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CT075
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Have the boss's death quote trigger an event ID and afev to the ending scene with the death quote ID

So say you make the death quote trigger event ID 0x20

You'd say:

AFEV 0x0 Ending_Scene 0x20

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I'm using part 2

Heres what I'm doing:

Nightmare

0x30

Character 0x8D

Chapter 0x02

Text value 0x8A2

Pointer to event(Convo is 00) 0x00

Trigger ID 0x02

Here I am unsure if I should change the Pointer to event or the Trigger ID- if I am that would solve one issue, but at the same time that is only what would be wrong with nightmare.

For notepad:

Misc_events:
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
END_MAIN
DeathQuoteEvent:
AFEV 0x0 Ending_event 0x20
ENDA
The problems with Notepad would be at my guess I have AFEV etc. in the wrong area, or am missing something.
-Also forgive me for not using spoilers, as my keyboard and I are in an argument
Edited by Pack yak
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Alright, so this is what I have so far related to the boss.

Misc_events:
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
AFEV 0x00 Ending_event 0x20
END_MAIN
Ending_event:
MoveToChapter(03)
ENDA
Trigger ID- 0x20
Pointer to event 0x00
His quote
Anything I'm missing? (Still isn't working for me :/)
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If you have the DefeatBoss macro in your Misc events (which you do) you shouldn't have to manually set the death quote ID because by default when a boss dies 0x02 is flagged as true

In the Nightmare module, scroll through the other options. Are there any other death quotes set up for this character? Also, try changing the chapter to 0x43 (any chapter)

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ID changed back from 0x20 to 0x02.

Chapter changed to any 0x43.

AFEV... deleted.

Pointer is 00.

Only one quote on death.

His beginning quote works fine.

Is it possible that the game does not recognize him as a boss for some reason?

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Still not working.

Misc_events:
CauseGameOverIfLordDies
AFEV 0x0 Ending_event 0x2
END_MAIN
Ending_event:
MoveToChapter(03)
ENDA
Nightmare-
0x30
Text value-0x8A2
Pointer to event 0x00
Trigger ID 0x02
I know the problem is that the death quote won't load, but i'm unsure to why.
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Okay I've resolved the issue of DefeatBoss-by running away from it.

But now heres an interesting one.

After inserting the map, making sure everything is in free space, assigning offsets, etc. theres a wierd problem.

chapter 3 will not start its opening event- unless you Reassemble it.

For some reason, this causes chapter 2 to go to the reset screen as opposed to letting you play the chapter.

If you reassemble chapter 2, chapter 3 will not begin its opening event.

What do?

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1. Please tell me you haven't been assembling your events and then saving in Nightmare right afterwards, thereby undoing all your event changes

2. It just sounds like the two chapters are overwriting each other, which means you have some sort of overlap on the addresses

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No, I haven't been assembling and then saving in nightmare.

Also I've checked the addresses, I see a possible place they can overlap, but I'm unsure due to free space being between them, if I switched one of them would it work?

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What about the chapter data editor? What events are each chapter set to use? Do any of your events have org commands written where they shouldn't be? etc. If you're getting an issue like that it definitely sounds like they're overwriting each other. Just post both event files here if you don't mind.

As for your boss death quote issue, try doing death quotes via events to see if it makes any difference. The best way to do that is probably by perhaps using a macro and fitting it in with your other chapter events (at least then you don't have to keep changing text files). See if you can get the event to have a ENUT 0x02 or something like that in it for the AFEV.

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I've gotten myself into something.

After attempting to fix my earlier problem of a possible overlap of data, I moved one of the pointers to another free space.

After this failed to correct the error, I figured out that the chapter would reset itself as opposed to going to the next one (As soon as the ending event ended, as opposed to going to the save chapter screen, the game would reset)

Seeing this, I thought that if I moved the chapter order I could possibly fix it.

So now the order is 2->4->3->5.

Only this didn't work.

Chapter 2 and 3 only work if I assemble their scripts, causing the other to either reset at the end of the chapter, or to not load the events (2 and 3 respectively)

4 the map doesn't load. (Didn't even insert a map, simply the script and only black comes up)

The earlier chapters are not affected at all.

2 and 3 are not affected when their script is loaded.

At this point i'm unsure if its fixable, or if its time to make a new copy.

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As requested, here are both event files.

As stated before, my keyboard hates me and makes me unable to make a spoiler warning box.

