Jump to content

Event Assembler Questions Thread


CT075
 Share

Recommended Posts

  • Replies 3.3k
  • Created
  • Last Reply

Top Posters In This Topic

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?

Link to comment
Share on other sites

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"?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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 by Dr.Sholes
Link to comment
Share on other sites

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 by ThatGuyDownTheStreet
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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: ????????

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 by Leif
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...