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I said I used the same for both

And it works now since you started using the prologue script. We get that.

So... what was the other script that didn't have it working?

Unless of course, you forgot to restart the ROM to reflect your changes.

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//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x09,Pointers)

ORG 0xD80000

Pointers:

POIN TurnEvents

POIN CharacterEvents

POIN LocationEvents

POIN MiscEvents

POIN TerrainEvents TerrainEvents

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN OpeningEvent EndingEvent

Bad:

UNIT Lloyd_FFO Swordmaster 0x00 Level(1,Enemy,False) [1,1] [3,5] [silverSword, IronSword] NoAI

UNIT

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [5,9] [4,7] [Rapier, IronSword] NoAI

UNIT Raven Hero Eliwood Level(1,Ally,False) [5,9] [3,3] [steelSword, IronSword] NoAI

UNIT Lyn_t LynLord Eliwood Level(1,Ally,False) [5,9] [6,3] [ManiKatti, IronSword] NoAI

UNIT Empty

TurnEvents:

TurnEventPlayer(0x00,OpeningEvent,1)

TURN

CharacterEvents:

CharacterEvent(0x09,Axereaver,Lyn_t,Eliwood)

CHAR

LocationEvents:

Seize(0x04,EndingEvent,6,9)

LOCA

MiscEvents:

CauseGameOverIfLordDies

AFEV

Axereaver:

TEX1 0x815

REMA

ITGC Lyn_t AxeReaver

ENDA

TerrainEvents:

BLST

ALIGN 4

OpeningEvent:

OOBB

CURF [6,9]

LOU1 Good

ENUN

LOU1 Bad

ENDA

EndingEvent:

MoveToChapter(0x02)

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Edited by Brendor the Brave
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get rid of the spaces

[spoiler][/spoiler]

also are you sure that you told that person to have game over for c1

are you sure that person doesn't have a different death quote for c1

etc

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game over. meaning we still have no idea

well it worked for Raven who only has one version whereas Sain has two and it's not working for him. does that mean anything?

Edited by Brendor the Brave
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I have a problem here (not completed yet):

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x09,ThisChapter)

ORG 0x1000490

ThisChapter:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Refuerzos Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT Guts Jinete 0x00 Level(5,Enemy,False) [2,1] [2,1] [LHierro] [0x3,0x3,0x1,0x0]

UNIT 0x8A Mercenario Guts Level(2,Enemy,True) [10,1] [10,1] [EHierro] [0x0,0x2,0x2,0x0]

UNIT 0x8B Forajido Guts Level(2,Enemy,True) [14,4] [14,4] [HHierro] [0x0,0x2,0x1,0x0]

UNIT 0x8A Forajido Guts Level(2,Enemy,True) [7,2] [7,2] [HHierro] [0x0,0x0,0x1,0x0]

UNIT 0x8A Luchador Guts Level(2,Enemy,True) [6,6] [6,6] [HHierro] [0x0,0x0,0x2,0x0]

UNIT 0x8B Mercenario Guts Level(3,Enemy,True) [3,2] [3,2] [EAcero] [0x0,0x3,0x1,0x0]

UNIT

Good:

UNIT MyUnit 0x01 0x00 Level(1,Ally,False) [9,9] [9,8] [EHierro] [0x0,0x0,0x0,0x0]

UNIT Lyn 0x02 MyUnit Level(1,Ally,False) [11,9] [10,8] [EHierro] [0x0,0x0,0x0,0x0]

UNIT

Amigo:

UNIT Juice Luchador Juice Level(3,NPC,False) [14,0] [14,0] [HHierro] [0x0,0x0,0x0,0x0]

UNIT

Refuerzos:

UNIT 0x8C Luchador Guts Level(3,Enemy,True) [0,2] [0,1] [HAcero,Panacea] [0x0,0x0,0x2,0x0]

UNIT 0x8B Luchador Guts Level(3,Enemy,True) [0,2] [0,3] [HHierro] [0x0,0x0,0x2,0x0]

