GeminiTheSpy Posted June 21, 2012 Share Posted June 21, 2012 (edited) idunno if this is the problem, but... ITGV (HerosCrest) what's with the parenthesis? I thought you were supposed to use parenthesis... and it's worked in the past. I'll try taking them out though. Yeah, same problem still. Edited June 21, 2012 by eCut Doublepost, merged. Quote Link to comment Share on other sites More sharing options...
Krad Posted June 21, 2012 Share Posted June 21, 2012 I had that same problem. At least for me, it happened while I had an event that involved a map change (for me, it was a village) before actually inserting the map changes into the rom. After I inserted it, the problem went away. Try doing that and seeing if it works. Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted June 21, 2012 Share Posted June 21, 2012 I had that same problem. At least for me, it happened while I had an event that involved a map change (for me, it was a village) before actually inserting the map changes into the rom. After I inserted it, the problem went away. Try doing that and seeing if it works. THANK YOU SO MUCH!!! Quote Link to comment Share on other sites More sharing options...
Agro Posted June 21, 2012 Share Posted June 21, 2012 Damn you conditional events! MellarMercenariesTurn: MellarMercenariesTurn: STAL 20 IFET 0x02 0x09/*if it was Owen that Henrick talked to*/ TEX1 0x84E TurnEnemy(Dale) TurnEnemy(Violet) TurnEnemy(Owen) REMA ELSE 0x03 ENIF 0x02 IFET 0x04 0x08/*if it was Dale that Henrick talked to*/ ENIF 0x03 TEX1 0x84F REMA TurnEnemy(Dale) TurnEnemy(Violet) TurnEnemy(Owen) ELSE 0x05 ENIF 0x04 IFET 0x06 0x08/*if it was Violet that Henrick talked to*/ ENIF 0x05 TEX1 0x850 REMA TurnEnemy(Dale) TurnEnemy(Violet) TurnEnemy(Owen) ENIF 0x06 ENDA So what's meant to happen is 3 units appear as NPCs and the lord can talk to any 3 of them. They join on the condition that only they attack the boss. (Unspecified battle convo has event ID 0x0C). If you do, then the character that the lord talked to will say something and then they turn into enemies. Now at the moment what happens is the Owen convo works fine, the Violet one doesn't work at all, and the Dale one works but then straight after Violet's conversation happens as well. Have I not put in an ENIF somewhere or something? Quote Link to comment Share on other sites More sharing options...
Ninja Caterpie Posted June 21, 2012 Share Posted June 21, 2012 (edited) that looks inefficient as pants [spoiler=Stuff]First off, let's move the "BECOME BAD" to a different section to save on space, and a jump to that place. MellarMercenariesTurn: STAL 20 IFET 0x02 0x09/*if it was Owen that Henrick talked to*/ TEX1 0x84E JUMP MercsTurnEnemy REMA ELSE 0x03 ENIF 0x02 IFET 0x04 0x08/*if it was Dale that Henrick talked to*/ ENIF 0x03 TEX1 0x84F REMA JUMP MercsTurnEnemy ELSE 0x05 ENIF 0x04 IFET 0x06 0x08/*if it was Violet that Henrick talked to*/ ENIF 0x05 TEX1 0x850 REMA JUMP MercsTurnEnemy ENIF 0x06 ENDA MercsTurnEnemy: TurnEnemy(Dale) TurnEnemy(Violet) TurnEnemy(Owen) ENDA Now, um, hm. If Owen, then it does Owen's text and jumps away. Now you don't need the else because if it was owen, you've jumped away and if it wasn't, you ignore the owen section anyway. MellarMercenariesTurn: STAL 20 IFET 0x02 0x09/*if it was Owen that Henrick talked to*/ TEX1 0x84E REMA JUMP MercsTurnEnemy ENIF 0x02 IFET 0x03 0x08/*if it was Dale that Henrick talked to*/ TEX1 0x84F REMA JUMP MercsTurnEnemy ENIF 0x03 IFET 0x04 0x08/*if it was Violet that Henrick talked to*/ TEX1 0x850 REMA ENIF 0x04 MercsTurnEnemy: TurnEnemy(Dale) TurnEnemy(Violet) TurnEnemy(Owen) ENDA Hold on, now I know what your problem is. The Violet one won't work because it's the same event id you're checking for as the Dale one. So I think your original script worked you just typo'd lol. anyway even though the new script should be functionally exactly the same as your old one, it's easier to read. use jumps! There's a tutorial on it. Edited June 21, 2012 by Ninja Caterpie Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 21, 2012 Share Posted June 21, 2012 (edited) First off I see that your pointer "MellarMercenariesTurn" is printed twice when you should only have it once. Second, Dale and Violet are both checking for the same ID 0x08 while Owen has a unique one. Have you tried giving all three of them unique ID's to check for? And when it comes to IF statements, indentation works wonders for helping you keep things straight if you think you might be missing an ENIF. An alternative way to do this might be to have 3 copies of the AFEV event that triggers when someone other than those 3 attack the boss. When you talk to one of them to recruit the three, use ENUT to disable the other 2 events so only the appropriate one triggers. Edit: Eh, Caterpie's work too. Edited June 21, 2012 by Primefusion Quote Link to comment Share on other sites More sharing options...
