Fateborn Posted June 6, 2014 Share Posted June 6, 2014 (edited) Alright, new problem arise. Taking the same map a step further making an ambush spawn. Bad guys spawns from the lone village after a text event, but when the turn that trigger this come around, it simply move to the village then go black, there was an error involved but it appeared and disappeared quickly. TurnEventPlayer(0x00,VillageAmbush,3) ---- VillageAmbush:STAL (0x20)CAM1 [16,6]CURF [22,2]Text(0x02,0x803)LOU1 AmbushENUNCAM1 MetztliCURF MetztliText(0x804)ENDA Edited June 6, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 9, 2014 Share Posted June 9, 2014 Is there any way to force promote in FE7 during the chapter? I searched the docs I have and only found one for FE8. And how do I fix the error the Assembler is giving me when it says did not reach end stopped at colon(:) or sometimes comma(,)? Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 9, 2014 Share Posted June 9, 2014 (edited) Is there any way to force promote in FE7 during the chapter? I searched the docs I have and only found one for FE8. And how do I fix the error the Assembler is giving me when it says did not reach end stopped at colon(:) or sometimes comma(,)? As far as I know, only the main lord can be promoted through that for FE7 Depends on the line EA says it stopped on; probably didn't use the correct number of parameters or used a different type of parameter or something Edited June 9, 2014 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 9, 2014 Share Posted June 9, 2014 I'm trying to promote lyn. The colon it stopped at was the title if a parameter for a scripted fight and the comma was seperating the X,Y coordinates for a forced tiled change. Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 9, 2014 Share Posted June 9, 2014 #define PromoteMainChar "ASMC 0x79AF5" Have you tried this in Lyn Mode? (I'm guessing it would work) Post your events Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 9, 2014 Share Posted June 9, 2014 Heads up this may contain more errors than the few I am asking about. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 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 // Units Chests: UNIT 0x3E 0x0A 0x00 Level(5, Enemy, 0) [1,4] [1,4] [0x03, 0x6A] PursueWithoutHeed UNIT 0x3E 0x0A 0x00 Level(5, Enemy, 0) [12,10] [12,10] [0x03, 0x88] PursueWithoutHeed UNIT 0x3E 0x18 0x00 Level(10, Enemy, 0) [40,18] [40,18] [0x2C] NoAI UNIT 0x3E 0x18 0x00 Level(10, Enemy, 0) [39,17] [39,17] [0x2C] NoAI UNIT Gaurdian: UNIT 0x53 0x3B 0x00 Level(5, Enemy, 0) [2,11] [2,11] [0x29, 0x2A, 0x24] PursueWithoutHeed UNIT Jailed: UNIT 0x06 0x34 0x00 Level(15, NPC, 0) [12,4] [12,4] [0x1C, 0x1B, 0x14, 0x67] NoAI UNIT 0x08 0x1C 0x00 Level(15, NPC, 0) [19,7] [19,7] [0x3F, 0x40, 0x66] NoAI UNIT 0x0B 0x0C 0x00 Level(5, NPC, 0) [1,7] [1,7] [0x07, 0x23, 0x89] NoAI UNIT Good: UNIT 0x03 0x02 0x00 Level(1, Ally, 0) [13,7] [13,7] [0x0A, 0x6A, 0x02] NoAI UNIT 0x36 0x3C 0x03 Level(1, Ally, 0) [0,14] [3,15] [0x01, 0x69, 0x69] NoAI UNIT Bad: UNIT 0x01 0x07 0x00 Level(10, Enemy, 0) [47,14] [47,14] [0x84, 0x09, 0x1D] Guard UNIT 0x61 0x0C 0x01 Level(10, Enemy, 0) [46,16] [46,16] [0x0B, 0x24] AttackInRange UNIT 0x61 0x10 0x01 Level(10, Enemy, 0) [48,16] [48,16] [0x0B, 0x0C] AttackInRange UNIT 0x61 0x3B 0x01 Level(10, Enemy, 0) [47,17] [47,17] [0x29, 0x2A] AttackInRange UNIT Bad2: UNIT 0x61 0x26 0x01 Level(10, Enemy, 0) [46,13] [46,13] [0x48, 0x45, 0x4B] HealUnits UNIT 0x61 0x22 0x01 Level(10, Enemy, 0) [48,13] [48,13] [0x3D, 0x3B, 0x4B] AttackInRange UNIT 0x61 0x1E 0x01 