supnaplamQW Posted November 4, 2015 Share Posted November 4, 2015 supnaplamQW, on 03 Nov 2015 - 6:35 PM, said: Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact. I'm having some trouble understanding what your trying to say in the last couple sentences, but have you tried setting the chapters in question to all use the same set of events? (i.e. chapters 1, 2, and 3 all use event slot 0xYY) Yes;I put both prologue and chapter 1 to use prologue events.I also set tilesets,sounds,and protect cursor for each chapter to be the same.Unfortunately,this causes me to go straight to the 2nd map, in which I have to use LOMA at the start of the chapter to get back at the 1st map.Any enemy engagement on either maps causes a reset to the pre-title screen. Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted November 4, 2015 Share Posted November 4, 2015 Yes, but IDs between 0x40-0x63 have a tendency to reset on soft reset of the game (so don't use those ones either) That's weird. Thanks though Quote Link to comment Share on other sites More sharing options...
Squeegee Posted November 6, 2015 Share Posted November 6, 2015 (edited) So I used Gryz's method of setting up escape tiles. Now my thief seems to just go for the escape tile before the treasure chest; however, before I set up the escape tile it used to steal from chests as normal. if you don't want to read through the whole EA file, here are its AI bytes: [0x06,0x05,0x09,0x00] (exactly matches the LootFromChests macro). [spoiler=EA File]#include EAstdlib.eventEventPointerTable(0x15,Pointers)ORG 0xDA2650Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventOpening_event:TEX8 0x80D [200,00]STAL 60RETBLOU1 ShrinersENUNCUMO [7,18]STAL 60CURETEX1 0x82FMUS1 0x0032TEX1 0x834REMALOU1 BadENUNCUMO [16,14]STAL 60CURETEX1 0x835REMAMOVE Jerme [07,16]ENUNCUMO [07,16]STAL 60CURETEX1 0x836REMAMOVE Jerme [14,07]ENUNCUMO [14,07]STAL 60CURETEX1 0x83AREMAMOVE MorphLloyd [13,07]ENUNTEX1 0x83BREMAKILL MorphLloydMOVE Jerme [17,07]ENUNDISA MorphLloydDISA JermeCAM1 [07,16]CUMO [07,18]STAL 60CURETEX1 0x838REMAMOVE Marcus [09,18]STAL 30FIGH Marcus 0xC1 GothamFight $00000000KILL 0xC1UNCR Marcus 0x02LOU1 GoodCUMO [03,02]STAL 60CURETEX1 0x83CREMAMOVE 0xD3 [03,03]MOVE Marcus [02,03]ENUNCUMO [03,03]STAL 60CURETEX1 0x837REMACUSI Marcus AllySTAL 1MOVE 0xD3 [00,00]ENUNDISA 0xD3LOU1 ExtraBaddiesENUNLOU1 DatThiefENUNSTAL 30LOU1 ShrineGuardsENUNCUMO [02,18]STAL 60CURETEX1 0x83DREMACAM1 [05,05]CUMO [03,02]STAL 60CURETEX1 0x83EREMATEX6 0x5 [00,00] 0x80A_ASM0x42 0x83181TEX6 0x5 [00,00] 0x809_ASM0x42 0x83181IFYN 0x01MOVE Lowen [00,00]ENUNDISA LowenENUNLOU1 DialogueDeploymentLowenENUNCUMO [01,19]STAL 60CURETEX1 0x83FELSE 0x01ENIF 0x01ENUF 0x01ENIF 0x01ENDAEnding_event:ENDAGood:UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,00] [03,02] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,00] [02,02] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,00] [01,02] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,00] [04,02] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,00] [03,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,00] [02,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]UNIT Erk Mage 0x00 Level(1,Ally,False) [00,00] [02,03] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]UNITBad:UNIT Jerme Thief 0x00 Level(20,Enemy,False) [17,18] [16,15] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20]UNIT Erik Cavalier 0x00 Level(15,Enemy,False) [17,18] [16,14] [Javelin,SteelSword,Vulnerary,0x00] [0x00,0x03,0x00,0x20]UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [15,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [16,17] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [17,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,18] [11,18] [ironSword,0x00,0x00,0x00] [0x00,0x03,0x09,0x00]UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,17] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,19] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITExtraBaddies:UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [12,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [16,08] [ironSpear,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [13,04] [Javelin,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,07] [11,07] [LongSword,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITDatThief:UNIT 0xA4 Thief 0x00 Level(3,Enemy,False) [00,14] [01,10] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00]UNITShrineGuards:UNIT Lucius Monk 0x00 Level(5,NPC,False) [00,19] [02,18] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT Oswin Knight 0x00 Level(4,NPC,False) [00,19] [03,19] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]UNITShriners:UNIT Marcus TransporterHorse 0x00 