Sage 0x01 Level(5,Enemy,False) [46,2] [46,2] [Excalibur,0x4D] [0x00,0x03,0x09,0x00] UNIT BlackFang Druid 0x01 Level(5,Enemy,False) [48,2] [48,2] [0x49,0x4D] [0x00,0x03,0x09,0x00] UNIT BlackFang Bishop 0x01 Level(5,Enemy,False) [47,1] [47,1] [Luce,0x4D] [0x00,0x03,0x09,0x00] Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [14,8] [14,8] [ChestKey] [0x00,0x00,0x00,0x00] UNIT Legault 0x3C 0x03 Level(1,Ally,False) [0,14] [1,15] [SlimSword,DoorKey,DoorKey,ChestKey] [0x00,0x00,0x00,0x00] TurnEvents: // Comment out or remove this line if you have a prep screen. TURN 0x0 Opening_Event [1,0] 0x0 0x0 TURN CharacterEvents: //CHAR END_MAIN LocationEvents: //Village(0x06,Village1,46,1) //LOCA END_MAIN MiscEvents: CauseGameOverIfLordDies //AFEV END_MAIN Opening_Event: // Change to ENDB if you have prep screen. FADI 10 BACG 0x13 FADU 10 TEX1 0x0810 REMA LOU1 Good LOU1 Bad ENUN OOBB //VCBF 1 ENDA EndingEvent: //MNCH 0x__ STAL 1 //_0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset MESSAGE The map for this chapter is at offset MAP_OFFS Edited March 16, 2014 by Shamison Quote Link to comment Share on other sites More sharing options...
ghast Posted March 16, 2014 Share Posted March 16, 2014 you //'d out your WritePointerTable i think, dude Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 16, 2014 Share Posted March 16, 2014 hmm i took out the // in front of the event pointer tables but it still does it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 17, 2014 Author Share Posted March 17, 2014 (edited) MAP_OFFS shouldn't have 7 digits (take off the 8 in front) don't comment out the eventpointertable stuff you need an empty UNIT at the end of Good and Bad please pay closer attention next time EDIT wait why are you writing "chapter" to 0x1 and "MAP_OFFS" to 0x6 prologue events are at 0x6 and prologue map is at 0x4... Edited March 17, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
blyegg Posted March 18, 2014 Share Posted March 18, 2014 (edited) #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0xD80300 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [19,22] [19,18] [0x00] NoAI UNIT Raven Mercenary 0x00 Level(1, Ally, 0) [19,22] [18,19] [IronSword] NoAI UNIT Guy Myrmidon 0x00 Level(1, Ally, 0) [19,22] [20,19] [KillingEdge] NoAI UNIT Bad: UNIT Zugu Brigand 0x00 Level(3, Enemy, 0) [14,11] [14,14] [PoisonAxe] AttackInRange UNIT 0x67 Brigand 0x00 Level(1, Enemy, 0) [14,11] [13,13] [IronAxe] PursueWithoutHeed UNIT 0x68 Brigand 0x00 Level(1, Enemy, 0) [14,11] [15,13] [IronAxe] PursueWithoutHeed UNIT 0x98 Archer 0x00 Level(2, Enemy, 0) [14,11] [15,14] [IronBow] AttackInRange UNIT 0x97 Mercenary 0x00 Level(2, Enemy, 0) [14,11] [13,15] [IronSword] AttackInRange UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: Village(0x0A,Upper_Village,0,0) Village(0x0B,Mountain_Village,6,19) Village(0x0C,WeaponDependingOnVisitor_Village,14,11) Village(0x0D,Attacked_Village,16,20) House(0x0E,UpperVillage_House,6,1) House(0x0F,Upper_House,11,3) House(0x10,Bridge_House,6,11) House(0x11,Lower_House,19,21) End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN TEX1 0x0806 CAM1 [14,11] CURF [14,11] FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x0803 REMA MOVE 0x01 [14,12] MOVE 0x04 [13,12] MOVE 0x06 [15,12] ENUN FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x0804 REMA LOU1 Bad ENUN TEX1 0x0805 REMA MOVE [14,14] [2,8] MOVE [15,13] [9,8] MOVE [13,13] [8,15] MOVE [13,9] [8,15] MOVE [13,15] [5,16] ENUN ENDA Ending_event: ENDA // Events Upper_Village: ENDA Mountain_Village: ENDA WeaponDependingOnVisitor_Village: ENDA Attacked_Village: ENDA UpperVillage_House: ENDA Upper_House: ENDA Bridge_House: ENDA Lower_House: ENDA // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset The top attached image glitch thingy only happens when I'm in the event. Once it goes player phase, it goes away. Any fix? Edited March 18, 2014 by Blyvern Quote Link to comment Share on other sites More sharing options...