UNIT

Elmalote:

UNIT Guts Jinete 0x00 Level(5,Enemy,False) [3,0] [3,2] [0x0] [0x0,0x0,0x0,0x0]

UNIT

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TurnEventPlayer(0x03,VienenRefuerzos,3)

TURN

Character_events:

CHAR 0x01 Recluta_Juice MyUnit Juice $00000000

CHAR

Location_events:

Village(0x04,Casadelmedio,9,3)

LOCA

Misc_events:

DefeatAll(Ending_event)

CauseGameOverIfLordDies

AFEV

Opening_event:

OOBB

STAL 70

LOU1 Good

STAL 50

MOVE 0x03 [7,6]

MOVE 0x01 [8,6]

ENUN

STAL 30

CURF [7,6]

ENUN

FADI 8

BACG (0x23)

FADU 8

TEX1 0x836

SOUN (0x009F)

MORETEXT 0x838

REMA

LOU1 Elmalote

MOVE 0x03 [10,9]

MOVE 0x01 [12,8]

STAL 50

MOVE Guts [7,6]

ENUN

MUS1 (0x000C)

FADI 8

BACG (0x23)

FADU 8

TEX1 0x83A

STAL 50

LOU1 Bad

STAL 50

MUEN 20

MUS1 (0x0008)

CURF [14,0]

FADI 8

BACG (0x3F)

DISA Guts

FADU 8

TEX1 0x837

REMA

STAL 30

LOU1 Amigo

REMA

ENDA

VienenRefuerzos:

LOU1 Refuerzos

ENDA

Recluta_Juice:

MUS1 (0x0042)

FADI 7

BACG (0x23)

FADU 7

TEX1 0x1341

CUSI Juice Ally

REMA

ENDA

Casadelmedio:

ITGV 0x01

ENDA

Ending_event:

MNCH 0x02

STAL 1

_0x1

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: 10003F0

If I don't attack, everything goes well, but after I attack a few times, screen fades out and I automatically advance to the next chapter... what could it be? :S

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All right, I've been playing around with conditions recently, and I've kind of hit a stumbling block. I'm trying to make it so that if any character but one visits a village, the village can still be visited. Only if the one character visits the village will the gate actually close. I've been playing around with it for a while, and I just can't seem to get the code right, so here are my events. I highlighted the location events that I'm having trouble with.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x25,Pointers)

org 0xDF5E50

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 Zugu 0x3F 0x6D Level(7,Enemy,False) [12,01] [12,01] [EmblemAxe, HandAxe] [0x00,0x03,0x00,0x20]

UNIT Empty

RentAArmy:

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [17,15] [17,15] [steelSword] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,15] [21,15] [HandAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,16] [21,16] [ironAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Archer 0x35 Level(6,Enemy,True) [19,09] [19,09] [ironBow, Vulnerary] [0x00,0x03,0x02,0x00]

UNIT Merc Archer 0x3D Level(7,Enemy,True) [15,08] [15,08] [Longbow] [0x00,0x03,0x02,0x00]

UNIT Merc Archer 0x3D Level(7,Enemy,True) [14,07] [14,07] [Longbow] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x3D Level(7,Enemy,True) [14,04] [14,04] [Thunder] [0x00,0x03,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [18,01] [18,01] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [19,02] [19,02] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [17,02] [17,02] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x3D Level(7,Enemy,True) [16,02] [16,02] [steelSpear] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x45 Level(8,Enemy,True) [10,01] [10,01] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x45 Level(8,Enemy,True) [14,01] [14,01] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Fighter 0x45 Level(8,Enemy,True) [12,03] [12,03] [ironAxe, HandAxe] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [13,04] [13,04] [ironSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [07,02] [07,02] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [08,02] [08,02] [steelSpear] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [04,02] [04,02] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [05,01] [05,01] [ironSpear, Javelin] [0x00,0x02,0x02,0x00]

UNIT Merc Soldier 0x3D Level(7,Enemy,True) [09,06] [09,06] [ironSpear, Javelin] [0x00,0x03,0x02,0x00]

