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Event Assembler Questions Thread


CT075
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Alright, I downloaded a different version of FEditor and in addition to what you said about saving, it's all working, thank you! It also made me realize that had too many tools open and was forgetting to reload the ROM in one tool after changing something in another.

However, I do have more questions :sweatdrop:

I want some enemies to drop, say, 500 gold.

1) How do I set the amount of gold for the enemy to hold? "Gold" gives them 1, and 3000G and 5000G seem to be items that work too, but is there anything in between (besides gems)?

2) How do I make items droppable? I went into the character editor module, went to the enemies I'm using (0xD8), and set the 4th ability to "Last Item Droppable". Nobody has anything droppable. What am I missing?

Edited by Completely InShane
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nah, you need to edit the 3000 g or whatever to just be 500. its just changing the sell value in nightmare and changing 3000 to 500 in feditor.

2- you may have forgotten to mention that 0xD8 is the character you're using in your events. make sure its actually D8. also you need to restart the chapter in order for character changes to take effect

Edited by GhastStation
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1) Ooh, that's clever. Good tip, thanks!

2) Not sure what you mean by this. Here's my script:

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [5,29] [5,29] [IronSpear] NoAI
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [6,29] [6,29] [IronSword] NoAI
UNIT 0x75 Cavalier Batta Level(4,Enemy,True) [7,29] [7,29] [IronSpear] NoAI
UNIT Batta Paladin Batta Level(5,Enemy,True) [6,28] [6,28] [Spear] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Good:
UNIT Dorcas Fighter Dorcas Level(6,Ally,False) [9,4] [9,5] [IronAxe,Vulnerary] NoAI
UNIT Kent Cavalier Dorcas Level(5,Ally,False) [9,4] [8,5] [SteelSword,IronSpear,Vulnerary] NoAI
UNIT Sain Cavalier Dorcas Level(5,Ally,False) [9,4] [10,5] [IronSword,Javelin,Vulnerary] NoAI
UNIT Oswin Knight Dorcas Level(4,Ally,False) [9,4] [9,6] [SteelSpear,Vulnerary] NoAI
UNIT Guy Swordmaster Dorcas Level(1,Ally,False) [9,4] [8,6] [SlimSword,Vulnerary] NoAI
UNIT Florina PegasusKnight Dorcas Level(4,Ally,False) [9,4] [11,5] [SlimSpear,Javelin,Vulnerary] NoAI
UNIT Rebecca Archer_F Dorcas Level(4,Ally,False) [9,4] [10,6] [IronBow,Longbow,Vulnerary] NoAI
UNIT Empty

Pirate1:
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,13] [IronAxe,3000G] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [18,14] [18,15] [IronAxe,Gold] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,11] [IronAxe,Gold] NoAI
UNIT 0xD8 Pirate Batta Level(7,Enemy,True) [0,12] [0,13] [IronAxe,Gold] NoAI
UNIT Empty

Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
TurnEventEnemy(0x00,Reinforce_Pirate1,3)
TURN

Reinforce_Pirate1:
LOU1 Pirate1
ENUN
ENDA

Character_events:
CHAR

Location_events:
LOCA

Misc_events:
CauseGameOverIfLordDies
AFEV

Opening_event:
STAL 1
CURF [9,4]
MUS1 0x003D
Text(0x12,0x061)
MUEN 0x05
REMA
LOU1 Bad
LOU1 Good
ENUN
ENDA

Ending_event:
MNCH 0x0
STAL 1
_0x1
ENDA

BallistaData:
FIRE [9,4] 0x0 [1,1]
BLST


MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???????? 

It's not because they're reinforcements, is it? I'm trying to think if there are any enemies in-game that drop items who aren't initially on the map, and I can't think of any instances where a reinforcement appears with a droppable item...

And by the way, the goal is indeed to make every unit in the group drop their last item.

Edited by Completely InShane
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OK then here's another question:

How do I structure the events for a "TalkToLord" AI conversation to take place? I tried just structuring it like a normal Talk Event, but it just does a quick cursor flash and then continues or crashes. I can't find any documentation on this.