ShadielTH Posted March 18, 2014 Share Posted March 18, 2014 #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0xD80300 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [19,22] [19,18] [0x00] NoAI UNIT Raven Mercenary 0x00 Level(1, Ally, 0) [19,22] [18,19] [IronSword] NoAI UNIT Guy Myrmidon 0x00 Level(1, Ally, 0) [19,22] [20,19] [KillingEdge] NoAI UNIT Bad: UNIT Zugu Brigand 0x00 Level(3, Enemy, 0) [14,11] [14,14] [PoisonAxe] AttackInRange UNIT 0x67 Brigand 0x00 Level(1, Enemy, 0) [14,11] [13,13] [IronAxe] PursueWithoutHeed UNIT 0x68 Brigand 0x00 Level(1, Enemy, 0) [14,11] [15,13] [IronAxe] PursueWithoutHeed UNIT 0x98 Archer 0x00 Level(2, Enemy, 0) [14,11] [15,14] [IronBow] AttackInRange UNIT 0x97 Mercenary 0x00 Level(2, Enemy, 0) [14,11] [13,15] [IronSword] AttackInRange UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: Village(0x0A,Upper_Village,0,0) Village(0x0B,Mountain_Village,6,19) Village(0x0C,WeaponDependingOnVisitor_Village,14,11) Village(0x0D,Attacked_Village,16,20) House(0x0E,UpperVillage_House,6,1) House(0x0F,Upper_House,11,3) House(0x10,Bridge_House,6,11) House(0x11,Lower_House,19,21) End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN TEX1 0x0806 CAM1 [14,11] CURF [14,11] FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x0803 REMA MOVE 0x01 [14,12] MOVE 0x04 [13,12] MOVE 0x06 [15,12] ENUN FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x0804 REMA LOU1 Bad ENUN TEX1 0x0805 REMA MOVE [14,14] [2,8] MOVE [15,13] [9,8] MOVE [13,13] [8,15] MOVE [13,9] [8,15] MOVE [13,15] [5,16] ENUN ENDA Ending_event: ENDA // Events Upper_Village: ENDA Mountain_Village: ENDA WeaponDependingOnVisitor_Village: ENDA Attacked_Village: ENDA UpperVillage_House: ENDA Upper_House: ENDA Bridge_House: ENDA Lower_House: ENDA // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset The top attached image glitch thingy only happens when I'm in the event. Once it goes player phase, it goes away. Any fix? This kind of glitch happens when the game loads units which very separated between them. The only way I know to fix this is by separating them in different groups, according to the distance between them. So a proper fix for that script would be this: Bad: UNIT Zugu Brigand 0x00 Level(3, Enemy, 0) [14,11] [14,14] [PoisonAxe] AttackInRange UNIT Bad2: UNIT 0x67 Brigand 0x00 Level(1, Enemy, 0) [14,11] [13,13] [IronAxe] PursueWithoutHeed UNIT Bad3: UNIT 0x68 Brigand 0x00 Level(1, Enemy, 0) [14,11] [15,13] [IronAxe] PursueWithoutHeed UNIT Bad4: UNIT 0x98 Archer 0x00 Level(2, Enemy, 0) [14,11] [15,14] [IronBow] AttackInRange UNIT Bad5: UNIT 0x97 Mercenary 0x00 Level(2, Enemy, 0) [14,11] [13,15] [IronSword] AttackInRange UNIT Or something that suits you fancy. Of course, fix the pointers and load commands accordingly. Quote Link to comment Share on other sites More sharing options...
blyegg Posted March 18, 2014 Share Posted March 18, 2014 Sorry, that did not work. However, changing the positions into the unit name/hex for it worked for me. (Except this time, it carried over a row of the mountains. So I moved the boss closer.) Also, I put the units movement if groups. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 18, 2014 Author Share Posted March 18, 2014 turn camera follow off or something Quote Link to comment Share on other sites More sharing options...