Level(1,NPC,False) [00,19] [08,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20]UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [00,19] [07,18] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [00,19] [07,17] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNITDialogueDeploymentLowen:UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,20] [01,19] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]UNITReinforcements1:UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [06,12] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [08,11] [Halberd,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [07,13] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,05] [ironSpear,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [14,06] [Javelin,0x00,0x00,0x00] PursueWithoutHeedUNITReinforcements2:UNIT 0xA4 Thief 0x00 Level(3,Enemy,True) [10,00] [10,00] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00]UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [06,02] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [05,01] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITReinforcements2x:UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,17] [13,17] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,19] [13,19] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITReinforcements3:UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,07] [ironSpear,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [15,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeedUNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,19] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,17] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITReinforcements4:UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [01,01] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [03,00] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [00,02] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [04,01] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [02,03] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNITReinforcements4x:UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [01,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [02,20] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [03,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]Turn_events:TurnEventPlayer(0x05,Opening_event,1)TURN 0x00 ReinforcementsLoad1 [3,3] 0x00 0x00TURN 0x00 ReinforcementsLoad2 [4,4] 0x00 0x00TURN 0x00 ReinforcementsLoad3 [5,5] 0x00 0x00TURN 0x00 ReinforcementsLoad4 [8,8] 0x00 0x00TURNCharacter_events:CHAR 0x0E DaltontoPaul Lyn_t Lucius 0x000000CHAR 0x0F PaultoBrigham Lucius Oswin 0x000000CHARLocation_events:Door(17,04)Chest(KillingEdge,17,02)ChestMoney(2500,12,12)LOCAMisc_events:DefeatAll(Ending_event)CauseGameOverIfLordDiesAFEVBallistaData:BLSTALIGN 4ReinforcementsLoad1:LOU1 Reinforcements1ENUNENDAReinforcementsLoad2:LOU1 Reinforcements2xENUNCAM1 [08,07]STAL 30LOU1 Reinforcements2ENUNENDAReinforcementsLoad3:LOU1 Reinforcements3ENUNENDAReinforcementsLoad4:LOU1 Reinforcements4ENUNCAM1 [04,15]LOU1 Reinforcements4xENUNENDAGothamFight:AttackerCritical(30,True)BLDTDaltontoPaul:MUS1 TogetherWeRideTEX1 0x841REMAMUEN 2CUSI Lucius AllyENDAPaultoBrigham:MUS1 TogetherWeRideTEX1 0x840REMAMUEN 2CUSI Oswin AllyENDA Edited November 6, 2015 by Arjun Quote Link to comment Share on other sites More sharing options...
Asumi Posted November 7, 2015 Share Posted November 7, 2015 #define DISABLE_TUTORIALS#include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 1x0007D4 The assembler tells me something is wrong at the bolded letter, which seems silly to me... I may have completely misunderstood pointers and offsets so I ask for your help. I slightly expanded the space of the room with a bunch of zeroes, and now I'd like to put my events in that specific free space (010007D4) . What am I doing wrong? ​ Quote Link to comment Share on other sites More sharing options...
Agro Posted November 8, 2015 Share Posted November 8, 2015 The correct way of writing that pointer would be 0x10007D4 All 0x means is that the number is in hexadecimal and not decimal, so that program won't get confused between 0x20 and 20 Quote Link to comment Share on other sites More sharing options...
Gryz Posted November 8, 2015 Share Posted November 8, 2015 So I used Gryz's method of setting up escape tiles. Now my thief seems to just go for the escape tile before the treasure chest; however, before I set up the escape tile it used to steal from chests as normal. if you don't want to read through the whole EA file, here are its AI bytes: [0x06,0x05,0x09,0x00] (exactly matches the LootFromChests macro). Might depend on your map layout and unit placement. For example: if the placement of player/NPC units blocks all paths to the door of the treasure room, the thief will give up and switch into escape mode. Switching into escape mode is permanent. However, if you take the above scenario and keep unit placement the same but remove/open the door, the thief won't switch into escape mode. Quote Link to comment Share on other sites More sharing options...