UNIT Merc Soldier 0x3D Level(7,Enemy,True) [10,06] [10,06] [ironSpear, Javelin] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x3D Level(7,Enemy,True) [05,09] [05,09] [Fire] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x3D Level(7,Enemy,True) [04,10] [04,10] [ironSword, IronSpear, KnightsCrest] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x45 Level(8,Enemy,True) [09,09] [09,09] [shortBow] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [05,13] [05,13] [steelAxe] [0x00,0x03,0x09,0x00]

UNIT Merc Myrmidon 0x3D Level(7,Enemy,True) [05,15] [05,15] [LanceReaver] [0x00,0x03,0x09,0x00]

UNIT Merc Myrmidon 0x3D Level(7,Enemy,True) [07,12] [07,12] [slimSword] [0x00,0x02,0x02,0x00]

UNIT Merc Monk 0x3D Level(7,Enemy,True) [01,17] [01,17] [Lightning, RedGem] [0x00,0x02,0x02,0x00]

UNIT Empty

Fudge:

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,15] [21,15] [HandAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,16] [21,16] [ironAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [10,00] [10,00] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [09,00] [09,00] [ironSpear, Javelin] [0x00,0x02,0x02,0x00]

UNIT Empty

WeHasBows:

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,08] [00,08] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,09] [00,09] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Empty

WeHasMoreBows:

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,08] [00,08] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,09] [00,09] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [21,01] [21,02] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [21,02] [21,02] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Empty

Greatness:

UNIT Nergal 0x3F 0x00 Level(7,NPC,False) [15,14] [15,14] [Elixir] [0x00,0x00,0x00,0x00]

UNIT Empty

Winners:

UNIT Maxime EliwoodLord 0x00 Level(12,Enemy,True) [03,01] [03,01] [Rapier] [0x00,0x00,0x00,0x00]

UNIT Oleg Warrior 0xB5 Level(5,Enemy,True) [04,01] [04,01] [Tomahawk, DevilAxe] [0x00,0x03,0x09,0x00]

UNIT Legault Thief 0x00 Level(20,Enemy,False) [03,00] [03,00] [silverSword] [0x00,0x00,0x00,0x00]

UNIT Paul Berserker 0x00 Level(12,Enemy,True) [02,00] [02,00] [KillerAxe, Tomahawk] [0x00,0x00,0x00,0x00]

UNIT Empty

TriangleAttack:

UNIT Sain Cavalier 0x00 Level(6,Ally,False) [01,09] [01,09] [steelSpear, Javelin, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Bartre Fighter 0x00 Level(5,Ally,False) [02,09] [02,09] [steelAxe, HandAxe] [0x00,0x00,0x00,0x00]

UNIT Lowen Archer 0x00 Level(2,Ally,False) [00,08] [00,08] [ironBow, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Good:

UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [10,16] [10,16] [ironSword, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Marcus Paladin 0x00 Level(1,Ally,False) [09,18] [09,18] [EmblemSword] [0x00,0x00,0x00,0x00]

UNIT Nils Mage 0x00 Level(1,Ally,False) [13,17] [13,17] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Canas Shaman 0x00 Level(1,Ally,False) [13,18] [13,18] [Flux, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Florina_t PegasusKnight 0x00 Level(2,Ally,False) [12,18] [12,18] [slimSpear, Javelin, Vulnerary] [0x00,0x03,0x09,0x00]

UNIT Leila Thief_F 0x00 Level(2,Ally,False) [11,16] [11,16] [ironSword, Vulnerary, LockPick] [0x00,0x03,0x09,0x00]

UNIT Priscilla Cleric 0x00 Level(2,Ally,False) [12,17] [12,17] [0x00] [0x00,0x00,0x00,0x00]

UNIT Kent Cavalier_F 0x00 Level(2,Ally,False) [13,15] [13,15] [ironSword, IronSpear, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Karel Myrmidon 0x00 Level(5,Ally,False) [12,15] [12,15] [KillingEdge, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Heath WyvernKnight 0x00 Level(5,Ally,False) [11,15] [11,15] [steelSpear, Javelin] [0x00,0x00,0x00,0x00]