Agro Posted March 18, 2014 Share Posted March 18, 2014 Yeah that happens when you load a unit group with units spread out and the autofollow for the camera struggles to keep up. As ShadielTH said, you can either split them up into different groups or turn the camera off. Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 18, 2014 Share Posted March 18, 2014 (edited) It's like that because usually I don't use it and it still works fine. And by extension I don't know how to use it. My other hack I'm working I just have that section //'do out and it works fine. MAP_OFFS shouldn't have 7 digits (take off the 8 in front)don't comment out the eventpointertable stuffyou need an empty UNIT at the end of Good and Badplease pay closer attention next timeEDITwait why are you writing "chapter" to 0x1 and "MAP_OFFS" to 0x6prologue events are at 0x6 and prologue map is at 0x4...It's like that because usually I don't use it and it still works fine. And by extension I don't know how to use it. My other hack I'm working I just have that section //'do out and it works fine.And I have the 8 because I was trying to fix it and the 8 goes there in the nightmare event reference table thing. Edited March 18, 2014 by Shamison Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 18, 2014 Author Share Posted March 18, 2014 how the fuck are your events even playing if you're commenting out the eventpointertable commands unless you're doing it manually in nightmare/a hex editor??? it's literally the only part of arch's event tutorial that isn't somewhat outdated Quote Link to comment Share on other sites More sharing options...
Agro Posted March 18, 2014 Share Posted March 18, 2014 And I have the 8 because I was trying to fix it and the 8 goes there in the nightmare event reference table thing.Nightmare needs it because it doesn't know the difference between a pointer and a non-pointer, but the EA is able to distinguish between the two, FYI. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 18, 2014 Author Share Posted March 18, 2014 if you comment out the eventpointertable then what you put in MAP_OFFS literally doesn't make a difference... Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 18, 2014 Share Posted March 18, 2014 how the fuck are your events even playing if you're commenting out the eventpointertable commandsunless you're doing it manually in nightmare/a hex editor???it's literally the only part of arch's event tutorial that isn't somewhat outdatedNightmare.And since I've been using arch's tutorial that is outdated what would you suggest? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 18, 2014 Author Share Posted March 18, 2014 read the EA doc Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 18, 2014 Share Posted March 18, 2014 I did. But mine might be outdated but I'm not sure. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 18, 2014 Author Share Posted March 18, 2014 always follow the doc that comes with the version of EA you have Quote Link to comment Share on other sites More sharing options...
Agro Posted March 21, 2014 Share Posted March 21, 2014 (edited) Sad as it is to admit it, it looks like I'm still having some trouble with conditional events. Help me out here, guys. IFET 0x02 WAKELEY_DEATH_ID//is wakeley dead? IFET 0x03 ETHAN_DEATH_ID//is ethan dead? JUMP CHAPTER_END ELSE 0x04 ENIF 0x03 JUMP DISCUSS_ETHAN_ONLY ENIF 0x04 ELSE 0x05 ENIF 0x02 IFET 0x06 ETHAN_DEATH_ID//is ethan dead? JUMP DISCUSS_WAKELEY_ONLY ELSE 0x07 ENIF 0x06 JUMP DISCUSS_ETHAN_WAKELEY ENIF 0x07 ENDA CHAPTER_END: MNCH 0x02 STAL 1 _0x1 ENDA DISCUSS_WAKELEY_ONLY: FADI 4 BACG 0x02 FADU 4 TEX1 0x836//wahh ethan died REMA JUMP CHAPTER_END ENDA DISCUSS_ETHAN_ONLY: FADI 4 BACG 0x02 FADU 4 TEX1 0x835//wahh wakeley died REMA