FalconVegeta1986 Posted December 10, 2011 Share Posted December 10, 2011 (edited) There is no 0x00. 0x06 is the prologue events. EDIT: Holy hell krad, where'd you come from? Ninja'd twice in 5 minutes. Edited December 10, 2011 by Richter Belmont Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted December 11, 2011 Share Posted December 11, 2011 0x00 isn't a good value for the events file. Look at the event references and use the one you actually need (which, for Chapter 1, is 0x09). Also, since you used 0x00, you must start from a new rom, since you probably overwrote some imporant stuff. And the only way the #include EAstdlib.event is giving you an error is that you actually don't have the EAstdlib.event file in the same folder as the EA. That makes sense, thanks. There is no 0x00. 0x06 is the prologue events. EDIT: Holy hell krad, where'd you come from? Ninja'd twice in 5 minutes. So, I don't have to use a new rom? Or did I overwrite something? Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted December 11, 2011 Share Posted December 11, 2011 It'd be safer just to use a new ROM. Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted December 11, 2011 Share Posted December 11, 2011 Alright, I'm using a backup from earlier and I changed 0x00 to 0x09 but I'm still getting the same error. I feel like it's something really stupid that I just didn't notice so I'm gonna risk any strand of credibility I have left and ask, is their something I'm supposed to put where it says "pointers"? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 11, 2011 Author Share Posted December 11, 2011 No, leave it. As long as it looks like this: 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 then it's good. Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted December 11, 2011 Share Posted December 11, 2011 That's what it looks like. Here's the whole code; #define DISABLE_TUTORIALS //#include EAstdlib.event //Offset = 1003610 EventPointerTable(0x09,Pointers) org 0x10034A0 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 0x6E 0x39 0x87 0xC [11,13] [11,13] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6D 0xE 0x87 0xC [13,4] [11,7] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x89 0x12 0x0 0xC [13,3] [13,3] [0x1F,0x0,0x0,0x0] [0x3,0x0C,0x0,0x20] UNIT 0x6E 0x39 0x87 0xC [12,5] [8,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6E 0x39 0x87 0xC [14,5] [11,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6E 0x39 0x87 0xC [11,1] [6,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6E 0x39 0x87 0xC [11,2] [5,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6E 0x39 0x87 0xC [10,1] [10,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6E 0x39 0x87 0xC [22,4] [14,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6D 0xE 0x87 0xC [11,3] [4,9] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x6D 0xE 0x87 0xC [14,5] [14,9] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Empty Good: UNIT 0x3 0x4D 0x0 0x8 [1,13] [1,12] [0x1,0x6B,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x17 0x0 0x8 [0,13] [0,13] [0x16,0x1F,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x21 0x0 0x8 [2,13] [2,13] [0x38,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Empty Turn_events: TURN 0x0 Opening_event [1,0] 0x0 0x0 TURN Character_events: CHAR Location_events: LOCA 0x3 [13,3] 0xF LOCA Misc_events: ASME 0x0 Ending_event 0x79FE9 AFEV Opening_event: CMOF LOU1 Good MUS1 0x03D BACG 0x26 TEX1 0x836 REBU REMA LOU1 Bad SHOWMAP STAL 64 HIDEMAP BACG 0x26 MUS1 0x50 TEX1 0x837 REMA SHOWMAP ENDA Ending_event: //MNCH 0x00 _0xA3 MUS1 0x39 BACG 0x2 TEX1 0x838 ENIF 0x34 MNCH 0x1 STAL 1 _0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 11, 2011 Author Share Posted December 11, 2011 Should be okay, but if you don't use the #include EAstdlib.event line, you're gonna fuck up a lot of stuff. Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted December 11, 2011 Share Posted December 11, 2011 (edited) It's saying it can't find it but it's in the same folder as EA. Where should I put it? EDIT: I found where to put it but it's still giving me the error about line 6 and now it restarts when I try to load the chapter. Edited December 11, 2011 by Dr.Sholes Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 11, 2011 Share Posted December 11, 2011 (edited) So here's a question I'd like to ask just so that I know for the future 'cause I know I'm going to use this. AFEV EventID pointer EventIDofPreviousEvent So this is the After Event code thing. Let's say that I want to have bosses that trigger something after each of their deaths, but I do not want to trigger the ending event with either one of them. Let's say that the Death Quote ID thing for Boss 1 is 0x03 and for Boss 2 it is 0x04. Also let's say that the pointers for the events are WhatHappensAfterBoss1Dies and WhatHappensAfterBoss2Dies. Would this be how the macro code thing would be set up? For Boss 1: AFEV 0x05 WhatHappensAfterBoss1Dies 0x03 For Boss 2: AFEV 0x06 WhatHappensAfterBoss2Dies 0x04 And then obviously I'd have the events do what I'd want them to do. Again, I'm just asking this because I'm curious about this now and I'd figure I'd ask now rather than later when I know I'll probably run into problems. Edited December 11, 2011 by ThatGuyDownTheStreet Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 11, 2011 Author Share Posted December 11, 2011 IIRC, triggering 0x2 or 0x3 automatically send you to the Ending event. But otherwise, yes. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 11, 2011 Share Posted December 11, 2011 IIRC, triggering 0x2 or 0x3 automatically send you to the Ending event. But otherwise, yes. 0x03 does that as well? Well that's good to know at least. Thank you very much for verifying it. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 11, 2011 Share Posted December 11, 2011 Special event ID's are documented in EAstdlib, in Chapter Structure Helpers.txt: #ifdef _FE7_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define UseSecondaryMusicID 4 #define GameOverID 0x65 /* 66 67 68 69 */ #define Ch13xBeatID 0x6A #define Ch17xBeatID 0x6B #define Ch19xBeatID 0x6C #define Ch23xBeatID 0x6D #define Ch28xBeatID 0x6E /* 6F 31x/32x beat? */ #define LloydOrLinusID 0x70 #define DorcasDeadID 0x71 #define WilDeadID 0x72 #define LuciusDeadID 0x73 #define SerraDeadID 0x74 #define ErkDeadID 0x75 #define KentVisited 0x76 #define SainDeadID 0x77 #define RathDeadID 0x78 #define FlorinaDeadID 0x79 #define MatthewDeadID 0x7A #define NilsDeadID 0x7B #define WallaceDeadID 0x7C #define PentDeadID 0x7D /* 7E 7F */ #define AthosDeadID 0x80 #define HawkeyeDeadID 0x81 #define JaffarDeadID 0x82 #define LynModePassedID 0x83 /* 84 85 */ #define Ch19xxBeatID 0x86 #define PentHeavenSealReceivedID 0x87 #define DartDeadID 0x88 #define VaidaDeadID 0x89 #define PentXLouiseC 0x8A #define PentXLouiseB 0x8B #define FioraTriAttackConvoID 0x8C #define FarinaTriAttackConvoID 0x8D #define FlorinaTriAttackConvoID 0x8E /* 8F 90 Other triangle attack IDs? 91 */ #define OswinDeadID 0x92 #define KarelDeadID 0x93 #define NinoDeadID 0x94 #define BartreDeadID 0x95 #define KarlaDeadID 0x96 #define AnnaVisited 0x97 /* 98 99 */ #define HeavenSealPentID 0x9A #define MerlinusJoined 0x9B /* 9C */ #define SomeoneSemiImportantDiedID 0x9D //Only in internal use #endif It's saying it can't find it but it's in the same folder as EA. Where should I put it?EDIT: I found where to put it but it's still giving me the error about line 6 and now it restarts when I try to load the chapter. Redownload EA, then everything will be in correct folder. EventPointerTable(0x09,Pointers) org 0x10034A0 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 The code is ORG, not org. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 11, 2011 Share Posted December 11, 2011 Special event ID's are documented in EAstdlib, in Chapter Structure Helpers.txt: #ifdef _FE7_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define UseSecondaryMusicID 4 #define GameOverID 0x65 /* 66 67 68 69 */ #define Ch13xBeatID 0x6A #define Ch17xBeatID 0x6B #define Ch19xBeatID 0x6C #define Ch23xBeatID 0x6D #define Ch28xBeatID 0x6E /* 6F 31x/32x beat? */ #define LloydOrLinusID 0x70 #define DorcasDeadID 0x71 #define WilDeadID 0x72 #define LuciusDeadID 0x73 #define SerraDeadID 0x74 #define ErkDeadID 0x75 #define KentVisited 0x76 #define SainDeadID 0x77 #define RathDeadID 0x78 #define FlorinaDeadID 0x79 #define MatthewDeadID 0x7A #define NilsDeadID 0x7B #define WallaceDeadID 0x7C #define PentDeadID 0x7D /* 7E 7F */ #define AthosDeadID 0x80 #define HawkeyeDeadID 0x81 #define JaffarDeadID 0x82 #define LynModePassedID 0x83 /* 84 85 */ #define Ch19xxBeatID 0x86 #define PentHeavenSealReceivedID 0x87 #define DartDeadID 0x88 #define VaidaDeadID 0x89 #define PentXLouiseC 0x8A #define PentXLouiseB 0x8B #define FioraTriAttackConvoID 0x8C #define FarinaTriAttackConvoID 0x8D #define FlorinaTriAttackConvoID 0x8E /* 8F 90 Other triangle attack IDs? 91 */ #define OswinDeadID 0x92 #define KarelDeadID 0x93 #define NinoDeadID 0x94 #define BartreDeadID 0x95 #define KarlaDeadID 0x96 #define AnnaVisited 0x97 /* 98 99 */ #define HeavenSealPentID 0x9A #define MerlinusJoined 0x9B /* 9C */ #define SomeoneSemiImportantDiedID 0x9D //Only in internal use #endif Thanks. I'll look at this later to see which Death ID's I should use. Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted December 11, 2011 Share Posted December 11, 2011 It works now! Thanks to everyone who's helped. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 12, 2011 Share Posted December 12, 2011 So I'm having trouble using a condition. I'm trying to use one where it involves checking if a character is dead or not. Here it is: EliwoodDeath: LOU1 Phase2_Group ENUN IFCD 0x0E Teodor ITGC Glass SlimSword ELSE 0x0F ITGC Batta EarthSeal ITGC Glass EarthSeal ITGC Teodor EarthSeal ITGC Denning EarthSeal ENIF 0x0E ENIF 0x0F ENDA And here's the whole script if necessary: //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 0x88 Brigand Lyn Level(1,Enemy,True) [29,2] [29,2] [ironAxe] NoAI UNIT 0x88 Brigand Lyn Level(1,Enemy,True) [30,3] [30,3] [steelAxe] NoAI UNIT 0x8A Mercenary Lyn Level(4,Enemy,True) [33,18] [33,18] [steelSword] AttackInRange UNIT 0x88 Mercenary Lyn Level(2,Enemy,True) [21,7] [21,7] [ironSword] NoAI UNIT 0x88 Brigand Lyn Level(4,Enemy,True) [30,23] [30,23] [ironAxe] NoAI UNIT 0x8A Brigand Lyn Level(2,Enemy,True) [32,11] [32,11] [ironAxe,Vulnerary] NoAI UNIT 0x88 Myrmidon Lyn Level(4,Enemy,True) [29,20] [29,20] [slimSword] AttackInRange UNIT 0x8A Brigand Lyn Level(3,Enemy,True) [33,16] [33,16] [ironAxe] NoAI UNIT 0x88 Fighter Lyn Level(3,Enemy,True) [37,20] [37,20] [steelAxe,HandAxe] AttackInRange UNIT 0x8A Brigand Lyn Level(5,Enemy,True) [22,19] [22,19] [HandAxe] NoAI UNIT 0x88 Archer Lyn Level(6,Enemy,True) [18,6] [18,6] [Longbow] AttackInRange UNIT 0x88 