Script:

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [5,29] [5,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [6,29] [6,29] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [7,29] [7,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Batta Paladin Batta Level(15,Enemy,True) [6,28] [6,28] [Spear] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Good:
UNIT Hector Transporter Hector Level(20,Ally,False) [9,3] [9,3] [0x00] NoAI
UNIT Dorcas Fighter Hector Level(6,Ally,False) [9,4] [9,5] [EmblemAxe,Vulnerary] NoAI
UNIT Kent Cavalier Hector Level(5,Ally,False) [9,4] [8,5] [SteelSword,IronSpear,Vulnerary] NoAI
UNIT Sain Cavalier Hector Level(5,Ally,False) [9,4] [10,5] [IronSword,Javelin,Vulnerary] NoAI
UNIT Oswin Knight Hector Level(4,Ally,False) [9,4] [9,6] [SteelSpear,Vulnerary] NoAI
UNIT Guy Swordmaster Hector Level(1,Ally,False) [9,4] [8,6] [EmblemSword,Vulnerary] NoAI
UNIT Florina PegasusKnight Hector Level(4,Ally,False) [9,4] [11,5] [EmblemSpear,Javelin,Vulnerary] NoAI
UNIT Rebecca Archer_F Hector Level(6,Ally,False) [9,4] [10,6] [EmblemBow,Longbow,Vulnerary] NoAI
UNIT Serra Cleric Hector Level(3,Ally,False) [9,4] [11,6] [Heal,Vulnerary] NoAI
UNIT Empty

Pirate1:
UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00]
UNIT Paul Berserker Paul Level(1,Enemy,False) [0,12] [0,12] [HandAxe,SilverCard] [0x00, 0x03, 0x00, 0x20]
UNIT Jasmine Berserker Jasmine Level(1,Enemy,False) [18,14] [18,14] [DevilAxe,MemberCard] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Pirate2:
UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Knight1:
UNIT 0xD7 Knight Batta Level(5,Enemy,True) [8,22] [8,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Knight Batta Level(5,Enemy,True) [11,22] [11,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

CavsL1:
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,25] [0,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,26] [0,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,27] [0,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

CavsR1:
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,25] [18,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,26] [18,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,27] [18,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Test:
UNIT Eliwood Mercenary Batta Level(4,Enemy,True) [9,4] [9,4] [0x00] TalkToLord
UNIT Empty

Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
TURN 0x00 Turn3 [03,00] 0x00 0x00
TURN 0x00 Turn4 [04,00] 0x00 0x00
TURN 0x00 Turn5 [05,00] 0x00 0x00
TURN 0x00 Turn6 [06,00] 0x00 0x00
TURN 0x00 Turn7 [07,00] 0x00 0x00
TURN

Turn3:
LOU1 Pirate1
CAM1 [18,14]
MUS1 0x0044
TEX1 0x0061
REMA
CAM1 [0,12]
TEX1 0x0062
REMA
CAM1 [18,14]
TEX1 0x0063
REMA
CAM1 [0,12]
TEX1 0x0064
REMA
CAM1 Jasmine
TEX1 0x0065
REMA
CAM1 Paul
TEX1 0x0066
REMA
CAM1 Jasmine
TEX1 0x0067
REMA
CAM1 Paul
TEX1 0x0068
REMA
MUEN 0x01
ENUN
ENDA

Turn4:
LOU1 Knight1
ENUN
ENDA

Turn5:
LOU1 Pirate2
ENUN
ENDA

Turn6:
LOU1 CavsL1
LOU1 CavsR1
ENUN
ENDA

Turn7:
LOU1 Pirate2
LOU1 Knight1
ENUN
ENDA

Character_events:
CHAR 0x05 Failure 0xD7 Hector $00000000
CHAR 0x06 Failure 0xD8 Hector $00000000
CHAR 0x07 Failure Eliwood Hector $00000000

Location_events:
Armory(ShopData1,5,6)
Vendor(ShopData2,6,5)
SecretShop(ShopData3,5,5)
LOCA

ShopData1:
SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow SteelBow

ShopData2:
SHLI Heal Mend Lightning Vulnerary Elixir LightRune

ShopData3:
SHLI 0x63 0x64 0x65 0x66 0x67

Misc_events:
CauseGameOverIfLordDies
AFEV

Opening_event:
STAL 1
CURF [9,4]
MUS1 0x003D
Text(0x12,0x058)
MUEN 0x05
REMA
MUS1(0x0013)
LOU1 Bad
LOU1 Test
ENUN
Text(0x04,0x60)
MUEN 0x00
REMA
LOU1 Good
ENUN
ENDA

Ending_event:
MNCH 0x0
STAL 1
_0x1
ENDA

Failure:
TEX1 0x0059
REMA
GameOver
ENDA

BallistaData:
FIRE [9,4] 0x0 [1,1]
BLST


MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???????? 

