Superfan959 Posted July 4, 2015 Share Posted July 4, 2015 (edited) 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 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 July 4, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
ghast Posted July 4, 2015 Share Posted July 4, 2015 (edited) 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 July 4, 2015 by GhastStation Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 4, 2015 Share Posted July 4, 2015 (edited) 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 July 4, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 5, 2015 Author Share Posted July 5, 2015 are you absolutely sure the enemies have their unit attribute set do you have nightmare open at the same time as EA Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 5, 2015 Share Posted July 5, 2015 ^It was either that, or I forgot to hit "Apply Changes" in Nightmare (I recently switched from NM2 back to 1, which didn't have that IIRC). Sorry for the stupid question. Thanks again. Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 9, 2015 Share Posted July 9, 2015 (edited) 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 July 9, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 9, 2015 Author Share Posted July 9, 2015 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" Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 10, 2015 Share Posted July 10, 2015 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: Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 10, 2015 Author Share Posted July 10, 2015 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 Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 11, 2015 Share Posted July 11, 2015 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2015 Author Share Posted July 11, 2015 show me your text Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 11, 2015 Share Posted July 11, 2015 //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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CT075 Posted July 11, 2015 Author Share Posted July 11, 2015 (edited) TEX1 0x0059show me this text E: you're also missing ENDA after GameOver Edited July 11, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 11, 2015 Share Posted July 11, 2015 Derp, whoops. It's the same as when I posted before: Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2015 Author Share Posted July 11, 2015 Protect: IFAF 0x01 0x7A2F1 TEX1 0x0059 REMA ENIF 0x01 GameOver ENDAthis and maybe swapping IFAF to IFAT is the only thing i can think of Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 12, 2015 Share Posted July 12, 2015 IFAF>IFAT worked, thank you! Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted July 18, 2015 Share Posted July 18, 2015 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? Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 18, 2015 Share Posted July 18, 2015 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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Primefusion Posted July 18, 2015 Share Posted July 18, 2015 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" Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 18, 2015 Author Share Posted July 18, 2015 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) Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted July 18, 2015 Share Posted July 18, 2015 (edited) 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 July 18, 2015 by RandomSwordmaster Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 18, 2015 Author Share Posted July 18, 2015 none of those codes exist in FE8 Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted July 18, 2015 Share Posted July 18, 2015 den...wat de fek do i use instead? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 18, 2015 Author Share Posted July 18, 2015 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 Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted July 18, 2015 Share Posted July 18, 2015 Alright, I'll give it a shot when I get home. I need to get this done today :p Quote Link to comment Share on other sites More sharing options...
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