Archer Lyn Level(6,Enemy,True) [18,7] [18,7] [Longbow] AttackInRange UNIT 0x88 Archer Lyn Level(4,Enemy,True) [21,22] [21,22] [steelBow] PursueWithoutHeed UNIT 0x88 Fighter Lyn Level(5,Enemy,True) [9,24] [9,24] [PoisonAxe] PursueWithoutHeed UNIT 0x88 Brigand Lyn Level(5,Enemy,True) [8,23] [8,23] [ironAxe] NoAI UNIT 0x88 Archer Lyn Level(5,Enemy,True) [10,23] [10,23] [ironBow] NoAI UNIT 0x8A Mercenary Lyn Level(6,Enemy,True) [9,22] [9,22] [LightBrand] NoAI UNIT 0x88 Knight Lyn Level(11,Enemy,True) [1,5] [1,5] [Javelin] Guard UNIT 0x88 Knight Lyn Level(11,Enemy,True) [2,5] [2,5] [Javelin] Guard UNIT 0x88 Knight Lyn Level(11,Enemy,True) [10,5] [10,5] [Javelin] Guard UNIT 0x88 Knight Lyn Level(11,Enemy,True) [11,5] [11,5] [Javelin] Guard UNIT 0x88 Knight Lyn Level(11,Enemy,True) [12,5] [12,5] [Javelin] Guard UNIT 0x88 Mercenary Lyn Level(7,Enemy,True) [5,22] [5,22] [braveSword] Guard UNIT 0x88 Myrmidon Lyn Level(7,Enemy,True) [8,17] [8,17] [ironBlade] Guard UNIT 0x88 Fighter Lyn Level(7,Enemy,True) [12,21] [12,21] [Tomahawk,KillerAxe] Guard UNIT 0x8A Mage Lyn Level(8,Enemy,True) [4,9] [4,9] [bolting,Elfire,Hammer] AttackInRange UNIT Eliwood EliwoodLord Lyn Level(13,Enemy,False) [6,2] [6,2] [LightBrand,Rapier,Vulnerary] Guard UNIT Good: UNIT Batta Brigand 0x0 Level(1,Ally,False) [36,1] [36,1] [ironAxe,Vulnerary] NoAI UNIT Glass Mercenary Batta Level(2,Ally,False) [36,2] [36,2] [ironSword,Vulnerary] NoAI UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventPlayer(0x00,Ally1,3) TurnEventPlayer(0x00,Enemy1,15) TurnEventPlayer(0x00,Enemy2,20) TurnEventPlayer(0x00,Enemy3,25) TURN Ally1: LOU1 Teodor1 ENUN ENDA Enemy1: LOU1 Reinforcements1 ENUN ENDA Enemy2: LOU1 Reinforcements2 ENUN ENDA Enemy3: LOU1 Reinforcements3 ENUN ENDA Teodor1: UNIT Teodor Shaman Batta Level(2,Ally,False) [24,0] [24,0] [Flux,Vulnerary] NoAI UNIT Reinforcements1: UNIT 0x8A Myrmidon Lyn Level(8,Enemy,True) [20,19] [21,19] [Armourslayer] NoAI UNIT 0x88 Myrmidon Lyn Level(8,Enemy,True) [20,19] [20,18] [ironSword] NoAI UNIT 0x8A Fighter Lyn Level(8,Enemy,True) [20,19] [19,19] [braveAxe] NoAI UNIT 0x8A Shaman Lyn Level(8,Enemy,True) [20,19] [21,20] [Nosferatu] NoAI UNIT 0x88 Mage Lyn Level(8,Enemy,True) [20,19] [19,20] [Thunder,Vulnerary] NoAI UNIT Reinforcements2: UNIT 0x88 Mage Lyn Level(9,Enemy,True) [14,27] [15,27] [Elfire] NoAI UNIT 0x8A Mercenary Lyn Level(9,Enemy,True) [14,27] [13,25] [ironSword,Vulnerary] NoAI UNIT 0x88 Archer Lyn Level(9,Enemy,True) [14,27] [15,25] [braveBow,Elixir] NoAI UNIT 0x88 Monk Lyn Level(9,Enemy,True) [14,27] [17,25] [Lightning] NoAI UNIT 0x88 Mage Lyn Level(9,Enemy,True) [14,27] [15,23] [Fire] NoAI UNIT Reinforcements3: UNIT 0x88 Myrmidon Lyn Level(10,Enemy,True) [3,20] [3,19] [KillingEdge] NoAI UNIT 0x88 Knight Lyn Level(10,Enemy,True) [3,20] [4,20] [steelSpear] NoAI UNIT 0x8A Fighter Lyn Level(10,Enemy,True) [3,20] [3,21] [Tomahawk,Vulnerary] NoAI UNIT 0x88 Brigand Lyn Level(10,Enemy,True) [3,20] [2,20] [silverAxe] NoAI UNIT 0x88 Knight Lyn Level(10,Enemy,True) [3,20] [4,21] [ironSpear,Vulnerary] NoAI UNIT Character_events: CharacterEventBothWays(0x0D,TeodorBatta,Teodor,Batta) CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies DefeatBoss(Ending_event) AFEV 0x06 EliwoodDeath 0x05 AFEV 0x08 VaidaDeath 0x07 AFEV 0x0A HectorDeath 0x09 AFEV 0x0C SerraDeath 0x0B AFEV TeodorBatta: Text(0x0801) ITGC Teodor Luna ENDA EliwoodDeath: LOU1 Phase2_Group ENUN IFCD 0x0E Teodor ITGC Glass SlimSword ELSE 0x0F ITGC Batta EarthSeal ITGC Glass EarthSeal ITGC Teodor EarthSeal ITGC Denning EarthSeal ENIF 0x0E ENIF 0x0F ENDA VaidaDeath: ENDA HectorDeath: ENDA SerraDeath: ENDA Phase2_Group: UNIT