UNIT Erk Mage 0x00 Level(1,Ally,False) [11,18] [11,18] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Turn_events:

TURN 0x00 PreBattle [01,01] 0x00 0x00

TURN 0x00 Turn3 [03,00] 0x0 0x00

TURN 0x00 Turn5 [05,00] 0x0 0x00

TURN 0x00 Turn7 [07,00] 0x0 0x00

TURN 0x00 Turn10 [10,00] 0x0 0x00

CODE $00

PreBattle:

OOBB

LOU1 RentAArmy

ENUN

ENDA

Turn3:

LOU1 TriangleAttack

ENUN

MUS1 0x0042

TEX1 0x087B

REMA

ENDA

Turn5:

LOU1 Fudge

ENUN

ENDA

Turn7:

LOU1 WeHasBows

ENUN

ENDA

Turn10:

LOU1 WeHasMoreBows

ENUN

ENDA

Character_events:

CHAR 0x20 IkeOscar Lyn_t Sain $00000000

CHAR 0x21 NateBoyd Canas Bartre $00000000

CHAR 0x22 SorenRolf Erk Lowen $00000000

CODE $00

IkeOscar:

TEX1 0x0884

ENDA

NateBoyd:

TEX1 0x0885

ENDA

SorenRolf:

TEX1 0x0886

ENDA

Location_events:

Vendor(ShinyThings,01,11)

Village(0x06,LamashtusMoney,18,13)

Village(0x09,ShoeShopping,03,07)

Village(0x10,NatesJoy,05,07)

House(0x11,GreatestHero,20,13)

CODE $00

ShinyThings:

SHLI SteelSword SteelBow SteelSpear IronAxe Javelin Mend Vulnerary Flux Thunder

ENDA

LamashtusMoney:

IFCA 0x00 0x07 Canas

FADI 10

BACG 0x02

FADU 10

TEX1 0x087D

REMA

MONE 0x00 3500

ELSE 0x08

ENIF 0x07

FADI 10

BACG 0x02

FADU 10

TEX1 0x087C

REMA

MONE 0x00 3500

ENIF 0x08

ENDA

ShoeShopping:

IFCA 0x00 0x12 Canas

FADI 10

MUS1 0x001E

BACG 0x02

FADU 10

TEX1 0x087F

REMA

ITGV EarthSeal

ELSE 0x13

ENIF 0x12

FADI 10

MUS1 0x001E

BACG 0x02

FADU 10

TEX1 0x087E

REMA

ITGV EarthSeal

ENIF 0x13

ENDA

NatesJoy:

IFCA 0x00 0x15 Canas

FADI 10

MUS1 0x0041

BACG 0x02

FADU 10

TEX1 0x0881

REMA

ITGV Nosferatu

ELSE 0x16

ENIF 0x15

FADI 10

BACG 0x02

FADU 10

TEX1 0x0880

REMA

ENIF 0x16

ENUT 0x10

ENDA

GreatestHero:

IFCA 0x00 0x17 Canas

FADI 10

BACG 0x02

FADU 10

TEX1 0x0883

REMA

ELSE 0x19

ENIF 0x17

FADI 10

BACG 0x02

FADU 10

TEX1 0x0882

REMA

ENIF 0x19

ENUT 0x11

ENDA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

CODE $00

Opening_event:

LOU1 Good

ENUN

LOU1 Winners

ENUN

LOU1 Greatness

ENUN

LOU1 Bad

ENUN

CAM1 Maxime

CURF Maxime

FADI 10

MUS1 0x0056

BACG 0x1C

FADU 10

TEX1 0x0870

REMA

MOVE Oleg [00,01]

ENUN

MOVE Legault [00,00]