Asumi Posted November 8, 2015 Share Posted November 8, 2015 The correct way of writing that pointer would be 0x10007D4 All 0x means is that the number is in hexadecimal and not decimal, so that program won't get confused between 0x20 and 20 Noice! Thank you very much for the explanation :D This made other stuff way more clear. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted November 9, 2015 Share Posted November 9, 2015 Not sure if this is the right place to ask, but does anybody know if it's possible to make it so you get a Game Over if all your units die? (if don't have any Lords in your party) Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 10, 2015 Share Posted November 10, 2015 There's some assembly that you can use: link Quote Link to comment Share on other sites More sharing options...
Squeegee Posted November 11, 2015 Share Posted November 11, 2015 Might depend on your map layout and unit placement. For example: if the placement of player/NPC units blocks all paths to the door of the treasure room, the thief will give up and switch into escape mode. Switching into escape mode is permanent. However, if you take the above scenario and keep unit placement the same but remove/open the door, the thief won't switch into escape mode. Ah that makes sense, so it wasn't a problem with my EA file, thanks! Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted November 19, 2015 Share Posted November 19, 2015 I have a problem with loading the right units in a chapter with preparation screen. Though the code seems to be fine and is working it loads not the units that have been selected in the Prep. Screen but instead the ones that are under the potiner. I suspect it's the LOMA thing, but I could maybe wrong. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x4B,Pointers) ORG 0x11DC570 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN BadEN BadEN BadEN BadEN POIN GoodEN GoodEN GoodEN GoodEN POIN Opening_event Ending_event BadEN: UNIT Yogi Summoner Yogi Level(1,Enemy,False) [3,2] [3,2] [Carreau,Verwustung,0x0,0x0] Guard UNIT 0xB3 Skelett Yogi Level(10,Enemy,True) [0,2] [0,2] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x0] UNIT 0xB3 Skelett Yogi Level(10,Enemy,True) [6,2] [6,2] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x0] UNIT 0xB2 Mogall Yogi Level(12,Enemy,True) [3,4] [3,4] [BosesAuge] Guard UNIT 0xB3 Skelett Yogi Level(7,Enemy,True) [25,13] [25,13] [SteelAxe,HandAxe,Krauter,0x0] [0x0,0x0,0x2A,0x0] UNIT 0xB5 Skelett Yogi Level(8,Enemy,True) [3,12] [3,12] [SteelBow,0x0,0x0,0x0] [0x0,0x0,0xA,0x0] UNIT 0xB4 Skelett Yogi Level(8,Enemy,True) [6,12] [6,12] [Panzerbrecher,0x0,0x0,0x0] [0x0,0x3,0x32,0x0] UNIT 0xB2 Mogall Yogi Level(7,Enemy,True) [8,11] [8,11] [BosesAuge] Guard UNIT 0xB5 Skelett Yogi Level(6,Enemy,True) [8,13] [8,13] [SteelBow,0x0,0x0,0x0] Guard UNIT 0xB4 Skelett Yogi Level(10,Enemy,True) [10,12] [10,12] [0xC,0x68,0x0,0x0] [0x3,0x3,0x1,0x20] UNIT 0xB1 Zombie Yogi Level(6,Enemy,True) [13,11] [13,11] [Leichenklaue] [0x0,0x3,0x2,0x0] UNIT 0xB1 Zombie Yogi Level(6,Enemy,True) [15,11] [15,11] [Leichenklaue] [0x0,0x3,0x2,0x0] UNIT 0xB4 Skelett Yogi Level(10,Enemy,True) [14,2] [14,2] [Schnitter,Krauter,0x0,0x0] [0x0,0x3,0x1,0x20] UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [15,1] [15,1] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x40] UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [15,3] [15,3] [SteelAxe,0x0,0x0,0x0] [0x0,0x3,0x2,0x0] UNIT 0xB2 Mogall Yogi Level(8,Enemy,True) [14,9] [14,9] [BosesAuge] Guard UNIT 0xB4 Skelett Yogi Level(5,Enemy,True) [24,4] [24,4] [SteelSword,Krauter,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xB3 Skelett Yogi Level(5,Enemy,True) [19,1] [19,1] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x3,0xA,0x0] UNIT 0xB3 Skelett Yogi