fuzz94 Posted June 29, 2012 Share Posted June 29, 2012 ... if this can't be fixed now, i'm just gonna PM you Aura. It still just goes to //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #define MoveToGaiden(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1;" 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 Other: UNIT 0x87 0x39 0x8D 0x3B [24,17] [20,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] 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(6,0) DefenderHit(9,0) AttackerCritical(18,0) DefenderMiss(0) AttackerHit(6,1) EndOfBattle 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) ENIF 0x04 ELSE 0x02 //if guy 1 is alive 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) ENIF 0x06 MoveToGaiden(6) ENIF 0x02 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 29, 2012 Share Posted June 29, 2012 (edited) If I wanted to do an end of chapter cutscene on the same map that the chapter was originally, what's the best way to clear the map of all units and refocus the map (I'm assuming the latter will involve a CAM1)? My first thought was to just DISA everything, but surely there's a more efficient method? Edited June 29, 2012 by dondon151 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted June 29, 2012 Share Posted June 29, 2012 There's a UnitClear macro available for FE7. Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted June 29, 2012 Share Posted June 29, 2012 If I were to put a command in the event editor that told a unit to load, would it be a problem if the unit had different values (i.e. stats, items held, AI) in nightmare than were given in the EA? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 29, 2012 Share Posted June 29, 2012 @Nintenlord: that is exactly what I was looking for. Thanks. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 29, 2012 Share Posted June 29, 2012 Apologies for double posting, but I have a separate question that merits a new post. Does the tileset 16007718 allow for white fog? Both VCBF and VCWF yield the same kind of fog (which I'm guessing is black fog). Quote Link to comment Share on other sites More sharing options...
Jubby Posted June 29, 2012 Share Posted June 29, 2012 If it doesn't you could probably just edit the palette to show a white fog palette instead of a black fog one (is black fog just dark nighttime?) Quote Link to comment Share on other sites More sharing options...
dondon151 Posted June 29, 2012 Share Posted June 29, 2012 welp i think i'll fix that later, since i haven't gotten around to editing palettes for anything yet Quote Link to comment Share on other sites More sharing options...
Jubby Posted June 29, 2012 Share Posted June 29, 2012 Alright. If you do decide to do that, you can check out Cam's battle palette recolor guide. The tool he uses, APE, is good for map palettes and interface palettes and background palettes and character palettes and any other kind of palettes. So it'll probs help. Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 1, 2012 Share Posted July 1, 2012 Apologies for double posting, but I have a separate question that merits a new post. Does the tileset 16007718 allow for white fog? Both VCBF and VCWF yield the same kind of fog (which I'm guessing is black fog). They may cause the fogs change to use different animation or something. (is black fog just dark nighttime?) Nope, it isn't. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted July 2, 2012 Share Posted July 2, 2012 Posted something like this earlier and it was never addressed, so i'll repost it I'm trying to have different endings if an NPC survived the chapter //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #define MoveToGaiden(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1;" 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 Other: UNIT 0x87 0x39 0x8D 0x3B [24,17] [20,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] 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(6,0) DefenderHit(9,0) AttackerCritical(18,0) DefenderMiss(0) AttackerHit(6,1) EndOfBattle Ending_event: MUS1 0x0009 FADI 0x10 BACG 0x03 FADU 0x10 ASMC 0x7A8B9 REMA IFCD 0x01 0x8D //if guy 1 is dead LOU1 TheGuys2 ENUN Text(0x22,0x0886) MoveToGaiden(6) ELSE 0x02 //if guy 1 is alive 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) LOU1 Other ENUN CURF 0x87 Text(0x22,0x088B) MoveToGaiden(6) ENIF 0x02 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 2, 2012 Author Share Posted July 2, 2012 (edited) for an ID you can try setting him to have a deathquote with an event id and check for that IFET id1 deathID JUMP chardead // branch to whichever is less likely since branches can be costly // stuff MNCH whatever _0x1 ENDA // all of this crap // ... chardead: // more stuff MNCH whatever2 _0x1 ENDA // you get the idea Edited July 2, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 2, 2012 Share Posted July 2, 2012 (edited) @Cam: Why are you using JUMP to do gaidens all of a sudden? But yeah, use IFEF or IFET with the death quote ID. Edited July 2, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted July 2, 2012 Share Posted July 2, 2012 (edited) What if the pointer to the event in nightmare is 0x00, which is just a standard death. Wouldn't that mess something up? Edited July 2, 2012 by fuzz94 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 2, 2012 Share Posted July 2, 2012 (edited) Nope. Just ignore the pointer and use event ID. Edited July 2, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted July 2, 2012 Share Posted July 2, 2012 So the red or should something be in the blue. Sorry for lack of knowledge Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 2, 2012 Share Posted July 2, 2012 (edited) Change the blue (IE Eliwood has 0x65 there which = game over). The red, IIRC, is part of the pointer table so don't worry about it. Edited July 2, 2012 by Primefusion Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 2, 2012 Share Posted July 2, 2012 The red one is the index in the table you are editing. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 3, 2012 Author Share Posted July 3, 2012 @Cam: Why are you using JUMP to do gaidens all of a sudden? i hate the way ELSE-ENIF looks and i find it easier to read without having to deal with ten million ENIFs Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted July 3, 2012 Share Posted July 3, 2012 Worked perfectly, thanks guys :) Quote Link to comment Share on other sites More sharing options...