Level(10, Enemy, 0) [47,12] [47,12] [0x43, 0x42, 0x4C] HealUnits UNIT Ney: UNIT 0x1A 0x5A 0x00 Level(20, Ally, 0) [17,3] [17,3] [0x3C, 0x43, 0x4E] NoAI UNIT Anti: UNIT 0x24 0x3E 0x00 Level(20, Enemy, 0) [18,3] [18,3] [0x0E] Guard UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventPlayer(0x5,JoinRNG,10) TurnEventPlayer(0x5,RNGLeave,11) End_MAIN Character_events: End_MAIN Location_events: //SecretShop(Secret,1,11) Seize(47,14) Door(6,14) Door(4,10) Door(4,7) Door(4,4) Door(4,2) Door(10,3) Door(10,7) Door(17,6) Door(22,6) Door(20,1) Door(24,17) Door(25,16) Door(25,14) Door(26,10) Door(19,10) Door(28,16) Door(44,13) Door(44,17) Chest(0x70,1,1) ChestMoney(10000,14,16) Chest(0x0B,15,16) Chest(0x43,23,8) Chest(0x8C,23,1) Seize(33,LastTrial,47,14) END_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: GAST [36,17] 0x2 [1,1] FIRE [11,10] 0x0 [1,1] FIRE [28,13] 0x0 [1,1] FIRE [30,13] 0x0 [1,1] FIRE [32,13] 0x0 [1,1] FIRE [34,13] 0x0 [1,1] FIRE [36,13] 0x0 [1,1] FIRE [38,13] 0x0 [1,1] FIRE [40,13] 0x0 [1,1] FIRE [42,13] 0x0 [1,1] FIRE [9,7] 0x0 [1,1] FIRE [5,10] 0x0 [1,1] FIRE [5,7] 0x0 [1,1] FIRE [5,4] 0x0 [1,1] FIRE [5,2] 0x0 [1,1] FIRE [9,3] 0x0 [1,1] FIRE [19,1] 0x0 [1,1] GAST [16,5] 0x1 [1,1] GAST [23,5] 0x0 [1,1] ALIGN 4 End_MAIN Opening_event: VCBF 1 OOBB HIDEMAP LOU1 Good LOU1 Bad LOU1 Bad2 LOU1 Chests LOU1 Jailed LOU1 Gaurdian ENUN CAM1 0x36 FADI 0x10 BACG 0x3C FADU 0x10 CAM1 0x03 STAL 15 TEX1 0x0810 REMA SHOWMAP FADI 0x10 HIDEMAP BACG 0x3C FADU 0x10 SHOWMAP TEX1 0x0811 REMA ALIGN 4 ENDA Ending_event: ENDA // Events GuyTalk: TurnAlly(0x06) ENDA DorcTalk: TurnAlly(0x08) ENDA WinTalk: TurnAlly(0x0B) ENDA JoinRNG: WarpIn(Ney,17,3) ENUN LOU1 Anti //_0xE3 0xCB401C [18*0x10-1,3*0x10-1] // SOUN 0x2F6 ENUN ENDA RNGLeave: FIGH Attacker Defender RNG Fight RNG Fight2 WARP 0x1A out 0x1A ENDA RNG Fight: BLDT Silencer ENDA RNG Fight2: End of battle ENDA LastTrial: FADI 0x10 BACG 0x3C FADU 0x10 //TEX1 REMA Map_change_by_position(25, 1) //MACC [25, 1] ENUN // Manual Movement // Scripted Fights Lol: AttackerSilencer(60,1) BLDT // Shop Data MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 9, 2014 Author Share Posted June 9, 2014 that ASMC code will promote eliwood if you use it in lyn mode Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 9, 2014 Share Posted June 9, 2014 (edited) that ASMC code will promote eliwood if you use it in lyn mode Yay learning Get rid of RNG Fight, RNG Fight2, and the stuff under the two. RNGLeave: FIGH Attacker Defender Lol ScriptedBattle //Remember to change the attacker and defender to an actual unit WarpOut(0x1A) //Might be WarpIn though; Iirc they are reversed or something? Try both of them out, separately ENDA ... Lol: AttackerSilencer(1,0) //It's (lastAttack,targetHP) for Silencer, not (damage,lastAttack) BLDT Get rid of the space in the map change so that it's just (25,1). Oh, and for future reference, don't put spaces in the label name; just use underscores. Edited June 9, 2014 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 9, 2014 Share Posted June 9, 2014 (edited) Thanks this should help. So it will only promote Eliwood? Oh well. Do heaven Seals work in lyn mode on lyn? Edited June 9, 2014 by Shamison Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 9, 2014 Author Share Posted June 9, 2014 they should? i've actually been meaning to create an general purpose "promote anyone" code for a long time; it's mostly been delayed in favor of more interesting projects (i'll come back to it once my energy comes back) Quote Link to comment Share on other sites More sharing options...