Level(3,Enemy,True) [20,3] [20,3] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x0,0xA,0x0] UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [25,3] [25,3] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x3,0xA,0x0] UNIT 0xB4 Skelett Yogi Level(7,Enemy,True) [23,3] [23,3] [IronSword,0x0,0x0,0x0] [0x0,0x3,0x2,0x0] UNIT 0xB2 Mogall Yogi Level(6,Enemy,True) [24,8] [24,8] [BosesAuge] Guard UNIT 0xB5 Skelett Yogi Level(3,Enemy,True) [24,11] [24,11] [SteelBow,0x0,0x0,0x0] [0x0,0x3,0x2A,0x0] UNIT 0xB4 Skelett Yogi Level(6,Enemy,True) [9,22] [9,22] [SteelSword,Krauter,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xB3 Skelett Yogi Level(6,Enemy,True) [23,13] [23,13] [SteelAxe,0x0,0x0,0x0] [0x0,0x0,0xA,0x0] UNIT 0xB1 Zombie Yogi Level(10,Enemy,True) [6,22] [6,22] [Leichenklaue,0x0,0x0,0x0] [0x0,0x0,0xA,0x0] UNIT 0xB1 Zombie Yogi Level(5,Enemy,True) [6,24] [6,24] [Leichenklaue,0x0,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0xB3 Skelett Yogi Level(5,Enemy,True) [3,23] [3,23] [SteelAxe,HandAxe,0x0,0x0] [0x0,0x0,0x2,0x40] UNIT 0xB2 Mogall Yogi Level(5,Enemy,True) [12,22] [12,22] [BosesAuge,0x0,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT 0xB4 Skelett Yogi Level(3,Enemy,True) [16,21] [16,21] [IronSword,0x0,0x0,0x0] [0x0,0x0,0x2,0x40] UNIT 0xB4 Skelett Yogi Level(3,Enemy,True) [16,23] [16,23] [SteelSword,0x0,0x0,0x0] [0x0,0x0,0x2,0x0] UNIT GoodEN: UNIT Roy Lord 0x00 Level(1,Ally,False) [23,23] [23,23] [IronSword,Heilmittel] [0x00,0x00,0x00,0x00] UNIT Gwyn Desateur 0x00 Level(1,Ally,False) [24,22] [24,22] [IronSword,Heilmittel] [0x00,0x00,0x00,0x00] UNIT Sephie Himmelsritter 0x00 Level(1,Ally,False) [24,24] [24,24] [ManiKatti,Heilmittel] [0x00,0x00,0x00,0x00] UNIT Yutis WyvernKnight_F 0x00 Level(1,Ally,False) [22,22] [22,22] [IronSpear,Heilmittel] [0x00,0x00,0x00,0x00] UNIT Wolt Archer 0x00 Level(1,Ally,False) [22,24] [22,24] [IronBow,Heilmittel] [0x00,0x00,0x00,0x00] UNIT Nina Heiler 0x00 Level(1,Ally,False) [25,25] [25,25] [Blitz] [0x00,0x00,0x00,0x00] UNIT Aurora 0x40 0x00 Level(1,Ally,False) [23,21] [23,21] [IronAxe,SteelAxe] [0x00,0x00,0x00,0x00] UNIT Basan Schwertritter 0x00 Level(3,Ally,False) [23,25] [23,25] [IronSpear,Heilmittel] [0x00,0x00,0x00,0x00] UNIT Mistral Windmagier 0x00 Level(2,Ally,False) [21,25] [21,25] [IronAxe] [0x00,0x00,0x00,0x00] UNIT Sai Dieb 0x00 Level(1,Ally,False) [21,23] [21,23] [Eisendolch,Kard] [0x00,0x00,0x00,0x00] UNIT label19: UNIT Roy Lord 0x0 0x91 [4,5] [4,5] [0x1F,0x28,0x26,0x2A] [0x0,0x0,0x0,0x0] UNIT Aurora 0x40 0x0 0x61 [6,5] [6,5] [0xA,0x1,0x5,0x0] [0x0,0x0,0x0,0x0] UNIT Kama 0x53 0x0 0x18 [3,4] [3,4] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Turn_events: //OpeningTurnEvent(Opening_event) TURN 0x0 label15 [1,0] 0x0 0x0 END_MAIN Character_events: END_MAIN Location_events: END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN Opening_event: CMOF FADICG 0 HIDEMAP SHCG 0x33 FADUCG 2 SHOWMAP TEX8 0x5DA [136,12] STAL 100 RETB STAL 32 FADI 4 HIDEMAP ASMC 0x7A95D BACG 0x10 FADU 4 SHOWMAP TEX1 0xA0D MURE 5 STAL 5 MUS1 0x0024 MORETEXT 0xA0E MURE 5 STAL 5 MUS1 0x003D MORETEXT 0xA0F FADI 16 HIDEMAP ENDB label15: MUEN 4 ASMC 0x7A8B9 STAL 32 FADU 16 SHOWMAP LOMA 0x3E [0,0] LOU1 label19 ENUN STAL 64 TEX8 0x5DB [136,0] STAL 120 RETB STAL 32 CURF Roy ENUN STAL 16 TEX1 0xA10 REMA MOVE Roy [4,2] STAL 4 ENUN DISA Roy ENUN MOVE Aurora [4,2] STAL 4 MOVE Kama [4,2] STAL 6 DISA Aurora DISA Kama ENUN STAL 5 FADI 10 //obligatory fades HIDEMAP ASMC 0x7A8B9 LOMA 0x11 [24,24] LOU1 GoodEN LOU1 BadEN ENUN BACG 0x55 //displays the background MUS1 0x3A8 ENUN FADU 10 ENUN TEX1 0xA11 //displays the text STAL 15 MORETEXT 0xA12 REMA ENDA Ending_event: //MoveToChapter(NextChapter) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Can some one help me out? Quote Link to comment Share on other sites More sharing options...
