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Event Assembler Questions Thread


CT075
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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

you have no order to the fight sequence

AttackerHit(Damage,Number)
DefenderMiss(Number)

etc

also throw an ENUN before the FIGH

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you can try explicitly including "EA Standard Library/Unit Helpers.txt"

i would recommend checking to make sure those codes actually exist in the EAstdlib anyway; I remember being unpleasantly surprised multiple times at ninja removals

#define AttackerHit(damage,lastAttack)	"BLDT 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 0 0 0 0 0 damage"
#define DefenderHit(damage,lastAttack) 		"BLDT 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 1 0 0 0 0 damage"
#define AttackerPoison(damage,lastAttack) 	"BLDT 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 lastAttack 0 0 0 0 0 0 0 damage"
#define DefenderPoison(damage,lastAttack) 	"BLDT 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 lastAttack 0 0 1 0 0 0 0 damage"
#define AttackerHurtItself(damage,lastAttack) 	"BLDT 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 lastAttack 0 0 0 0 0 0 0 damage"
#define DefenderHurtItself(damage,lastAttack) 	"BLDT 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 lastAttack 0 0 1 0 0 0 0 damage"
#define AttackerMiss(lastAttack) 		"BLDT 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 0 0 0 0 0 0"
#define DefenderMiss(lastAttack) 		"BLDT 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 1 0 0 0 0 0"
#define AttackerCritical(damage,lastAttack) 	"BLDT 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 0 0 0 0 0 damage"
#define DefenderCritical(damage,lastAttack) 	"BLDT 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 1 0 0 0 0 damage"
#define AttackerNoDamage(lastAttack) 			"BLDT 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 0 0 0 0 0 0"
#define DefenderNoDamage(lastAttack) 			"BLDT 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 lastAttack 0 0 1 0 0 0 0 0"
#define AttackerSilencer(lastAttack,targetHP) 	"BLDT 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 lastAttack 0 0 0 0 0 0 0 targetHP"
#define DefenderSilencer(lastAttack,targetHP) 	"BLDT 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 lastAttack 0 0 1 0 0 0 0 targetHP"
#define EndOfBattle                             "BLDT"
EDIT -

Nice catch, Eric.

Edited by CT075
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If I wanted to make an area event that happened over multiple turns how would I do that or is it not possible?(to clarify what I mean. The player sends a character in a room. There are 4 stairs when they enter the room reinforcements arrive in the first stair next turn they appear at the next stair etc)

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...oh lord.

You could *probably* fiddle around with event IDs and just have a continuous TURN event that checks them

like

IF ID 0x1 is triggered, spawn here and turn off 0x1

IF ID 0x2 is triggered, spawn at the next one

etc

and then just have them all of them start untriggered and make an AREA event set off the first one

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In your specific case make the two characters' talk events have the same event ID

That way only one of those events will be able to take place in the chapter

...That actually works?

Okay.

In any case, is Seize within turns eventing or asming?

I want to input a way to restrict a player's freedom for the prologue (so he can't wipe out the entire map if he choose a specific seize)

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Do you mean cause game over after a certain amount of turns have passed? Because that's just a TURN event.

How would I code that?

TurnEventPlayer(0x00,GameOver,16)?

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you can do whatever and it won't make a difference

the number of units under the Good label is the number of deployable units in a map with a prep screen but that's literally it

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Okay, I need to have a conversation happen during a fight, for example... When Llyod fights the Lord, they converse for a bit before fighting each other.

I'd like to find out how to do this.

Edit: But I'd like something more than that, if anyone played The Last Promise, on the ninth chapter, if you fight the boss with a certain character, the conversation happens then the boss leave the map right after the battle.

Edited by Fateborn
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Okay, with that information, another question...

There is a pointer called 'Event Id to Follow' on the end of the code

How would I do this?

4466c362ebde8fc656da90cb607205c4.png

For your case, whatever you put in the circle, you would put as the last parameter in the AFEV code.

So for this specific instance, it would be something like:

AFEV 0x30 AfterLinusFightsJaffar 0x21
 
...
 
AfterLinusFightsJaffar:
//Whatever happens after they fight
ENDA
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