SentryDown Posted June 9, 2014 Share Posted June 9, 2014 How to I restrict actions to a text box? Specifically, what's going is that I have a brown text box (Tex6) centered in the screen, that loads during Opening_event, the text box shows up when everything is loaded yet for some reason interacting with it (eg. pressing A) affects both the game and the text box. How do I fix this? Opening_event: OOBB LOU1 Good ENUN LOU1 Bad ENUN CURF Batta CAM1 [2,2] REMA Tex6 0x5 [0,0] (0x0791) ENDA Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 9, 2014 Share Posted June 9, 2014 How to I restrict actions to a text box? Specifically, what's going is that I have a brown text box (Tex6) centered in the screen, that loads during Opening_event, the text box shows up when everything is loaded yet for some reason interacting with it (eg. pressing A) affects both the game and the text box. How do I fix this? _ASM0x42 $83181 Put this under TEX6 Quote Link to comment Share on other sites More sharing options...
SentryDown Posted June 9, 2014 Share Posted June 9, 2014 (edited) _ASM0x42 $83181 Put this under TEX6 Thank you very much. This worked! One more question, How do I stop music on the map? Edited June 9, 2014 by SentryDown Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 9, 2014 Share Posted June 9, 2014 (edited) MUS2 Nothing //If this ends up sounding too abrupt or something, then you could also put MUSI and STAL before this Put this in the event where you want it to stop MURE *Fade out speed* This will return it to the original music Edited June 9, 2014 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 10, 2014 Share Posted June 10, 2014 MUEN *Speed* will let you fade out the music as an alternative. Lower values mean faster fade out IIRC. Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 16, 2014 Share Posted June 16, 2014 How would I load a separate map for the opening scene only? For example the characters are running around outside and then go into a fort or ruins and then load the indoor map. Quote Link to comment Share on other sites More sharing options...
Brendor Posted June 16, 2014 Share Posted June 16, 2014 Use LOMA to load the map you want and when you're done LOMA the chapter map in a block of events and use ENDA when you're done Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 16, 2014 Share Posted June 16, 2014 Okay so I just insert the map into a free space and LOMA 0xMap and then the cut scene events? Quote Link to comment Share on other sites More sharing options...
Brendor Posted June 16, 2014 Share Posted June 16, 2014 The parameter is the chapter ID not the pointer to the map Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 16, 2014 Author Share Posted June 16, 2014 (edited) to elaborate you make a separate entry in the chapter data editor that uses the desired map; it doesn't really matter what else you do with that chapter slot unless you intend to actually play on it (although I would recommend setting it to use the same events). LOMA that slot, run your events, then LOMA back to the original map when you're done. Edited June 16, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Robertboybobo Posted June 18, 2014 Share Posted June 18, 2014 I'm having an issue, and I can't insert my events.... The attachment shows everything I could think related up. And yes, the ROM is in the ROM place, same with the text, with the text place. NUB EVENTING.bmp Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 18, 2014 Author Share Posted June 18, 2014 put your text file in the same folder as EA Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 24, 2014 Share Posted June 24, 2014 Trying to get the FIGH code to work, but it states the codes AttackerHit and the likes are not found. Here's my code in order as how I put them in. Lastbattle:AttackerHit(17)DefenderCritical(0)AttackerCritical(51)BLDT And a part of the cut off event (to hide few of the details between the previous and the current) MOVE Serra [22,3]FIGH Serra Uhai Lastbattle $00000000UNCR Serra 0x02 If anyone could help me clear up few things about FIGH since Arch wasn't very clear with his explanation of it in that dummies thread. (Tried to pm, hadn't been replied to yet, and I'd like to move forward to the next chapter without worries about the current) Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 24, 2014 Author Share Posted June 24, 2014 post your whole event file Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 24, 2014 Share Posted June 24, 2014 post your whole event file Party pooper. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include definitions.txt EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN NemlyisArmy Ambush Messenger POIN MaroonForce Visitor POIN Opening_event Ending_event Messenger: UNIT Nemlyis Soldier Alvaria Level(6, Enemy, 1) [2,2] [20,11] [ironSpear] AttackInRange UNIT Empty NemlyisArmy: UNIT Alvaria Myrmidon_F 0x00 Level(3, Enemy, 0) [2,2] [2,2] [slimSword] Guard // Delete UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [3,5] [ironSpear] AttackInRange // Delete UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [1,7] [ironSpear] AttackInRange // Delete UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [7,6] [ironSpear] AttackInRange // Delete UNIT Nemlyis Fighter Alvaria Level(5, Enemy, 1) [2,2] [4,8] [ironAxe] AttackInRange // Delete UNIT Nemlyis Fighter Alvaria Level(5, Enemy, 1) [2,2] [10,7] [ironAxe] AttackInRange // Delete UNIT Nemlyis Knight Alvaria Level(5, Enemy, 1) [2,2] [2,3] [silverSpear] Guard // Delete UNIT Nemlyis Archer Alvaria Level(7, Enemy, 1) [11,4] [12,5] [ironBow] AttackInRange // Delete UNIT Nemlyis Paladin_F Alvaria Level(1, Enemy, 0) [2,2] [10,9] [braveAxe,Javelin] Guard UNIT Nemlyis Cavalier Alvaria Level(5, Enemy, 1) [2,2] [1,4] [ironSpear,SteelSword] PursueWithoutHeed UNIT Nemlyis Cavalier Alvaria Level(5, Enemy, 1) [2,2] [3,4] [ironSword,SteelSpear] PursueWithoutHeed UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [12,10] [ironSpear] PursueWithoutHeed UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [10,11] [ironSpear] PursueWithoutHeed UNIT Nemlyis Soldier Alvaria Level(5, Enemy, 1) [2,2] [12,13] [ironSpear] PursueWithoutHeed UNIT Empty Ambush: UNIT Uhai Monk 0x00 Level(3, Enemy, 0) [22,2] [22,2] [Lightning] Guard UNIT Bandit Brigand Uhai Level(5, Enemy, 1) [22,2] [21,6] [ironAxe] PursueWithoutHeed UNIT Bandit Fighter Uhai Level(4, Enemy, 1) [22,2] [23,6] [HandAxe] PursueWithoutHeed UNIT Bandit Brigand Uhai Level(5, Enemy, 1) [22,2] [19,3] [ironAxe] PursueWithoutHeed UNIT Bandit Brigand Uhai Level(5, Enemy, 1) [22,2] [18,6] [ironAxe] PursueWithoutHeed UNIT Bandit Cavalier Uhai Level(5, Enemy, 1) [22,2] [19,5] [ironSword,IronSpear] PursueWithoutHeed UNIT Empty MaroonForce: UNIT Metztli Guardian 0x00 Level(1, Ally, 0) [22,14] [21,14] [ManiKatti, Vulnerary] NoAI // Delete UNIT Kanon Archer_F Metztli Level(1, Ally, 0) [23,13] [23,13] [ironBow,ShortBow, Vulnerary] NoAI // Delete UNIT Sean Cavalier Lyn_t Level(1, Ally, 0) [22,15] [22,15] [ironSword, IronSpear, Vulnerary] NoAI // Delete UNIT Empty Visitor: UNIT Heath WyvernLord_F 0x00 Level(1, NPC, 0) [0,16] [1,16] [steelSpear] NoAI UNIT Empty BloodCuller: UNIT Serra BladeLord 0x00 Level(17,Enemy, 1) [23,6] [22,4] [WoDao,Luna] NoAI UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventEnemy(0x00,Visiting,3) TurnEventPlayer(0x00,Village,4) TURN Character_events: CharacterEventBothWays(0x06,GlaiveAid,Heath,Metztli) CharacterEvent(0x07,EoniaReturn,Metztli,Alvaria) CHAR Location_events: Seize(0x01,Ending_event,2,2) Village(0x02,KnightVisit,11,4) LOCA Misc_events: CauseGameOverIfLordDies AFEV BallistaData: BLST ALIGN 4 Opening_event: Text(0x15,0x800) CAM1 [16,11] CURF [22,14] Text(0x19,0x801) LOU1 MaroonForce ENUN STAL (0x30) CAM1 [3,5] CURF [2,2] Text(0x10,0x802) LOU1 Messenger ENUN STAL (0x20) CAM1 [16,11] MOVE Metztli [21,12] CURF [20,11] Text(0x22,0x803) STAL (0x10) CMOF MOVE [20,11] [-1,10] MOVE Metztli [21,13] DISA [-1,10] LOU1 NemlyisArmy ENUN CAM1 Metztli ENDA Visiting: STAL (0x20) CAM1 [7,12] LOU1 Visitor ENUN CURF Heath Text(0x59,0x805) TurnAlly(Heath) ENDA GlaiveAid: Text(0x806) ENDA Village: CAM1 [16,4] CURF [22,2] Text(0x02,0x804) LOU1 Ambush ENUN CAM1 Metztli CURF Metztli Text(0x22,0x807) ENDA KnightVisit: Text(0x01,0x808) ITGV Rapier ENDA EoniaReturn: Text(0x36,0x808) TurnAlly(Alvaria) ENDA Lastbattle: AttackerHit(17) DefenderCritical(0) AttackerCritical(51) BLDT Ending_event: CURF Metztli Text(0x22,0x809) FADU 0x05 CAM1 [16,4] LOU1 BloodCuller FADI 0x05 CURF Serra Text(0x22,0x810) MOVE Serra [22,3] FIGH Serra Uhai Lastbattle $00000000 UNCR Serra 0x02 CURF Serra Text(0x22,0x811) FADU 0x05 MNCH 0x01 ENDA MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
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