Squeegee Posted November 21, 2015 Share Posted November 21, 2015 Hmmm... I followed the instructions that Arch said to do for special doors, but for some reason, it doesn't detect it as a door when the thief is next to it with a lockpick. I'll post my EA file. The doors in question are the double doors and the horizontal door. All coordinates and tile change IDs are correct, so it has to be a problem with something else within my file. [spoiler=EA File]#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x1B,Pointers)ORG 0xDA3390Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN BallistaData BallistaDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventOpening_event:MUS1 0x0032LOU1 BadENUNCAM1 [05,13]OOBBTEX8 0x807 [200,00]STAL 120RETBLOU1 GoodENUNCUMO [04,18]STAL 60CURETEX1 0x848REMACUMO [10,17]STAL 60CUREText(0x3C,0x849)LOU1 PrisonerENUNCAM1 [10,05]CUMO [10,01]STAL 60CURETEX1 0x84BMOVE Jerme [12,02]ENUNDISA JermeENDAEnding_event:MUS1 0x0038MNCH 0x05ENDAGood:UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,18] [01,15] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,18] [02,16] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,18] [03,17] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,18] [01,16] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,18] [03,16] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,18] [02,18] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]UNIT Erk Mage 0x00 Level(1,Ally,False) [00,18] [02,18] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]UNIT Marcus TransporterHorse 0x00 Level(1,Ally,False) [00,18] [04,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20]UNIT Lucius Monk 0x00 Level(5,Ally,False) [00,18] [00,17] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]UNIT Oswin Knight 0x00 Level(4,Ally,False) [00,18] [01,16] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]UNITBad:UNIT Eagler Paladin 0x00 Level(1,Enemy,False) [10,01] [10,01] [silverSword,Spear,Elixir,0x00] [0x00,0x03,0x00,0x20]UNIT Jerme Thief 0x00 Level(20,Enemy,False) [10,03] [10,03] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20]UNITPrisoner:UNIT Ninian Dancer 0x00 Level(1,NPC,False) [10,17] [10,18] [Elixir,0x00,0x00,0x00] [0x00,0x03,0x20,0x00]UNITTurn_events:TurnEventPlayer(0x05,Opening_event,1)TURNCharacter_events:CHAR 0x00 DaltontoAshley Lyn_t Ninian $0000000CHARLocation_events:Chest(GuidingRing,10,13)Chest(Mend,01,05)DOOR 0x09 DoubleDoor [09,05] $0000000DOOR 0x09 DoubleDoor [10,05] $0000000DOOR 0x10 HorizontalDoor [12,12] $0000000Door(01,07)Seize(0x11,Ending_event,10,01)LOCAMisc_events:CauseGameOverIfLordDiesAFEVBallistaData:BLSTALIGN 4DoubleDoor:MAC1 0x03 0x00ENDAHorizontalDoor:MAC1 0x06 0x00ENDADaltontoAshley:MUS1 TogetherWeRideTEX1 0x84ACUSI Ninian AllyMUEN 2ENDA Quote Link to comment Share on other sites More sharing options...
Gryz Posted November 23, 2015 Share Posted November 23, 2015 it doesn't detect it as a door when the thief is next to it with a lockpick. DOOR 0x09 DoubleDoor [09,05] 0x10 DOOR 0x09 DoubleDoor [10,05] 0x10 DOOR 0x10 HorizontalDoor [12,12] 0x10 You need those 0x10 bytes to make the Door command appear. Quote Link to comment Share on other sites More sharing options...