ENUN

DISA Oleg

ENUN

DISA Legault

ENUN

CAM1 Lyn_t

CURF Lyn_t

FADI 10

MUS1 0x0006

BACG 0x1C

FADU 10

TEX1 0x0871

REMA

CAM1 Zugu

CURF Zugu

FADI 10

BACG 0x1C

FADU 10

TEX1 0x0872

REMA

CAM1 Priscilla

CURF Priscilla

FADI 10

BACG 0x1C

TEX1 0x0873

REMA

CAM1 Nergal

CURF Nergal

FADI 10

MUS1 0x002F

BACG 0x1C

TEX1 0x0874

REMA

FADI 10

BACG 0x1C

FADU 10

TEX1 0x0875

REMA

FADI 10

MUS1 0x004B

BACG 0x1C

TEX1 0x0876

REMA

FADI 10

BACG 0x1C

FADU 10

TEX1 0x0877

REMA

FADI 10

MUS1 0x002F

BACG 0x1C

TEX1 0x0878

REMA

CAM1 Zugu

MOVE Zugu [05,01]

ENUN

CURF Zugu

FADI 10

MUS1 0x0071

BACG 0x1C

TEX1 0x0879

REMA

CAM1 Florina_t

CURF Florina_t

FADI 10

BACG 0x1C

TEX1 0x087A

REMA

LOU1 RentAArmy

ENUN

ENDB

Ending_event:

FADI 10

MUS1 0x0001

BACG 0x1C

FADU 10

TEX1 0x0889

REMA

FADI 10

BACG 0x1C

FADU 10

TEX1 0x088B

MNCH 0x07

STAL 1

_0x1

ENDA

BallistaData:

BLST [18,09] 0x34

ALIGN 4

CODE $00

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Thank you so much for helping!!! Kappa.png

Edited by Sirius
SPY!... I mean, placing the code under a spoiler tag so it doesn't stretch the page too much
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1. Spoiler the huge event file with:

[spoiler]*Insert content here*[/spoiler]

2. You're using a macro, so of course it'll trigger a tile change. Don't use a village macro in that case and do it manually so that it won't do a tile change.

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1. Spoiler the huge event file with:

[spoiler]*Insert content here*[/spoiler]

2. You're using a macro, so of course it'll trigger a tile change. Don't use a village macro in that case and do it manually so that it won't do a tile change.

I'm not asking about tile changes. I know how to do that. It's just that once the village is visited, it can't be visited again, and I want to make it so that it can be.

Oh, and thanks for telling me how to do the spoiler thing. cool.gif

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... ha.

Yeah I give up.

alright well thanks for trying. how would I force game over for other things like if a village was destroyed or a chest was pilfered or things of that nature?

All right, I've been playing around with conditions recently, and I've kind of hit a stumbling block. I'm trying to make it so that if any character but one visits a village, the village can still be visited. Only if the one character visits the village will the gate actually close. I've been playing around with it for a while, and I just can't seem to get the code right, so here are my events. I highlighted the location events that I'm having trouble with.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x25,Pointers)

org 0xDF5E50

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 Zugu 0x3F 0x6D Level(7,Enemy,False) [12,01] [12,01] [EmblemAxe, HandAxe] [0x00,0x03,0x00,0x20]

UNIT Empty

RentAArmy:

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [17,15] [17,15] [steelSword] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,15] [21,15] [HandAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,16] [21,16] [ironAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Archer 0x35 Level(6,Enemy,True) [19,09] [19,09] [ironBow, Vulnerary] [0x00,0x03,0x02,0x00]

UNIT Merc Archer 0x3D Level(7,Enemy,True) [15,08] [15,08] [Longbow] [0x00,0x03,0x02,0x00]

UNIT Merc Archer 0x3D Level(7,Enemy,True) [14,07] [14,07] [Longbow] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x3D Level(7,Enemy,True) [14,04] [14,04] [Thunder] [0x00,0x03,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [18,01] [18,01] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [19,02] [19,02] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [17,02] [17,02] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x3D Level(7,Enemy,True) [16,02] [16,02] [steelSpear] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x45 Level(8,Enemy,True) [10,01] [10,01] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x45 Level(8,Enemy,True) [14,01] [14,01] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Fighter 0x45 Level(8,Enemy,True) [12,03] [12,03] [ironAxe, HandAxe] [0x00,0x03,0x02,0x00]