Agro Posted July 7, 2012 Share Posted July 7, 2012 (edited) Finally got on to chapter 2, and this is the first time I've used the prep screen. So I do my opening event, except Henrick doesn't load. As in, he doesn't appear in the prep screen at all, or the chapter. He uses Eliwood's character number. Interestingly, Damion, who uses Hector's place, is shown as the army leader in the Status screen, as well. This chapter uses all of Chapter 2-4 due to multiple LOMAs and stuff. Of note is the fact that I used Rey's Eliwood mode patch so that Lyn's tales are now Eliwood mode. I've asked around and no one seems to have run in to this problem before. Anyone here i.e. cam/NL have any idea what's happened? // Made by markyjoe1990 of Youtube // Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event #include owndefinitions.txt #define MAP_OFFS 0xDDFF40 // Write a pointer to the map for you so you don't have to do it yourself EventPointerTable(0x15,Chapter) ORG 0x1038000 Chapter: POIN TurnEvents POIN CharacterEvents POIN LocationEvents POIN MiscEvents POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent Bad: UNIT Elton GreatKnight 0x00 Level(1,Enemy,False) [6,1] [6,1] [steelAxe,HandAxe] StandGuard UNIT Ethan LanceKnight 0x00 Level(1,Enemy,False) [5,13] [5,13] [ironSpear,Javelin] NoAI UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [9,15] [9,15] [ironBow,Vulnerary] AttackThoseInRange UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [11,13] [11,13] [ironBow,Vulnerary] AttackThoseInRange UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [3,17] [3,17] [ironBow] StandGuard UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [5,19] [5,19] [ironBow] StandGuard UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [7,9] [7,9] [steelSpear,Javelin] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [6,10] [6,10] [steelSpear,Javelin] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [4,10] [4,10] [steelSpear,Javelin] AttackThoseInRange UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [10,4] [10,4] [ironAxe] AttackThoseInRange UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [12,1] [11,5] [ironAxe] AttackThoseInRange UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [5,4] [6,6] [HandAxe] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [8,8] [ironSpear] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [4,6] [ironSpear] AttackThoseInRange UNIT Empty Good: UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [6,24] [6,24] [ironSword,Vulnerary] NoAI UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [6,25] [6,25] [silverSword,IronSpear,Heal] NoAI UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [5,24] [5,24] [0x00] NoAI UNIT Violet Myrmidon_F 0x00 Level(2,Ally,False) [5,25] [5,25] [WindSword,Vulnerary] NoAI UNIT Owen Fighter 0x00 Level(2,Ally,False) [7,25] [7,25] [ironAxe,HandAxe] NoAI UNIT Dale Fighter 0x00 Level(2,Ally,False) [6,26] [6,26] [steelAxe,IronAxe] NoAI UNIT Camilla Cavalier_F 0x00 Level(1,Ally,False) [4,26] [4,26] [Heal,SteelSword] NoAI UNIT Tristan Cavalier 0x00 Level(1,Ally,False) [5,27] [5,27] [steelSpear,IronSword] NoAI UNIT Empty Cutscene0: UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [6,27] [6,22] [ironSword,Vulnerary] NoAI UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [5,27] [6,21] [silverSword,IronSpear,Heal] NoAI UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [7,27] [7,22] [0x00] NoAI UNIT Empty BronwynUnit: UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [6,25] [6,25] [silverSword,IronSpear,Heal] NoAI UNIT Empty CutsceneI: UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [14,7] [9,5] [ironSword,Vulnerary] NoAI UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [14,7] [10,6] [silverSword,IronSpear,Heal] NoAI UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [14,6] [8,6] [0x00] NoAI UNIT Empty CutsceneII: UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [7,5] [7,5] [ironSword,Vulnerary] NoAI UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [6,6] [6,6] [silverSword,IronSpear,Heal] NoAI UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [5,4] [5,4] [0x00] NoAI UNIT Empty EltonUnit: UNIT Elton GreatKnight 0x00 Level(1,NPC,False) [7,10] [7,19] [steelAxe,HandAxe] StandGuard UNIT Ethan LanceKnight 0x00 