For the sake of convenience, I have Eliwood placed right next to the Lord just so I don't have to wait to see if my changes work. I'm also curious if TalkToLord can be used with multiple generics of the same type on the same map, because from what I've seen, when one (ex.) 0xD7 does the talk (which still doesn't work), a couple of the others start running around like crazy.

Edited by Completely InShane
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In the char event trigger, the initiator goes first - it isn't triggering because there's no trigger for "hector talks to eliwood", only "eliwood talks to hector"

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Thanks for the suggestion, but that doesn't seem to work either. After all, wouldn't the enemy be the initiator?

I've tried...

Character_events:
CHAR 0x05 Failure 0xD7 Hector $00000000
CHAR 0x06 Failure 0xD8 Hector $00000000
CHAR 0x07 Failure Hector Eliwood $00000000
CHAR 0x08 Failure Eliwood Hector $00000000
Character_events:
CHAR 0x07 Failure Hector Eliwood $00000000
CHAR 0x08 Failure Eliwood Hector $00000000 
Character_events:
CHAR 0x07 Failure Hector Eliwood $00000000 

...all of these things.

And I tried seeing if making Eliwood an NPC would work, but nope, same result.

To provide some further details:

The first time he tries talking to the lord, I get the cursor flash, but that's it. The game simply contunues.

The second turn, it afterwards tries going to the rest of the enemy units, but glitches out and crashes.

Here's the text the script points to, in case that matters:

73920a0f12.png

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Try closing your CHAR array (put an empty CHAR at the bottom), right now it thinks your location based events are also talk events which might be causing a problwm

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Well, that is a mistake, but that didn't do it either.

I figured I'd try achieving the same end with an area event, which may actually work better for my purposes. I am having one tiny problem though - I can't get the desired text to appear. I have no experience whatsoever with conditions and whatnot, so this should be a simple question: where do I put all the text and stuff when writing one of these?

Here's what I have:

Protect:
IFAF 0x01 0x7A2F1
TEX1 0x0059
REMA
ELSE 0x02
ENIF 0x01
ENIF 0x02
GameOver

Again, this works (doesn't crash and ends game), it's just that no text appears.

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//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [5,29] [5,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [6,29] [6,29] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [7,29] [7,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Batta Paladin Batta Level(15,Enemy,True) [6,28] [6,28] [Spear] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Good:
UNIT Hector Transporter Hector Level(20,Ally,False) [9,3] [9,3] [0x00] NoAI
UNIT Dorcas Fighter Hector Level(6,Ally,False) [9,4] [9,5] [EmblemAxe,Vulnerary] NoAI
UNIT Kent Cavalier Hector Level(5,Ally,False) [9,4] [8,5] [SteelSword,IronSpear,Vulnerary] NoAI
UNIT Sain Cavalier Hector Level(5,Ally,False) [9,4] [10,5] [IronSword,Javelin,Vulnerary] NoAI
UNIT Oswin Knight Hector Level(4,Ally,False) [9,4] [9,6] [SteelSpear,Vulnerary] NoAI
UNIT Guy Swordmaster Hector Level(1,Ally,False) [9,4] [8,6] [EmblemSword,Vulnerary] NoAI
UNIT Florina PegasusKnight Hector Level(4,Ally,False) [9,4] [11,5] [EmblemSpear,Javelin,Vulnerary] NoAI
UNIT Rebecca Archer_F Hector Level(6,Ally,False) [9,4] [10,6] [EmblemBow,Longbow,Vulnerary] NoAI
UNIT Serra Cleric Hector Level(3,Ally,False) [9,4] [11,6] [Heal,Vulnerary] NoAI
UNIT Empty

Pirate1:
UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00]
UNIT Paul Berserker Paul Level(1,Enemy,False) [0,12] [0,12] [HandAxe,SilverCard] [0x00, 0x03, 0x00, 0x20]
UNIT Jasmine Berserker Jasmine Level(1,Enemy,False) [18,14] [18,14] [DevilAxe,MemberCard] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Pirate2:
UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Knight1:
UNIT 0xD7 Knight Batta Level(5,Enemy,True) [8,22] [8,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Knight Batta Level(5,Enemy,True) [11,22] [11,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

CavsL1:
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,25] [0,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,26] [0,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,27] [0,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