UNIT Merc Mercenary 0x35 Level(6,Enemy,True) [13,04] [13,04] [ironSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [07,02] [07,02] [steelSword] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [08,02] [08,02] [steelSpear] [0x00,0x03,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [04,02] [04,02] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [05,01] [05,01] [ironSpear, Javelin] [0x00,0x02,0x02,0x00]

UNIT Merc Soldier 0x3D Level(7,Enemy,True) [09,06] [09,06] [ironSpear, Javelin] [0x00,0x03,0x02,0x00]

UNIT Merc Soldier 0x3D Level(7,Enemy,True) [10,06] [10,06] [ironSpear, Javelin] [0x00,0x03,0x02,0x00]

UNIT Merc Mage 0x3D Level(7,Enemy,True) [05,09] [05,09] [Fire] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x3D Level(7,Enemy,True) [04,10] [04,10] [ironSword, IronSpear, KnightsCrest] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x45 Level(8,Enemy,True) [09,09] [09,09] [shortBow] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [05,13] [05,13] [steelAxe] [0x00,0x03,0x09,0x00]

UNIT Merc Myrmidon 0x3D Level(7,Enemy,True) [05,15] [05,15] [LanceReaver] [0x00,0x03,0x09,0x00]

UNIT Merc Myrmidon 0x3D Level(7,Enemy,True) [07,12] [07,12] [slimSword] [0x00,0x02,0x02,0x00]

UNIT Merc Monk 0x3D Level(7,Enemy,True) [01,17] [01,17] [Lightning, RedGem] [0x00,0x02,0x02,0x00]

UNIT Empty

Fudge:

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,15] [21,15] [HandAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Fighter 0x3D Level(7,Enemy,True) [21,16] [21,16] [ironAxe] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [10,00] [10,00] [ironSword] [0x00,0x02,0x02,0x00]

UNIT Merc Cavalier 0x35 Level(6,Enemy,True) [09,00] [09,00] [ironSpear, Javelin] [0x00,0x02,0x02,0x00]

UNIT Empty

WeHasBows:

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,08] [00,08] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,09] [00,09] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Empty

WeHasMoreBows:

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,08] [00,08] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [00,09] [00,09] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [21,01] [21,02] [ironBow] [0x00,0x02,0x02,0x00]

UNIT Merc Nomad 0x3D Level(7,Enemy,True) [21,02] [21,02] [steelBow] [0x00,0x02,0x02,0x00]

UNIT Empty

Greatness:

UNIT Nergal 0x3F 0x00 Level(7,NPC,False) [15,14] [15,14] [Elixir] [0x00,0x00,0x00,0x00]

UNIT Empty

Winners:

UNIT Maxime EliwoodLord 0x00 Level(12,Enemy,True) [03,01] [03,01] [Rapier] [0x00,0x00,0x00,0x00]

UNIT Oleg Warrior 0xB5 Level(5,Enemy,True) [04,01] [04,01] [Tomahawk, DevilAxe] [0x00,0x03,0x09,0x00]

UNIT Legault Thief 0x00 Level(20,Enemy,False) [03,00] [03,00] [silverSword] [0x00,0x00,0x00,0x00]

UNIT Paul Berserker 0x00 Level(12,Enemy,True) [02,00] [02,00] [KillerAxe, Tomahawk] [0x00,0x00,0x00,0x00]

UNIT Empty

TriangleAttack:

UNIT Sain Cavalier 0x00 Level(6,Ally,False) [01,09] [01,09] [steelSpear, Javelin, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Bartre Fighter 0x00 Level(5,Ally,False) [02,09] [02,09] [steelAxe, HandAxe] [0x00,0x00,0x00,0x00]

UNIT Lowen Archer 0x00 Level(2,Ally,False) [00,08] [00,08] [ironBow, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Good:

UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [10,16] [10,16] [ironSword, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Marcus Paladin 0x00 Level(1,Ally,False) [09,18] [09,18] [EmblemSword] [0x00,0x00,0x00,0x00]

UNIT Nils Mage 0x00 Level(1,Ally,False) [13,17] [13,17] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Canas Shaman 0x00 Level(1,Ally,False) [13,18] [13,18] [Flux, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Florina_t PegasusKnight 0x00 Level(2,Ally,False) [12,18] [12,18] [slimSpear, Javelin, Vulnerary] [0x00,0x03,0x09,0x00]

UNIT Leila Thief_F 0x00 Level(2,Ally,False) [11,16] [11,16] [ironSword, Vulnerary, LockPick] [0x00,0x03,0x09,0x00]

UNIT Priscilla Cleric 0x00 Level(2,Ally,False) [12,17] [12,17] [0x00] [0x00,0x00,0x00,0x00]

UNIT Kent Cavalier_F 0x00 Level(2,Ally,False) [13,15] [13,15] [ironSword, IronSpear, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Karel Myrmidon 0x00 Level(5,Ally,False) [12,15] [12,15] [KillingEdge, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Heath WyvernKnight 0x00 Level(5,Ally,False) [11,15] [11,15] [steelSpear, Javelin] [0x00,0x00,0x00,0x00]

UNIT Erk Mage 0x00 Level(1,Ally,False) [11,18] [11,18] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Turn_events:

TURN 0x00 PreBattle [01,01] 0x00 0x00

TURN 0x00 Turn3 [03,00] 0x0 0x00

TURN 0x00 Turn5 [05,00] 0x0 0x00

TURN 0x00 Turn7 [07,00] 0x0 0x00

TURN 0x00 Turn10 [10,00] 0x0 0x00

CODE $00

PreBattle:

OOBB

LOU1 RentAArmy

ENUN

ENDA

Turn3:

LOU1 TriangleAttack

ENUN

MUS1 0x0042

TEX1 0x087B

REMA

ENDA

Turn5:

LOU1 Fudge

ENUN

ENDA

Turn7:

LOU1 WeHasBows

ENUN

ENDA

Turn10:

LOU1 WeHasMoreBows

ENUN

ENDA

Character_events:

CHAR 0x20 IkeOscar Lyn_t Sain $00000000

CHAR 0x21 NateBoyd Canas Bartre $00000000

CHAR 0x22 SorenRolf Erk Lowen $00000000

CODE $00

IkeOscar:

TEX1 0x0884

ENDA

NateBoyd:

TEX1 0x0885

ENDA

SorenRolf:

TEX1 0x0886

ENDA

Location_events:

Vendor(ShinyThings,01,11)

Village(0x06,LamashtusMoney,18,13)

Village(0x09,ShoeShopping,03,07)

Village(0x10,NatesJoy,05,07)

House(0x11,GreatestHero,20,13)

CODE $00

ShinyThings:

SHLI SteelSword SteelBow SteelSpear IronAxe Javelin Mend Vulnerary Flux Thunder

ENDA

LamashtusMoney:

IFCA 0x00 0x07 Canas

FADI 10

BACG 0x02

FADU 10

TEX1 0x087D

REMA

MONE 0x00 3500

ELSE 0x08

ENIF 0x07

FADI 10

BACG 0x02

FADU 10

TEX1 0x087C

REMA

MONE 0x00 3500

ENIF 0x08

ENDA

ShoeShopping:

IFCA 0x00 0x12 Canas

FADI 10

MUS1 0x001E

BACG 0x02

FADU 10

TEX1 0x087F

REMA

ITGV EarthSeal

ELSE 0x13

ENIF 0x12

FADI 10

MUS1 0x001E

BACG 0x02

FADU 10

TEX1 0x087E

REMA

ITGV EarthSeal

ENIF 0x13

ENDA

NatesJoy:

IFCA 0x00 0x15 Canas

FADI 10

MUS1 0x0041

BACG 0x02

FADU 10

TEX1 0x0881

REMA

ITGV Nosferatu

ELSE 0x16

ENIF 0x15

FADI 10

BACG 0x02

FADU 10

TEX1 0x0880

REMA

ENIF 0x16

ENUT 0x10

ENDA

GreatestHero:

IFCA 0x00 0x17 Canas

FADI 10

BACG 0x02

FADU 10

TEX1 0x0883

REMA

ELSE 0x19

ENIF 0x17

FADI 10

BACG 0x02

FADU 10

TEX1 0x0882

REMA

ENIF 0x19

ENUT 0x11

ENDA

Misc_events:

CauseGameOverIfLordDies

DefeatAll(Ending_event)

CODE $00

Opening_event:

LOU1 Good

ENUN

LOU1 Winners

ENUN

LOU1 Greatness

ENUN

LOU1 Bad

ENUN

CAM1 Maxime

CURF Maxime

FADI 10

MUS1 0x0056

BACG 0x1C

FADU 10

TEX1 0x0870

REMA

MOVE Oleg [00,01]

ENUN

MOVE Legault [00,00]

ENUN

DISA Oleg

ENUN

DISA Legault

ENUN

CAM1 Lyn_t

CURF Lyn_t

FADI 10

MUS1 0x0006

BACG 0x1C

FADU 10

TEX1 0x0871

REMA

CAM1 Zugu

CURF Zugu

FADI 10

BACG 0x1C

FADU 10

TEX1 0x0872

REMA

CAM1 Priscilla

CURF Priscilla

FADI 10

BACG 0x1C

TEX1 0x0873

REMA

CAM1 Nergal

CURF Nergal

FADI 10

MUS1 0x002F

BACG 0x1C

TEX1 0x0874

REMA

FADI 10

BACG 0x1C

FADU 10

TEX1 0x0875

REMA

FADI 10

MUS1 0x004B

BACG 0x1C

TEX1 0x0876

REMA

FADI 10

BACG 0x1C

FADU 10

TEX1 0x0877

REMA

FADI 10

MUS1 0x002F

BACG 0x1C

TEX1 0x0878

REMA

CAM1 Zugu

MOVE Zugu [05,01]

ENUN

CURF Zugu

FADI 10

MUS1 0x0071

BACG 0x1C

TEX1 0x0879

REMA

CAM1 Florina_t

CURF Florina_t

FADI 10

BACG 0x1C

TEX1 0x087A

REMA

LOU1 RentAArmy

ENUN

ENDB

Ending_event:

FADI 10

MUS1 0x0001

BACG 0x1C

FADU 10

TEX1 0x0889

REMA

FADI 10

BACG 0x1C

FADU 10

TEX1 0x088B

MNCH 0x07

STAL 1

_0x1

ENDA

BallistaData:

BLST [18,09] 0x34

ALIGN 4

CODE $00

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: ????????

Thank you so much for helping!!! Kappa.png

why not check out FE6's chapter 23 for reference?

Edited by Brendor the Brave
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I'm not asking about tile changes. I know how to do that. It's just that once the village is visited, it can't be visited again, and I want to make it so that it can be.

ENUF to set the event ID to unused.

alright well thanks for trying. how would I force game over for other things like if a village was destroyed or a chest was pilfered or things of that nature?

The same as the way the game does game overs.

#define CauseGameOverIfLordDies "AFEV 0 0xCA749C 0x65"

AFEV 0 0xCA749C *event ID triggered*

In your misc events.

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but how can you make it work for enemies only. if the game over were caused only if the event is triggered by an enemy

Be smart about this. Think about it as a programming problem.

We've been giving every little thing to you on a silver platter so far, I'm seeing that not happening VERY soon.

From the way I think of it, you're gonna have to use a bunch of character conditions to see if the character that triggered it is an ally, and set the event ID back to unused with ENUF before the game over triggers.

And if the same event ID can't set itself unused before an AFEV is triggered, use a different one.

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