Squeegee Posted November 24, 2015 Share Posted November 24, 2015 DOOR 0x09 DoubleDoor [09,05] 0x10 DOOR 0x09 DoubleDoor [10,05] 0x10 DOOR 0x10 HorizontalDoor [12,12] 0x10 You need those 0x10 bytes to make the Door command appear. Strange. I added that and it still doesn't work. Maybe there are some door tiles that are only aesthetic, I'm guessing? Because normal doors work with that code, but not the vertical and double door tiles, at least for me. Quote Link to comment Share on other sites More sharing options...
Gryz Posted November 24, 2015 Share Posted November 24, 2015 Oh wait, you didn't define the tile changes:http://feuniverse.us/t/archs-guide-to-chapter-construction/110/7 Quote Link to comment Share on other sites More sharing options...
Squeegee Posted November 25, 2015 Share Posted November 25, 2015 (edited) Oh wait, you didn't define the tile changes: http://feuniverse.us/t/archs-guide-to-chapter-construction/110/7 I use Tiled, and it's worked as a replacement so far for defining. All other tile changes are working in the chapter and in all other chapters except for the double door and horizontal door. Hmmmm... I'll do some more trial and error with the file and if that doesn't work I'll just replace those doors. Edited November 25, 2015 by Arjun Quote Link to comment Share on other sites More sharing options...
Gryz Posted November 25, 2015 Share Posted November 25, 2015 DoubleDoor: MAC1 0x03 0x00 ENDA HorizontalDoor: MAC1 0x06 0x00 ENDA Double, triple, quadruple check these IDs match whatever IDs you used for the door changes in Tiled? Because if the automatic tile changes are working, these commands seem to be the most likely source of the problem... Or I dunno. I am kind of randomly guessing here since I don't actually use the event assembler for making chapters. I just disassemble in-game chapters to look for stuff like AI changes. Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 25, 2015 Author Share Posted November 25, 2015 does tiled let you put in 0 as a tile change ID you might want to try shifting them up or down one Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted November 27, 2015 Share Posted November 27, 2015 Is it possible to make an event where the player has the option to pay money (or has to, whatever) So for example it would be like TEX1 TextID //Do you want to pay money so that such-and-such will happen IFYN //pay up Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 28, 2015 Author Share Posted November 28, 2015 http://feuniverse.us/t/pay-to-recruit-events/51 Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted November 29, 2015 Share Posted November 29, 2015 http://feuniverse.us/t/pay-to-recruit-events/51 Thank you! Seems a little bit complicated but I can probably decipher it Quote Link to comment Share on other sites More sharing options...
AlecChan Posted December 10, 2015 Share Posted December 10, 2015 Having an issue with making a conversation before the chapter begins to appear properly. The game will load in, the screen will fade to the conversation for about a second, without loading faces, then fade back into the game. What's wrong? define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Hector HectorLord Hector Level(2,Enemy,False) [2,1] [2,1] [ironAxe] NoAI UNIT Good: UNIT Lyn LynLord Eliwood Level(2,Ally,False) [2,2] [2,2] [ironSword] NoAI UNIT Eliwood EliwoodLord Eliwood Level(2,Ally,False) [2,3] [2,3] [ironSword] NoAI UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN LOU1 Bad ENUN OOBB FADI 0x10 HIDEMAP BACG 0x0F FADU 0x10 SHOWMAP TEX1 0x815 REMA ENDA Ending_event: ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset 1000010 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 10, 2015 Share Posted December 10, 2015 You're using OOBB, then fading back into black with FADI. Trying something more along the lines of: BACG 0x0F FADU 0x10 TEX1 0x815 REMA Or, if you don't mind seeing the map momentarily before the text begins, you could use this macro shortcut: Text(0x0F, 0x815) Also, it's recommend that your events be placed inside spoiler tags. That way your post isn't a super long wall of text. You can create spoilers by using: [spoiler] Your text goes here [/spoiler] And if you're curious about these spiffy code boxes I'm using, you can create those via: [code] your stuff goes here [/code] Quote Link to comment Share on other sites More sharing options...
AlecChan Posted December 11, 2015 Share Posted December 11, 2015 Well, I gave both a try, and I'm still getting the same issue with the background of the chat popping up for about a second then it goes back to the game. Could it be something wrong with my text editting in FEditor? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 12, 2015 Share Posted December 12, 2015 I inserted what you had, but the opening scene ran fine for me without any issues.Could you post the text slot that you're working with? Quote Link to comment Share on other sites More sharing options...
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