CavsR1:
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,25] [18,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,26] [18,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,27] [18,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Test:
UNIT Eliwood Mercenary Batta Level(4,Enemy,True) [9,4] [9,4] [IronSword] PursueWithoutHeed
UNIT Empty

Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
TURN 0x00 Turn3 [03,00] 0x00 0x00
TURN 0x00 Turn4 [04,00] 0x00 0x00
TURN 0x00 Turn5 [05,00] 0x00 0x00
TURN 0x00 Turn6 [06,00] 0x00 0x00
TURN 0x00 Turn7 [07,00] 0x00 0x00
TURN

Turn3:
LOU1 Pirate1
CAM1 [18,14]
MUS1 0x0044
TEX1 0x0061
REMA
CAM1 [0,12]
TEX1 0x0062
REMA
CAM1 [18,14]
TEX1 0x0063
REMA
CAM1 [0,12]
TEX1 0x0064
REMA
CAM1 Jasmine
TEX1 0x0065
REMA
CAM1 Paul
TEX1 0x0066
REMA
CAM1 Jasmine
TEX1 0x0067
REMA
CAM1 Paul
TEX1 0x0068
REMA
MUEN 0x01
ENUN
ENDA

Turn4:
LOU1 Knight1
ENUN
ENDA

Turn5:
LOU1 Pirate2
ENUN
ENDA

Turn6:
LOU1 CavsL1
LOU1 CavsR1
ENUN
ENDA

Turn7:
LOU1 Pirate2
LOU1 Knight1
ENUN
ENDA

Character_events:
CharacterEventBothWays(0x06,Failure,Hector,Eliwood) //I'm trying everything
CHAR 0x07 Failure Hector Eliwood $00000000
CHAR 0x08 Failure Eliwood Hector $00000000
CHAR

Location_events:
Armory(ShopData1,5,6)
Vendor(ShopData2,6,5)
SecretShop(ShopData3,5,5)
LOCA

ShopData1:
SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow SteelBow

ShopData2:
SHLI Heal Mend Lightning Vulnerary Elixir LightRune

ShopData3:
SHLI 0x63 0x64 0x65 0x66 0x67

Misc_events:
CauseGameOverIfLordDies
AREA 0x09 Protect [9,4] [9,4] 
AFEV

Opening_event:
STAL 1
CURF [9,4]
MUS1 0x003D
Text(0x12,0x058)
MUEN 0x05
REMA
MUS1(0x0013)
LOU1 Bad
ENUN
Text(0x04,0x60)
MUEN 0x00
REMA
LOU1 Good
ENUN
ENDA

Ending_event:
MNCH 0x0
STAL 1
_0x1
ENDA

Failure:
TEX1 0x0059
REMA
GameOver
ENDA

Protect:
IFAF 0x01 0x7A2F1
TEX1 0x0059
REMA
ELSE 0x02
ENIF 0x01
ENIF 0x02
GameOver

BallistaData:
FIRE [9,4] 0x0 [1,1]
BLST


MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???????? 
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I'm actually still having trouble with the previously mentioned issue. It works, but I want the GameOver to trigger only if there's an enemy on that space (and if it's possible, an NPC too).

I was referencing this post to create the event:

http://serenesforest.net/forums/index.php?showtopic=25393&p=1595920

But I didn't copy it exactly, partly because I found it slightly confusing, and partly because he seems to not use the "GameOver" code, which simplifies things greatly.

It was my understanding that this line,

IFAF 0x01 0x7A2F1

particularly the 0x7A2F1, should identify the alignment of the character.

I'm pretty sure my issue is something I'm not getting conceptually with conditions, but I can't figure it out.

Again, here's my script:

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#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 BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [5,29] [5,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [6,29] [6,29] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(7,Enemy,True) [7,29] [7,29] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Batta Paladin Batta Level(15,Enemy,True) [6,28] [6,28] [Spear] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Good:
UNIT Hector Transporter Hector Level(20,Ally,False) [9,3] [9,3] [0x00] NoAI
UNIT Dorcas Fighter Hector Level(8,Ally,False) [9,4] [9,5] [EmblemAxe,Vulnerary] NoAI
UNIT Kent Cavalier Hector Level(8,Ally,False) [9,4] [8,5] [SteelSword,IronSpear,Vulnerary] NoAI
UNIT Sain Cavalier Hector Level(8,Ally,False) [9,4] [10,5] [IronSword,Javelin,Vulnerary] NoAI
UNIT Oswin Knight Hector Level(8,Ally,False) [9,4] [9,6] [EmblemSpear,Vulnerary] NoAI
UNIT Guy Swordmaster Hector Level(1,Ally,False) [9,4] [8,6] [EmblemSword,Vulnerary] NoAI
UNIT Erk Mage_F Hector Level(7,Ally,False) [9,4] [11,5] [Fire,Vulnerary] NoAI
UNIT Rebecca Archer_F Hector Level(9,Ally,False) [9,4] [10,6] [EmblemBow,Longbow,Vulnerary] NoAI
UNIT Ninian Dancer Hector Level(5,Ally,False) [9,4] [7,5] [Elixir] NoAI
UNIT Empty