Chapter 2

#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x0F,Pointers)
ORG 0xDA1180
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
Bad:
LOU1:
UNIT Glass 0x0A 0x00 Level(7,Enemy,False) [12,15] [12,15] [steelSword,0x60][0x00,0x03,0x00,0x20]
UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,4] [12,4] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,6] [12,6] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x0A 0x00 Level(4,Enemy,False) [10,4] [10,4] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [13,16] [13,16] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x12 0x00 Level(4,Enemy,False) [13,14] [13,14] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [11,14] [11,14] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [11,16] [11,16] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [6,6] [6,6] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 Archer 0x00 Level(4,Enemy,False) [4,2] [4,2] [shortBow] [0x00,0x00,0x00,0x00]
UNIT Empty
Reinforcements:
LOU1:
UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [13,16] [13,16] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x12 0x00 Level(4,Enemy,False) [13,14] [13,14] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [11,14] [11,14] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT 0x69 0x0A 0x00 Level(5,Enemy,False) [11,16] [11,16] [ironSword] [0x00,0x00,0x00,0x00]
UNIT Empty
Reinforcements2:
LOU1:
UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [2,0][2,0] [ironSpear] [0x00,0x00,0x00,0x00]
UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [3,0][3,0] [ironSpear] [0x00,0x00,0x00,0x00]
UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [4,0][4,0] [ironSpear] [0x00,0x00,0x00,0x00]
UNIT 0xE6 0x38 0x00 Level(3,Enemy,False) [5,0][5,0] [ironSpear] [0x00,0x00,0x00,0x00]
UNIT Empty
Reinforcements3:
LOU1:
UNIT Erk 0x20 0x00 Level(5,Enemy,False) [13,4][13,4] [Fire] [0x00,0x03,0x00,0x20]
UNIT Empty
Good:
LOU1:
UNIT Kent_t 0x28 0x00 Level(1,Ally,False) [11,15] [11,15][ironSword][0x00,0x00,0x00,0x00]
UNIT Guy 0x06 0x00 Level(1,Ally,False) [0,3] [0,3] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x0A 0x3A 0x00 Level(2,Ally,False) [2,3] [2,3] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT Serra 0x1D 0x00 Level(3,Ally,False) [2,2] [2,2] [Mend,0x74,0x6B] [0x00,0x00,0x00,0x00]
UNIT Empty
Turn_events:
OpeningTurnEvent(Opening_event)
Turn 0x00 Turn5Event [05,00] 0x8 0x00
Turn 0x00 Turn6Event [06,00] 0x8 0x00
Turn 0x00 Turn7Event [07,00] 0x8 0x00
Turn 0x00 Turn8Event [08,00] 0x8 0x00
END_MAIN
Character_events:
CHAR 0x05 SerraErk Serra Erk 0x00
END_MAIN
Location_events:
Village(0x06,village1,13,3)
Armory(ArmoryData,1,3)
END_MAIN
Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
END_MAIN
Opening_event:
FADI 10
BACG 0x22
FADU 10
TEX1 0x80C
REMA
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA
Turn5Event:
LOU1 Reinforcements
ENUN
LOU1 Reinforcements2
ENUN
TEX1 0x80D
REMA
ENDA
Turn6Event:
LOU1 Reinforcements
ENUN
LOU1 Reinforcements2
ENUN
ENDA
Turn7Event:
LOU1 Reinforcements
ENUN
LOU1 Reinforcements2
ENUN
ENDA
Turn8Event:
LOU1 Reinforcements2
ENUN
LOU1 Reinforcements3
ENUN
ENDA
SerraErk:
FADI 10
BACG 0x02
FADU 10
TEX1 0x080E
REMA
CUSI (Erk) ($A7)
DISA (Erk)
ENDA
village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x080F
REMA
ITGV SteelAxe
ENDA
Ending_event:
FADI 10
BACG 0x22
FADU 10
TEX1 0x0810
REMA
MoveToChapter(04)
ENDA
ArmoryData:
SHLI IronSword IronAxe
TrapData:
Chapter 3
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x15,Pointers)
ORG 0xDA1300
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
Bad:
UNIT 0x69 0x39 0x00 Level(4,Enemy,False) [12,4] [12,4] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT Empty
Good:
UNIT Kent_t 0x28 0x00 Level(1,Ally,False) [11,15] [11,15][ironSword][0x00,0x00,0x00,0x00]
UNIT Guy 0x06 0x00 Level(1,Ally,False) [0,3] [0,3] [ironSword] [0x00,0x00,0x00,0x00]
UNIT 0x0A 0x3A 0x00 Level(2,Ally,False) [2,3] [2,3] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT Serra 0x1D 0x00 Level(3,Ally,False) [2,2] [2,2] [Mend,0x74,0x6B] [0x00,0x00,0x00,0x00]
UNIT Empty
Turn_events:
OpeningTurnEvent(Opening_event)
END_MAIN
Character_events:
END_MAIN
Location_events:
END_MAIN
Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
END_MAIN
Opening_event:
HIDEMAP
FADI 10
BACG 0x02
FADU 10
TEX1 0x0811
REMA
SHOWMAP
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA
Ending_event:
MoveToChapter(05)
ENDA
TrapData:
ENDTRAP
Chapter 3's event ORG was moved from 00DA1300
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Bad:
LOU1:
What... is this? Why have you got a LOU1: after the pointer?

Anyway, it looks like Chapter 2's events finished at around 0xDA1580, and you were previously writing Chapter 3's events to 0xDA1300, which would cause some overlap. Are you still getting the same errors despite having moved Chapter 3's events, and reassembling both of them? I'd be surprised if you were, honestly. For the future I would suggest adding this to the end of every event file you ever use:

MESSAGE Events end at currentOffset
This will make the event assembler tell you the exact address it finished writing at.
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