Agro Posted June 21, 2012 Share Posted June 21, 2012 lol typo also pants are very efficient I wasn't sure how to use JUMP properly cam's tutorials are balls but it makes sense now. Thanks! There were also some errors in the one you gave me (lol) but I fixed them so it works like a charm. Thank youuuuu! Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 21, 2012 Author Share Posted June 21, 2012 First off, let's move the "BECOME BAD" to a different section to save on space, and a jump to that place. not necessary - iirc it's actually marginally slower to JUMP than to just if/else it and the clause is small enough that there's no great loss of readability if you just inline it. Now, um, hm. If Owen, then it does Owen's text and jumps away. Now you don't need the else because if it was owen, you've jumped away and if it wasn't, you ignore the owen section anyway. looks about right anyway even though the new script should be functionally exactly the same as your old one, it's easier to read. use jumps! There's a tutorial on it. right idea but jumps can actually impair readability depending on the size of the clause Quote Link to comment Share on other sites More sharing options...
manloveification Posted June 24, 2012 Share Posted June 24, 2012 I am having trouble with tile changes. I've gotten the changes to trigger, but instead of the new tiles being the ones I programmed in, they are just random impassible tiles. Does anyone know what the problem is? Here is the text related to the tile change: Location_events: Door(9,1) CODE 0x00 #define TileMap(changeID,Xcoordinate,Ycoordinate,Length,Height,offset) "CODE changeID Xcoordinate Ycoordinate Length Height 0x00 0x00 0x00 offset" org 0xC9C9CC+(4*0x19) POIN TileChanges org 0xD84000 TileChanges: TileMap(0x00,0x09,0x01,0x02,0x01,Door) CODE $FF CODE $00 CODE $00 Door: CODE 0xE0 0x08 0x54 0x07 0x00 0x00 Thanks in advance. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted June 26, 2012 Share Posted June 26, 2012 I feel like this is an easy question, but what goes in the x and y coordinates for the LOMA command? //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,ThisChapter) ORG 0xD025A0 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x46 0x12 0x0 0x14 [19,18] [18,16] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x9A 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9B 0x39 0x8D 0x2C [12,0] [13,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9C 0x39 0x8D 0x2C [19,9] [16,9] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9D 0x12 0x8D 0x2C [19,10] [12,9] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA0 0x12 0x8D 0x2C [18,14] [18,14] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA1 0x0A 0x8D 0x1C [17,14] [17,12] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xA2 0x39 0x8D 0x1C [10,1] [9,8] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0] UNIT 0xA3 0x0A 0x8D 0x2C [12,0] [11,6] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA4 0x0A 0x8D 0x2C [0,13] [2,12] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA5 0x12 0x8D 0x2C [0,11] [3,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9C 0x12 0x8D 0x2C [0,12] [7,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9D 0x18 0x8D 0x2C [4,14] [5,13] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA0 0x18 0x8D 0x2C [1,0] [2,5] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA1 0x0A 0x8D 0x2C [9,1] [8,10] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xA2 0x39 0x8D 0x1C [0,0] [4,4] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Good: UNIT 0x8 0x12 0x3 0x20 [11,12] [9,11] [0x1F,0x26,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x39 0x3D 0x3 0x10 [11,11] [8,12] [0x1,0x6B,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x11 0x1D 0x3 0x8 [11,12] [11,13] [0x4A,0x6B,0x0,0x0] [0xF,0x3,0x9,0x0] UNIT 0x0E 0x19 0x3 0x20 [11,12] [15,12] [0x2C,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x2C 0x14 0x3 0x20 [11,12] [14,11] [0x14,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [11,12] [13,13] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x2 0x0 0x8 [0,0] [2,1] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [0,1] [1,2] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x0B 0x38 0x0 0x22 [13,0] [13,0] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT TheGuys: UNIT 0x3 0x2 0x0 0x8 [0,0] [2,1] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [0,1] [1,2] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Aran: UNIT 0x0B 0x38 0x0 0x22 [13,0] [13,0] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT Joshua: UNIT 0x6 0x0E 0x0 0x2A [12,0] [12,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Darren: UNIT 0x8D 0x14 0x46 0x12 [0,13] [2,13] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT DarrenTroop: UNIT 0x8D 0x14 0x46 0x12 [0,13] [2,13] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x87 0x39 0x0 0x3C [0,13] [2,12] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xE6 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: MUS1 0x0009 LOMA 0x04 [XX] [YY] LOU1 TheGuys Aran Joshua ENUN Text(0x02,0x087D) LOMA 0x05 [XX] [YY] LOU1 Good Bad Darren ENUN Text(0x10,0x087E) DISA 0x8D MOVE 0x03 [5,13] CURF 0x03 Text(0x87F) LOU1 DarrenTroop ENUN CAM1 0x46 CURF 0x46 Text(0x40,0x0880) MOVE 0x46 [12,12] MOVE 0x8D [11,11] CURF 0x8D Text(0x07,0x0881) MOVE 0x46 [12,12] CURF 0x46 Text(0x10,0x0882) CAM1 0x8D CURF 0x8D Text(0x0883) CAM1 0x03 CURF 0x03 Text(0x0883) ENDA Ending_event: ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Mage Knight 404 Posted June 26, 2012 Share Posted June 26, 2012 I feel like this is an easy question, but what goes in the x and y coordinates for the LOMA command? //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,ThisChapter) ORG 0xD025A0 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x46 0x12 0x0 0x14 [19,18] [18,16] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x9A 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9B 0x39 0x8D 0x2C [12,0] [13,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9C 0x39 0x8D 0x2C [19,9] [16,9] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9D 0x12 0x8D 0x2C [19,10] [12,9] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA0 0x12 0x8D 0x2C [18,14] [18,14] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA1 0x0A 0x8D 0x1C [17,14] [17,12] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xA2 0x39 0x8D 0x1C [10,1] [9,8] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0] UNIT 0xA3 0x0A 0x8D 0x2C [12,0] [11,6] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA4 0x0A 0x8D 0x2C [0,13] [2,12] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA5 0x12 0x8D 0x2C [0,11] [3,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9C 0x12 0x8D 0x2C [0,12] [7,3] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9D 0x18 0x8D 0x2C [4,14] [5,13] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA0 0x18 0x8D 0x2C [1,0] [2,5] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA1 0x0A 0x8D 0x2C [9,1] [8,10] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xA2 0x39 0x8D 0x1C [0,0] [4,4] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Good: UNIT 0x8 0x12 0x3 0x20 [11,12] [9,11] [0x1F,0x26,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x39 0x3D 0x3 0x10 [11,11] [8,12] [0x1,0x6B,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x11 0x1D 0x3 0x8 [11,12] [11,13] [0x4A,0x6B,0x0,0x0] [0xF,0x3,0x9,0x0] UNIT 0x0E 0x19 0x3 0x20 [11,12] [15,12] [0x2C,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x2C 0x14 0x3 0x20 [11,12] [14,11] [0x14,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [11,12] [13,13] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x2 0x0 0x8 [0,0] [2,1] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [0,1] [1,2] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x0B 0x38 0x0 0x22 [13,0] [13,0] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT TheGuys: UNIT 0x3 0x2 0x0 0x8 [0,0] [2,1] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [0,1] [1,2] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Aran: UNIT 0x0B 0x38 0x0 0x22 [13,0] [13,0] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT Joshua: UNIT 0x6 0x0E 0x0 0x2A [12,0] [12,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Darren: UNIT 0x8D 0x14 0x46 0x12 [0,13] [2,13] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT DarrenTroop: UNIT 0x8D 0x14 0x46 0x12 [0,13] [2,13] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x87 0x39 0x0 0x3C [0,13] [2,12] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xE6 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x2C [19,11] [16,7] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: MUS1 0x0009 LOMA 0x04 [XX] [YY] LOU1 TheGuys Aran Joshua ENUN Text(0x02,0x087D) LOMA 0x05 [XX] [YY] LOU1 Good Bad Darren ENUN Text(0x10,0x087E) DISA 0x8D MOVE 0x03 [5,13] CURF 0x03 Text(0x87F) LOU1 DarrenTroop ENUN CAM1 0x46 CURF 0x46 Text(0x40,0x0880) MOVE 0x46 [12,12] MOVE 0x8D [11,11] CURF 0x8D Text(0x07,0x0881) MOVE 0x46 [12,12] CURF 0x46 Text(0x10,0x0882) CAM1 0x8D CURF 0x8D Text(0x0883) CAM1 0x03 CURF 0x03 Text(0x0883) ENDA Ending_event: ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Those are camera values. They toggle the location of the camera when the map is loaded. Will require some messing around with to make things look right. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted June 26, 2012 Share Posted June 26, 2012 works now, thanks MK :) Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted June 28, 2012 Share Posted June 28, 2012 The regular events work fine, but I'm trying to get the game to run multiple conditions at the end of the chapter. (If 1 or 2 NPCs survived the chapter.) The idea is that it gives different endings for if they survived. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,ThisChapter) ORG 0xD03160 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT 0x46 0x12 0x0 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x9A 0x39 0x46 0x2C [7,13] [7,13] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9B 0x39 0x46 0x2C [8,11] [8,11] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9C 0x39 0x46 0x2C [10,12] [10,12] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9D 0x12 0x46 0x2C [5,12] [5,12] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA0 0x12 0x46 0x2C [8,8] [8,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA1 0x0A 0x46 0x1C [6,9] [6,9] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xA2 0x39 0x46 0x1C [15,14] [15,14] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0] UNIT 0xA3 0x0A 0x46 0x2C [13,4] [13,4] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA4 0x0A 0x46 0x2C [8,15] [8,15] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA5 0x12 0x46 0x2C [18,16] [18,16] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9C 0x12 0x46 0x2C [20,12] [20,12] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x9D 0x18 0x46 0x2C [22,11] [22,11] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0xA0 0x18 0x46 0x2C [20,10] [20,10] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xA1 0x0A 