Pirate1:
UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Jasmine Level(7,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x06, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(7,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT Paul Berserker Paul Level(1,Enemy,False) [0,12] [0,12] [HandAxe,SilverCard] [0x00, 0x03, 0x00, 0x20]
UNIT Jasmine Berserker Jasmine Level(1,Enemy,False) [18,14] [18,14] [DevilAxe,MemberCard] [0x00, 0x03, 0x00, 0x20]
UNIT Empty

Pirate2:
UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Jasmine Level(11,Enemy,True) [18,14] [18,15] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,11] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD8 Pirate Paul Level(11,Enemy,True) [0,12] [0,13] [IronAxe,3000G] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Knight1:
UNIT 0xD7 Knight Batta Level(7,Enemy,True) [8,22] [8,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Knight Batta Level(7,Enemy,True) [11,22] [11,22] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Knight2:
UNIT 0xD7 Knight Batta Level(10,Enemy,True) [8,22] [8,22] [IronSpear,Javelin] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Knight Batta Level(10,Enemy,True) [11,22] [11,22] [IronSpear,Javelin] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

CavsL1:
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,25] [0,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,26] [0,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [0,27] [0,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

CavsR1:
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,25] [18,25] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,26] [18,26] [IronSword] [0x00, 0x0B, 0x0A, 0x00]
UNIT 0xD7 Cavalier Batta Level(4,Enemy,True) [18,27] [18,27] [IronSpear] [0x00, 0x0B, 0x0A, 0x00]
UNIT Empty

Peg1:
UNIT 0xDA PegasusKnight Fiora Level(5,NPC,True) [0,5] [0,4] [SilverSpear] TalkToLord
UNIT 0xDA PegasusKnight Fiora Level(5,NPC,True) [0,5] [0,6] [SilverSpear] TalkToLord
UNIT Empty

Pal1:
UNIT 0xD7 Paladin Batta Level(1,Enemy,True) [0,26] [0,26] [SilverSpear] TalkToLord
UNIT 0xD7 Paladin Batta Level(1,Enemy,True) [18,26] [18,26] [SilverSpear] TalkToLord
UNIT Empty

Turn_events:
TurnEventPlayer(0x00,Opening_event,1)
TURN 0x00 Turn3 [03,00] 0x00 0x00
TURN 0x00 Turn4 [04,00] 0x00 0x00
TURN 0x00 Turn5 [05,00] 0x00 0x00
TURN 0x00 Turn6 [06,00] 0x00 0x00
TURN 0x00 Turn7 [07,00] 0x00 0x00
TURN 0x00 Turn8 [08,00] 0x00 0x00
TURN 0x00 Turn9 [09,00] 0x00 0x00
TURN 0x00 Turn11 [11,00] 0x00 0x00
TURN 0x00 Turn12 [12,00] 0x00 0x00
TURN

Turn3:
LOU1 Pirate1
CAM1 [18,14]
MUS1 0x0044
TEX1 0x0061
REMA
CAM1 [0,12]
TEX1 0x0062
REMA
CAM1 [18,14]
TEX1 0x0063
REMA
CAM1 [0,12]
TEX1 0x0064
REMA
CAM1 Jasmine
TEX1 0x0065
REMA
CAM1 Paul
TEX1 0x0066
REMA
CAM1 Jasmine
TEX1 0x0067
REMA
CAM1 Paul
TEX1 0x0068
REMA
MUEN 0x01
ENUN
ENDA

Turn4:
LOU1 Knight1
ENUN
ENDA

Turn5:
LOU1 Pirate2
ENUN
ENDA

Turn6:
LOU1 CavsL1
LOU1 CavsR1
ENUN
ENDA

Turn8:
LOU1 Knight1
ENUN
ENDA

Turn7:
LOU1 Pirate2
LOU1 Pal1
ENUN
ENDA

Turn9:
LOU1 Knight2
ENUN
ENDA

Turn11:
Text(0x04,0x070)
REMA
ENDA

Turn12:
LOU1 Peg1
ENUN
ENDA

Character_events:
CHAR 0x07 Failure Hector 0xD7 $00000000
CHAR 0x08 Failure Hector 0xD8 $00000000
CHAR