Denning Archer Batta Level(13,Ally,False) [0,21] [0,21] [steelBow,Vulnerary] NoAI UNIT Vaida WyvernLord Lyn Level(1,Enemy,False) [0,27] [0,25] [spear,DelphiShield] Guard UNIT Uther Bishop_F Batta Level(1,Ally,False) [0,1] [4,2] [Lightning,Heal,Vulnerary] NoAI //This is Natalie UNIT Jerme Assassin 0x0 Level(1,Enemy,False) [38,23] [36,22] [RuneSword,SteelSword,LockPick] StealFromChests UNIT 0x5F Thief Jerme Level(13,Enemy,True) [38,23] [37,23] [ironSword,LockPick] StealFromChests UNIT 0x5F Thief Jerme Level(13,Enemy,True) [38,23] [38,24] [steelSword,LockPick] StealFromChests UNIT 0x5F Thief Jerme Level(13,Enemy,True) [38,23] [38,22] [LightBrand,LockPick] StealFromChests UNIT 0x5F Thief Jerme Level(13,Enemy,True) [38,23] [38,20] [slimSword,LockPick] StealFromChests UNIT 0x5F Thief Jerme Level(13,Enemy,True) [38,23] [37,21] [braveSword,LockPick] StealFromChests UNIT 0x8B Brigand Lyn Level(13,Enemy,True) [17,6] [17,6] [ironAxe] NoAI UNIT 0x8B Myrmidon Lyn Level(13,Enemy,True) [8,9] [8,9] [ironSword] NoAI UNIT 0x8B Myrmidon Lyn Level(13,Enemy,True) [8,9] [9,9] [steelSword] NoAI UNIT 0x8C Fighter Lyn Level(13,Enemy,True) [9,15] [9,15] [swordSlayer] NoAI UNIT 0x8B Knight Lyn Level(13,Enemy,True) [8,17] [8,17] [AxeReaver] AttackInRange UNIT 0x8B Brigand Lyn Level(13,Enemy,True) [5,22] [5,22] [steelAxe,HandAxe] AttackInRange UNIT 0x8B Knight Lyn Level(13,Enemy,True) [12,21] [12,21] [shortSpear] NoAI UNIT 0x8B Mercenary Lyn Level(13,Enemy,True) [21,20] [21,20] [ironSword] NoAI UNIT 0x8B Mage Lyn Level(13,Enemy,True) [24,23] [24,23] [Thunder] NoAI UNIT 0x8C Mage Lyn Level(13,Enemy,True) [24,24] [24,24] [Fire,Vulnerary] NoAI UNIT 0x8B Shaman Lyn Level(13,Enemy,True) [29,20] [29,20] [Luna] AttackInRange UNIT 0x8B Monk Lyn Level(13,Enemy,True) [37,20] [37,20] [Divine] AttackInRange UNIT 0x8B Monk Lyn Level(13,Enemy,True) [24,15] [24,15] [Aura] NoAI UNIT 0x8B Brigand Lyn Level(13,Enemy,True) [21,8] [21,8] [KillerAxe] NoAI UNIT 0x8B Brigand Lyn Level(13,Enemy,True) [22,9] [22,9] [silverAxe] NoAI UNIT 0x8B Brigand Lyn Level(13,Enemy,True) [23,8] [23,8] [ironAxe,Vulnerary] NoAI UNIT 0x8B Hero Lyn Level(1,Enemy,True) [32,9] [32,9] [braveSword,BraveAxe] NoAI UNIT 0x8B Sniper Lyn Level(2,Enemy,True) [20,4] [20,4] [Longbow] AttackInRange UNIT 0x8C Sniper Lyn Level(2,Enemy,True) [20,5] [20,5] [Longbow] AttackInRange UNIT 0x8B Sage Lyn Level(3,Enemy,True) [24,3] [24,4] [Physic,Bolting,Fimbulvetr,Recover] HealUnits UNIT Hector GreatLord Lyn Level(6,Enemy,False) [38,2] [36,1] [Tomahawk,WolfBeil,Vulnerary] Guard UNIT Oswin General Lyn Level(4,Enemy,False) [38,2] [32,3] [Tomahawk,Spear,RuneSword] Guard UNIT Matthew Assassin Lyn Level(4,Enemy,False) [38,2] [32,2] [KillingEdge] AttackInRange UNIT Serra Cleric Lyn Level(13,Enemy,False) [26,20] [26,20] [Physic,Mend] HealUnits UNIT Opening_event: LOU1 Good Bad ENUN ENDA Ending_event: MoveToChapter(0x2E) BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? 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Krad Posted December 12, 2011 Share Posted December 12, 2011 What is the error that shows? Saying that you're having trouble doesn't really help that much. Also, you could use an IFET instead of IFCD, and make the death quote of said character trigger the event ID. That's what I do with my events. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted December 12, 2011 Share Posted December 12, 2011 Move ENIF 0x0E to before your promo items. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 12, 2011 Share Posted December 12, 2011 What is the error that shows? Saying that you're having trouble doesn't really help that much. Also, you could use an IFET instead of IFCD, and make the death quote of said character trigger the event ID. That's what I do with my events. There are no errors showing, it just doesn't work. IFET might work, I'll try that and see. Move ENIF 0x0E to before your promo items. I'll do that. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted December 17, 2011 Share Posted December 17, 2011 Sorry for double-post, but since it's been a week I don't think it should be too bad. Anyways, turns out just editing the ENIF part to where Richter Belmont and ephraim225(on SoS) had said. But thanks to both you Richter Belmont and Krad for the help. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted December 19, 2011 Share Posted December 19, 2011 Having a small problem again. TEX1 0x089A IFYN 0x05 MORETEXT 0x089B REMA MAC1 0x0C 0x00 LOU1 Samantha ENUN MUS2 0x0042 TEX1 0x00 CUSI Isadora 0x00 MURE 5 ELSE 0x06 ENIF 0x05 REMA ENUF 0x24 <----- ENIF 0x06 ENDA I read that ENUF is supposed to check the event as unused, in Arch's example, it was so Lex could activate a certain event. But it doesn't seem to working, as in, the character that tries to activate the event first, as well as other characters, cannot activate the event if no is chosen. Everything works fine if you choose yes. So does it just not work for questions, or is something in the wrong spot here? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 19, 2011 Share Posted December 19, 2011 Are you sure you have the right ID? Could you post the entire script? Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted December 19, 2011 Share Posted December 19, 2011 I'll have to post my whole script when I have more time. My guess is that the code just doesn't work with questions (I can't think of any mid-chapter questions in FE7 except for Farina/Convoy, and those are immediate if you say no, at least i'm sure Farina is), or there's some other code that's supposed to work for questions. Or it just won't work with what i'm trying to pull off. If you need to see the whole script, would you mind if I PM'd it to you? There's just a few things i'd rather not be seen yet. Quote Link to comment Share on other sites More sharing options...
Leif Posted December 21, 2011 Share Posted December 21, 2011 (edited) I have an issue with the event assembler. When I loaded this event sequence I wrote, the entire screen turns black. The events play out just fine, but I can't see what's going on. Can anyone resolve why I get this black screen issue. Here is the code I wrote for the event assembler. (This was just for practice..) [spoiler=Code] //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 Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [14,9] [12,8] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1Event [01,00] 0x8 0x00 Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: CURF [12,8] TEX1 0x0802 REMA LOU1 Good ENUN ENDA Turn1Event: MOVE Lyn_t [12,7] ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Edited December 21, 2011 by Leif Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 21, 2011 Share Posted December 21, 2011 (edited) Not sure how that's practice, since that will only load a unit ;/ oh you little ninja bastard...! BUt on your black screen thing, throw a IntroBlackOff in the opening events Edited December 21, 2011 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
Leif Posted December 21, 2011 Share Posted December 21, 2011 The Introblackoff thing isn't defined when I run it through the event assembler. Quote Link to comment Share on other sites More sharing options...
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