Chocolate Kitty 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 you have no order to the fight sequence AttackerHit(Damage,Number) DefenderMiss(Number) etc also throw an ENUN before the FIGH Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 24, 2014 Author Share Posted June 24, 2014 (edited) 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 June 24, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 24, 2014 Share Posted June 24, 2014 Ah. Thanks. ... I'm a ditz. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 Is there a way to clear a map of units at the end of chapter for on-map events? Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 25, 2014 Share Posted June 25, 2014 #define UnitClear "ASMC $7A8B9" In the Unit Helpers part of Eastdlib =3 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 Thanks! Quote Link to comment Share on other sites More sharing options...
Shamison Posted June 25, 2014 Share Posted June 25, 2014 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) Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 25, 2014 Author Share Posted June 25, 2014 ...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 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 I don't really understand how to code Conditions. I want to make it so you can't recruit two characters in a chapter. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 25, 2014 Author Share Posted June 25, 2014 (edited) are you asking us to teach you conditions...? Edited June 25, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 Sorta, I just need an example. I works better if I see an example in work. Arch's didn't do me justice. Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted June 25, 2014 Share Posted June 25, 2014 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 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 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) Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 25, 2014 Share Posted June 25, 2014 Do you mean cause game over after a certain amount of turns have passed? Because that's just a TURN event. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 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)? Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 25, 2014 Author Share Posted June 25, 2014 you can try making the ID for the turn event 0x64 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 25, 2014 Share Posted June 25, 2014 I'm not getting it. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 25, 2014 Share Posted June 25, 2014 TURN 0x00 EndofGame [17,0] 0x00 0x00 // Change the 17 to whatever turn you want EndofGame: // Other stuff GameOver // This is a macro ENDA Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 26, 2014 Share Posted June 26, 2014 Do I need to change anything when you loads character for the next map? Or do I just leave the level as they were put on and keep the autolevel off? Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 26, 2014 Author Share Posted June 26, 2014 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 Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 26, 2014 Share Posted June 26, 2014 Okay, thank you. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 29, 2014 Share Posted June 29, 2014 (edited) 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 June 29, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Agro Posted June 29, 2014 Share Posted June 29, 2014 specified battle quote editor miscellaneous event Quote Link to comment Share on other sites More sharing options...
Fateborn Posted June 30, 2014 Share Posted June 30, 2014 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? Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 30, 2014 Share Posted June 30, 2014 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? 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 Quote Link to comment Share on other sites More sharing options...
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