Location_events:
Armory(ShopData1,5,6)
Vendor(ShopData2,6,5)
SecretShop(ShopData3,5,5)
LOCA

ShopData1:
SHLI IronSword SteelSword IronSpear SteelSpear IronAxe SteelAxe IronBow SteelBow

ShopData2:
SHLI Vulnerary Elixir LightRune Mine

ShopData3:
SHLI 0x63 0x64 0x65 0x66 0x67

Misc_events:
CauseGameOverIfLordDies
AREA 0x09 Protect [9,4] [9,4] 
AFEV

Opening_event:
STAL 1
CURF [9,4]
MUS1 0x003D
Text(0x12,0x058)
MUEN 0x05
REMA
MUS1(0x0013)
LOU1 Bad
ENUN
Text(0x04,0x60)
MUEN 0x00
REMA
LOU1 Good
ENUN
ENDA

Ending_event:
MNCH 0x0
STAL 1
_0x1
ENDA

Failure:
TEX1 0x0059
REMA
GameOver
ENDA

Protect:
IFAF 0x01 0x7A2F1
TEX1 0x0059
REMA
ENIF 0x01
GameOver
ENDA

BallistaData:
FIRE [9,4] 0x0 [1,1]
BLST


MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ???????? 
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Shane, it doesn't look like you're resetting the event ID if the scene gets triggered by a character of the wrong faction. So, if someone from the wrong faction triggers the AREA event first, the event can no longer trigger, even if someone from the correct faction comes along later.

Is the command to make a warp-in animation at a certain point of the map in FE8 the same as it is in FE7?

Go to the EA standard library folder and check out "Unit Helpers.txt"

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IFAF 0x01 0x7A2F1 returns whether or not it's player phase, not the alignment of the activating character (if it seems to be switch just flip IFAF to IFAT)

(admittedly it doesn't functionally make a huge difference)

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Go to the EA standard library folder and check out "Unit Helpers.txt"

Checked it out, Event Assembler is giving me this.

Finished.

Messages:

Events end at offset 0x1003580

34 errors encountered:

File eslicer.txt, Line 117, Column 1: No code named LOU1 found.

File eslicer.txt, Line 125, Column 1: No code named LOU1 found.

File eslicer.txt, Line 127, Column 1: No code named TEX1 found.

File eslicer.txt, Line 132, Column 1: No code named LOU1 found.

File eslicer.txt, Line 134, Column 1: No code named TEX1 found.

File eslicer.txt, Line 139, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 140, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 141, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 142, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 143, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 144, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 148, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 149, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 150, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 151, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 152, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 153, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 157, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 159, Column 1: No code named TEX1 found.

File eslicer.txt, Line 164, Column 1: No code named CODE found.

File eslicer.txt, Line 167, Column 1: No code named TEX1 found.

File eslicer.txt, Line 168, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 169, Column 1: No code named FIGH found.

File eslicer.txt, Line 170, Column 1: No code named TEX1 found.

File eslicer.txt, Line 172, Column 2: Incorrect parameters in code _WARP Atom [Atom, Atom]

File eslicer.txt, Line 173, Column 1: No code named TEX1 found.

File eslicer.txt, Line 185, Column 1: No code named TEX1 found.

File eslicer.txt, Line 187, Column 1: No code named KILL found.

File eslicer.txt, Line 191, Column 1: No code named ITGC found.

File eslicer.txt, Line 192, Column 1: No code named TEX1 found.

File eslicer.txt, Line 194, Column 1: No code named LOU1 found.

File eslicer.txt, Line 8, Column 2: Symbol Pointers isn't in scope

File eslicer.txt, Line 24, Column 1: Symbol ArmorSlayer isn't in scope

File eslicer.txt, Line 241, Column 1: Symbol NextChapter isn't in scope

No data written to output.

Been trying all day to figure out why Event Assembler doesn't recognize those....perhaps because its FE8 and not FE7?

Attached is my event file.

eslicer.txt

Edited by RandomSwordmaster
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there's a text file in EA that contains every single recognized code for every game

there is also perfectly workable disassembly you can use to get good examples

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