JUMP CHAPTER_END ENDA DISCUSS_ETHAN_WAKELEY: FADI 4 BACG 0x02 FADU 4 TEX1 0x834 REMA JUMP CHAPTER_END ENDA #define ETHAN_DEATH_ID 0x40 #define WAKELEY_DEATH_ID 0x41 #define RORI_DEATH_ID 0x42I can't seem to get this damned thing to work, and I have a feeling I'm overcomplicating things. I drew out a diagram to help me think things through, but...Anyway, at the moment it seems to be jumping straight to DISCUSS_ETHAN_ONLY, but I have no idea why. If I change all the IFETs to IFEFs it goes to DISCUSS_WAKELEY_ONLY. Did I miss something, or write something incorrectly? Edited March 21, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 21, 2014 Share Posted March 21, 2014 (edited) I'm not exactly sure what to do but I recommend you make things less complex and split the conditions up into smaller separate parts like so IFET 0x2 0x41 JUMP WakleyDead ELSE 0x3 ENIF 0x2 JUMP Check Ethan ELSE 0x3 ENDA WakleyDead: IFET 0x4 0x40 JUMP BothDead ELSE 0x5 ENIF 0x4 JUMP WakleyDeadScene ENIF 0x5 ENDA CheckEthan: IFET 0x6 0xwhatever I lost track JUMP EthanDeadScene ELSE 0x7 ENIF 0x6 JUMP EveryonesOK ENDA Might help a lot if you simplify conditions like this instead of making it one massive block Edited March 21, 2014 by Brendor the Barbarian Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted March 21, 2014 Share Posted March 21, 2014 Some ideas: You have an ELSE 0x5 but no ENIF to go along with it. You might try using IFCD, and see if that makes a difference. But, most importantly, your conditionals are set up in such a way that it always goes to DISCUSS_ETHAN_ONLY. When going through multiple conditionals, the game will check in order of which ENIF comes first, so it will always come to the ENIF 0x3. If ID 0x3 is true, it'll continue on and JUMP to DISCUSS_ETHAN_ONLY, since that's still within the conditional created by ID 0x2. If it's false, it'll jump to ELSE 0x4, which will also JUMP to DISCUSS_ETHAN_ONLY. What you want to do is put the ELSE 0x4/ENIF 0x3 after the JUMP command; I think that'll help. Quote Link to comment Share on other sites More sharing options...
Solum Posted March 21, 2014 Share Posted March 21, 2014 (edited) Hey! I have a little problem I don't know how to solve. It's an AREA event that moves the character to a different floor ( using the LOMA command ) But I'd like to make this event repeatable. So the player can switch between floors as many times he wants. I figured out a way : by adding tons of the same AREA events. But there's still a end to them and it's taking too much place. So to make it short : How can I make these AREA event Repeatable ? Misc_events:CauseGameOverIfLordDiesAREA 0x04 rdc [14,3] [14,3]AFEVrdc:IFAT 0x01 0x7A2F1 //(Checks for a player unit; will skip to ENIF 0x1 if it is)ENUF 0x01 //(otherwise, reset the event ID)ELSE 0x02ENIF 0x01ScrollText(0x0793) //(Stuff to do if a player unit steps in)IFYN 0x03 //LOMA Ch4 [7,5] //ENIF 0x03ENUF 0x01ELSE 0x04ENIF 0x04ENDA EDIT : Uh... Sorry I found my mistake xD The way I finally made these repeatable is to put ENUF EventID After the IFYN EventID. Which looks like this : Misc_events:CauseGameOverIfLordDiesAREA 0x01 rdc [14,3] [14,3]AFEVrdc:IFAT 0x01 0x7A2F1 //(Checks for a player unit; will skip to ENIF 0x1 if it is)ENUF 0x01 //(otherwise, reset the event ID)ELSE 0x02ENIF 0x01ScrollText(0x0793)IFYN 0x03ENUF 0x01 // With this the AREA 0x01 Repeats when Yes is chose.FADI 0x10LOMA Ch4 [7,5] //(Stuff to do if a player unit steps in)FADU 0x10ENIF 0x03ENUF 0x01ELSE 0x04ENIF 0x04ENDA This post shows well that I diserve the title " The idiot!". But maybe this one may help someone someday. Edited March 21, 2014 by Solum Quote Link to comment Share on other sites More sharing options...
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