Pack yak Posted March 24, 2014 Share Posted March 24, 2014 How would I code for a Boss death quote to end the chapter? -Sorry I've been stuck on this for a good hour :/ Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 24, 2014 Share Posted March 24, 2014 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 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 Thank you. But right now the problem is that the quote won't even show up after the boss is killed as opposed to him dying and the chapter not ending -but that still takes care of 75% of the question. Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 25, 2014 Share Posted March 25, 2014 The quotes not showing up on death? Is there an actual text value set for the death quote? Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 Yes to both. Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 25, 2014 Share Posted March 25, 2014 Are you using part 1 or 2? Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 (edited) 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 March 25, 2014 by Pack yak Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 25, 2014 Share Posted March 25, 2014 Ok never use event ids under 0x6 as scratch IDs as the game uses those for other things by default So change the 0x2 to something else Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 Is it worth stating that 0x02 was the default option, or should I change it anyway? Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 25, 2014 Share Posted March 25, 2014 Yes change it Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 Alright, changed it to 0x20- Where should AFEV 0x0 Ending_event 0x20 be placed, as I don't think DeathQuoteEvent is working? Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 25, 2014 Share Posted March 25, 2014 In misc events Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 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 :/) Quote Link to comment Share on other sites More sharing options...
Agro Posted March 25, 2014 Share Posted March 25, 2014 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) Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 25, 2014 Author Share Posted March 25, 2014 i'm pretty sure that event ID 0x2 is correct for boss quotes Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 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? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 25, 2014 Author Share Posted March 25, 2014 AFEV 0x0 Ending_event 0x2 (replace Ending_event with the ptr to the actual ending event) try putting that into your misc_events Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 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. Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 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? Quote Link to comment Share on other sites More sharing options...
Agro Posted March 25, 2014 Share Posted March 25, 2014 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 Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 25, 2014 Share Posted March 25, 2014 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? Quote Link to comment Share on other sites More sharing options...
Agro Posted March 26, 2014 Share Posted March 26, 2014 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. Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 26, 2014 Share Posted March 26, 2014 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. Quote Link to comment Share on other sites More sharing options...
Pack yak Posted March 26, 2014 Share Posted March 26, 2014 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 Quote Link to comment Share on other sites More sharing options...
Agro Posted March 26, 2014 Share Posted March 26, 2014 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 currentOffsetThis will make the event assembler tell you the exact address it finished writing at. Quote Link to comment Share on other sites More sharing options...
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