0x46 0x2C [18,4] [18,4] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20] UNIT 0xA2 0x39 0x46 0x1C [4,4] [4,4] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT Good: UNIT 0x8 0x12 0x3 0x20 [9,19] [9,19] [0x1F,0x26,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x39 0x3D 0x3 0x10 [5,19] [5,19] [0x1,0x6B,0x0,0x0] [0x0,0x3,0x9,0x0] UNIT 0x11 0x1D 0x3 0x8 [8,19] [8,18] [0x4A,0x6B,0x0,0x0] [0xF,0x3,0x9,0x0] UNIT 0x0E 0x19 0x3 0x20 [11,19] [11,19] [0x2C,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x2C 0x14 0x3 0x20 [7,19] [7,19] [0x14,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0] UNIT 0x13 0x20 0x3 0x8 [6,19] [6,18] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x2 0x0 0x8 [12,19] [12,18] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [13,19] [13,19] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x0B 0x38 0x0 0x20 [4,19] [5,17] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT TheGuys: UNIT 0x3 0x2 0x0 0x8 [13,3] [13,4] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [14,4] [14,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Aran: UNIT 0x0B 0x38 0x0 0x20 [13,0] [13,6] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT Joshua: UNIT 0x6 0x0E 0x0 0x2A [12,0] [12,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Darren: UNIT 0x8D 0x14 0x46 0x22 [10,19] [10,18] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT DarrenTroop: UNIT 0x8D 0x14 0x0 0x22 [21,0] [21,2] [0x14,0x68,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x87 0x39 0x8D 0x3B [20,0] [20,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x22 [19,0] [19,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x22 [22,0] [22,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0xE6 0x39 0x8D 0x22 [23,0] [23,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT TheGuys2: UNIT 0x3 0x2 0x0 0x8 [20,8] [20,8] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x18 0x0E 0x3 0x9 [22,8] [22,8] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Darren2: UNIT 0x8D 0x14 0x46 0x22 [21,9] [21,9] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT Seed: UNIT 0x46 0x12 0x0 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: Seize(0x06,Ending_event,21,7) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: FADI 0x10 MUS1 0x0009 LOMA 0x04 [11,12] LOU1 TheGuys Aran Joshua ENUN OOBB STAL 0x20 CURF 0x06 Text(0x02,0x087D) FADU 0x5 FADI 0x10 DISA 0x03 DISA 0x18 DISA 0x06 DISA 0x0B LOMA 0x05 [00,00] LOU1 Good Bad Darren ENUN OOBB STAL 0x20 CURF 0x8D Text(0x10,0x087E) ITGC 0x03 0x69 ITGC 0x39 0x6A MOVE (0x8D) [10,19] DISA 0x8D MOVE 0x03 [7,17] MOVE 0x18 [9,17] MOVE 0x0E [10,18] STAL 0x30 CURF 0x03 Text(0x87F) MOVE (0xA4) [20,8] STAL 0x170 CAM1 0x46 CURF 0xA4 Text(0x40,0x0880) MOVE 0x46 [21,4] LOU1 DarrenTroop ENUN CURF 0x8D Text(0x07,0x0881) MOVE 0x46 [21,7] STAL 0x100 CURF [21,7] Text(0x10,0x0882) CAM1 0x8D CURF 0x8D Text(0x0883) CAM1 0x03 CURF 0x03 Text(0x0884) ENDA Darren_Seed: AttackerHit(9,0) DefenderHit(8,0) AttackerCritical(27,1) EndOfBattle Ending_event: MUS1 0x0009 FADI 0x10 BACG 0x03 FADU 0x10 ASMC 0x7A8B9 LOU1 TheGuys TEX1 0x0885 REMA IFCD 0x01 0x8D //if guy 1 is dead IFCD 0x03 0x87 //if guy 2 is dead Text(0x22,0x0886) MoveToChapter(6) ELSE 0x04 //if guy 2 is alive Text(0x22,0x0887) MoveToChapter(6) ELSE 0x02 //if guy 1 is alive LOU1 TheGuys2 Darren2 Seed ENUN CAM1 0x03 CURF 0x8D Text(0x0888) MOVE 0x8D [21,8] FIGH 0x8D 0x46 (Darren_Seed) [0x00] KILL 0x46 CURF 0x8D Text(0x0889) IFCD 0x05 0x87 //if guy 2 is dead Text(0x22,0x088A) MoveToChapter(6) ELSE 0x06 //if guy 2 is alive LOU1 Batta ENUN CURF 0x87 Text(0x22,0x088B) MoveToChapter(6) ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 28, 2012 Share Posted June 28, 2012 #define MoveToChapter(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1; ENDA" Change all but the last MoveToChapter to a macro like this:(Cam made this like 9 pages down; I'm just being lazy and copy pasting): #define MoveToGaiden(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1;" Otherwise the ENDA will just make the game check the first thing and then ignore the rest of Ending_event. Speaking of ENDA, get rid of the one in the Ending_event. You're also missing a ton of ENIFs. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted June 28, 2012 Share Posted June 28, 2012 Thanks Aura :) Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 28, 2012 Share Posted June 28, 2012 (edited) No problem. One last thing though: you should use macros more often :P 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] can just be simplified to Level(2,Enemy,False) [21,7] [21,7] [ironAxe] GuardTile Looks nicer and also helps when you're working with multiple event hacker IMO~ It also introduces more possibilities to misspell things Edited June 28, 2012 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted June 28, 2012 Share Posted June 28, 2012 Doing something wrong. Ending_event: MUS1 0x0009 FADI 0x10 BACG 0x03 FADU 0x10 ASMC 0x7A8B9 LOU1 TheGuys TEX1 0x0885 REMA IFCD 0x01 0x8D //if guy 1 is dead IFCD 0x03 0x87 //if guy 2 is dead Text(0x22,0x0886) ENIF 0x03 MoveToGaiden(6) ELSE 0x04 //if guy 2 is alive Text(0x22,0x0887) ENIF 0x04 MoveToGaiden(6) ENIF 0x01 ELSE 0x02 //if guy 1 is alive LOU1 TheGuys2 Darren2 Seed ENUN CAM1 0x03 CURF 0x8D Text(0x0888) MOVE 0x8D [21,8] FIGH 0x8D 0x46 (Darren_Seed) [0x00] KILL 0x46 CURF 0x8D Text(0x0889) IFCD 0x05 0x87 //if guy 2 is dead Text(0x22,0x088A) ENIF 0x05 MoveToGaiden(6) ELSE 0x06 //if guy 2 is alive LOU1 Batta ENUN CURF 0x87 Text(0x22,0x088B) ENIF 0x06 MoveToGaiden(6) ENIF 0x02 Quote Link to comment Share on other sites More sharing options...
Agro Posted June 28, 2012 Share Posted June 28, 2012 (edited) EndingEvent: MUS1 0x0038 FADI 100 BACG 0x0009 FADU 50 TEX1 0x851 FADI 50 BACG 0x0009 FADU 50 IFET 0x20 0x09/*if it was Owen that Henrick talked to*/ CALL OwenTalks ELSE 0x21/*nothing happens*/ ENIF 0x20 IFET 0x22 0x08/*if it was Dale that Henrick talked to*/ ENIF 0x21 CALL DaleTalks ELSE 0x23/*nothing happens*/ ENIF 0x22 IFET 0x24 0x10/*if it was Violet that Henrick talked to*/ ENIF 0x23 CALL VioletTalks ELSE 0x25 ENIF 0x24 ENIF 0x25 FADI 50 UnitClear FADU 150 REMA MUEN 5 CAM1 [9,10] CMOF LOU1 FinalSceneUnits ENUN CURF Henrick FADI 10 BACG 0x0009 FADU 10 TEX1 0x858 REMA STAL 30 LOU1 MaceUnit ENUN FADI 10 BACG 0x0009 FADU 10 TEX1 0x859 MNCH 0x02 STAL 1 _0x1 ENDA OwenTalks: TEX1 0x854 MUEN 3 STAL 10 MUS1 0x006D MORETEXT 0x857 ENDA DaleTalks: TEX1 0x853 MUEN 3 STAL 10 MUS1 0x006D MORETEXT 0x856 ENDA VioletTalks: TEX1 0x852 MUEN 3 STAL 10 MUS1 0x006D MORETEXT 0x855 ENDA So I thought that I'd be able to simply C+P the same conditional event pattern that I used earlier on in the topic (included below) except since it was for the ending scene I realised that there was some other stuff so I tried out the CALL command to save on space or something. Here's the one that I used as a basis for it: MellarMercenariesTurn: STAL 20 IFET 0x02 0x09/*if it was Owen that Henrick talked to*/ TEX1 0x84E REMA JUMP MercsTurnEnemy ENIF 0x02 IFET 0x03 0x08/*if it was Dale that Henrick talked to*/ TEX1 0x84F REMA JUMP MercsTurnEnemy ENIF 0x03 IFET 0x04 0x10/*if it was Violet that Henrick talked to*/ TEX1 0x850 REMA JUMP MercsTurnEnemy ENIF 0x04 I'm under the impression that events in the first spoiler should only yield 1 conversation with 1 character, but as things are now, in the first spoiler, all of the conversations play out. Were all of the event IDs 0x08, 0x09 and 0x10 marked as "used" somehow? Did I use the CALL thingo incorrectly? Edited June 28, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 28, 2012 Share Posted June 28, 2012 All CALL codes in FE7 need to be followed by _0x9A code. We don't know what it actually does, but it may restore things you need, such as conditional ID's. Assuming your problem is in the snipped you posted, it may be somewhere else in the events for all we know. Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 28, 2012 Share Posted June 28, 2012 (edited) @Fuzz Missing an ENDA at the end. The opposite ELSE needs to be in the same IF statement; ELSE before ENIF. IFCD 0x01 0x8D //if guy 1 is dead IFCD 0x03 0x87 //if guy 2 is dead Text(0x22,0x0886) ENIF 0x03 MoveToGaiden(6) ELSE 0x04 //if guy 2 is alive Should be: IFCD 0x01 0x8D //if guy 1 is dead IFCD 0x03 0x87 //if guy 2 is dead Text(0x22,0x0886) MoveToGaiden(6) ELSE 0x04 //if guy 2 is alive ENIF 0x03 Edited June 28, 2012 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted June 28, 2012 Share Posted June 28, 2012 (edited) The Else scripts work fine, but that's all it does. Even if both guys are dead, it stills does the events as if they were both alive. Ending_event: MUS1 0x0009 FADI 0x10 BACG 0x03 FADU 0x10 ASMC 0x7A8B9 REMA IFCD 0x01 0x8D //if guy 1 is dead LOU1 TheGuys2 ENUN IFCD 0x03 0x87 //if guy 2 is dead Text(0x22,0x0886) MoveToGaiden(6) ELSE 0x04 //if guy 2 is alive ENIF 0x03 Text(0x22,0x0887) MoveToGaiden(6) ELSE 0x02 //if guy 1 is alive ENIF 0x04 ENIF 0x01 LOU1 TheGuys2 Darren2 Seed ENUN CAM1 0x03 CURF 0x8D Text(0x0888) MOVE 0x8D [21,8] STAL 0x30 FIGH 0x8D 0x46 (Darren_Seed) [0x00] KILL 0x46 CURF 0x8D Text(0x0889) IFCD 0x05 0x87 //if guy 2 is dead Text(0x22,0x088A) MoveToGaiden(6) ELSE 0x06 //if guy 2 is alive ENIF 0x05 LOU1 Other ENUN CURF 0x87 Text(0x22,0x088B) MoveToGaiden(6) ENIF 0x06 ENIF 0x02 ENDA Edited June 28, 2012 by fuzz94 Quote Link to comment Share on other sites More sharing options...
Agro Posted June 28, 2012 Share Posted June 28, 2012 All CALL codes in FE7 need to be followed by _0x9A code. We don't know what it actually does, but it may restore things you need, such as conditional ID's. Assuming your problem is in the snipped you posted, it may be somewhere else in the events for all we know. Yay, it worked! Thanks NL, as always. Quote Link to comment Share on other sites More sharing options...
Reganis Posted June 28, 2012 Share Posted June 28, 2012 So, just one quick question, how do I stop the game loading the default events before mine. To elaborate, at the very start of the original chapter 1, that 'ships and homes' song starts playing. Now, when I put in my custom events, the 'ships and homes'song starts playing for a couple of seconds, then my events play. Is there a way to stop this from happening? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 28, 2012 Share Posted June 28, 2012 Nightmare option in the chapter editor. Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted June 28, 2012 Share Posted June 28, 2012 (edited) ELSE 0x02 //if guy 1 is alive ENIF 0x04 ENIF 0x01 Should've been more clear by saying the opposite is the very last code before the ENIF of the IF statement that the ELSE is the opposite of. ENIF 0x04 ELSE 0x02 //if guy 1 is alive ENIF 0x01 If that doesn't work, the only thing I can think of is to make sure that the character values are correct in the IFCDs why aren't you using custom character macros <__>. Edited June 28, 2012 by Aura Wolf Quote Link to comment Share on other sites More sharing options...
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