Level(3,NPC,False) [7,7] [7,4] [HorseSlayer,Javelin] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,NPC,True) [5,10] [9,17] [steelSpear,Javelin] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,NPC,True) [9,10] [5,17] [steelSpear,Javelin] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,NPC,True) [8,10] [4,16] [steelSpear,Javelin] AttackThoseInRange UNIT Empty EtrurianArcherUnits: UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [9,15] [9,15] [ironBow,Vulnerary] AttackThoseInRange UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [11,13] [11,13] [ironBow,Vulnerary] AttackThoseInRange UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [3,17] [3,17] [ironBow] StandGuard UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [5,19] [5,19] [ironBow] StandGuard UNIT Empty EtrurianOpeningReinforcements: UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [12,1] [10,4] [ironAxe] AttackThoseInRange UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [12,1] [11,5] [ironAxe] AttackThoseInRange UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [5,4] [6,6] [ironAxe] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [8,8] [ironAxe] AttackThoseInRange UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [4,6] [ironAxe] AttackThoseInRange UNIT Empty TurnEvents: // Comment out or remove this line if you have a prep screen. TURN 0x0 outofblack [1,0] 0x0 0x0 TURN outofblack: OOBB ENDA CharacterEvents: CHAR LocationEvents: LOCA MiscEvents: CauseGameOverIfLordDies AFEV OpeningEvent: TEX8 0x85B/*Aquleian Road*/ [140,125] LOU1 CutsceneI ENUN STAL 50 RETB CURF [9,5] MUSI FADI 10 BACG 0x001D FADU 10 TEX1 0x85E/*Has Elias made it back to Aquleia?*/ REMA MUNO UnitClear FADI 2 LOMA 0x04 [8,5] STAL 50 LOU1 CutsceneII VCBF 4 FADU 2 ENUN STAL 50 MUSI FADI 10 BACG 0x001F FADU 10 TEX1 0x85D/*Call me Henrick*/ REMA MUNO MOVE Henrick [7,0] MOVE Bronwyn [6,0] MOVE Damion [4,0] ENUN DISA Henrick DISA Bronwyn DISA Damion FADI 5 LOMA 0x05 [7,22] VCBF 0 STAL 50 MUEN 10 FADU 2 TEX8 0x85C/*The Storm Ravine*/ [140,125] CMOF LOU1 Cutscene0 ENUN STAL 30 RETB FADI 10 BACG 0x0025 FADU 10 TEX1 0x85F/*Storm Ravine Conversation*/ REMA CAM1 [7,19] LOU1 EltonUnit ENUN STAL 20 MOVE Henrick [7,20] ENUN STAL 10 FADI 10 BACG 0x0025 FADU 10 TEX1 0x860/*Henrick and Elton talk*/ REMA CAM1 [6,15] MOVE Henrick [6,16] MOVE Damion [7,16] MOVE Elton [6,15] MOVE [9,17] [8,14] MOVE [5,17] [5,14] MOVE [4,16] [4,13] ENUN MOVE Bronwyn [7,15] ENUN CURF [7,15] FADI 10 BACG 0x0025 FADU 10 TEX1 0x861 MUS1 0x00CF MUEN 1 STAL 10 MUS1 0x00CB MUEN 1 MORETEXT 0x862 LOU1 EtrurianArcherUnits ENUN REMA MUS1 0x002F/*Off to War*/ STAL 30 TEX1 0x863 REMA CURF [7,15] TEX1 0x864 REMA CAM1 [6,17] MOVE Henrick [9,18] MOVE Damion [9,17] ENUN STAL 30 MOVE Henrick [9,17] ENUN CAM1 Henrick CURF [9,17] TEX1 0x865 REMA CMOF MOVE Henrick [7,24] ENUN CAM1 [6,15] CURF [7,15] TEX1 0x866 REMA CAM1 [6,17] CURF [9,17] TEX1 0x867/*Damion: Lord Damion?*/ REMA CAM1 [6,15] CURF [7,15] TEX1 0x868 REMA TurnEnemy(Elton) TurnEnemy(Ethan) TurnEnemy(EtrurianLanceKnight) CMOF MOVE Elton [6,1] MOVE Damion [7,16] MOVE [8,14] [7,9] MOVE [5,14] [6,10] MOVE [4,13] [4,10] ENUN LOU1 EtrurianOpeningReinforcements ENUN CMON TEX1 0x869 REMA CMOF MOVE Damion [7,25] MOVE Bronwyn [6,25] CAM1 [7,5] ENUN CURF [6,1] TEX1 0x86A REMA CAM1 [7,22] CURF [7,24] FADI 10 BACG 0x0025 FADU 10 TEX1 0x86B REMA GotoPrepScreen EndingEvent: MNCH 0x04 STAL 1 _0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset MESSAGE The map for this chapter is at offset MAP_OFFS The problem is solved. It was because Henrick was set to Supply Depot and I forgot to change it back. I feel sufficiently stupid, apologise profusely, and thank you for all the time you wasted on me. Edited July 7, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 7, 2012 Author Share Posted July 7, 2012 since when do i event (read: I'll look at it when i'm off my phone) Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 7, 2012 Author Share Posted July 7, 2012 Okay now that I can see the spoiler: is it just me, or do you never actually LOU1 Good? Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 7, 2012 Share Posted July 7, 2012 prepscreen automatically loads Good and Bad groups i didn't look at the script i'm tired but just a random tidbit of info Quote Link to comment Share on other sites More sharing options...
Agro Posted July 7, 2012 Share Posted July 7, 2012 prepscreen automatically loads Good and Bad groups ^yeah that this is very frustrating Quote Link to comment Share on other sites More sharing options...
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