CT075 Posted July 18, 2012 Author Share Posted July 18, 2012 (edited) use [ spoiler ]STUFF GOES HERE[/ spoiler ] Edited July 18, 2012 by Camtech Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 18, 2012 Share Posted July 18, 2012 I said I used the same for both Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 18, 2012 Share Posted July 18, 2012 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. Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 18, 2012 Share Posted July 18, 2012 (edited) //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 July 18, 2012 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 18, 2012 Author Share Posted July 18, 2012 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 Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 18, 2012 Share Posted July 18, 2012 yeah I put 0x65 as the triggerable ID and I tested it on the tutorial and non tutorial versions of Sain Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 18, 2012 Share Posted July 18, 2012 Kill a lord. If it triggers a game over, you're doing something else wrong. If it DOESN'T, it's your events. Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 18, 2012 Share Posted July 18, 2012 (edited) 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 July 18, 2012 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
Akagami Posted July 18, 2012 Share Posted July 18, 2012 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 Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 18, 2012 Share Posted July 18, 2012 game over. meaning we still have no idea http://imgur.com/QFAkh ... ... "Death Quote Editor Part 2". Tutorial Sain is in Part 1 because of Lyn Tutorial crap. What are you doing? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 18, 2012 Author Share Posted July 18, 2012 TurnEventPlayer(0x03,VienenRefuerzos,3) event ID 0x3 being triggered automatically ends the chapter Quote Link to comment Share on other sites More sharing options...
Akagami Posted July 18, 2012 Share Posted July 18, 2012 Thanks! Now it works perfectly. I though only 0x1 and 0x2 were used... Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 18, 2012 Share Posted July 18, 2012 oh wow my bad but unfortunately that's not it http://imgur.com/jPP0M Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 18, 2012 Author Share Posted July 18, 2012 try altering regular sain Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 18, 2012 Share Posted July 18, 2012 (edited) I did, still nothing. but for some reason now all the characters have 0x65 as a triggerable ID.. Edited July 19, 2012 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 19, 2012 Share Posted July 19, 2012 I did still nothing. but for some reason now all the characters have 0x65 as a triggerable ID.. ... ha. Yeah I give up. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 19, 2012 Share Posted July 19, 2012 Thanks! Now it works perfectly. I though only 0x1 and 0x2 were used... actually, if you go in the EA standard library, you'll find that there are a lot of other IDs 0x04 changes music for example in FE7 Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted July 19, 2012 Share Posted July 19, 2012 (edited) 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!!! Edited July 19, 2012 by Sirius SPY!... I mean, placing the code under a spoiler tag so it doesn't stretch the page too much Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 19, 2012 Share Posted July 19, 2012 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. Quote Link to comment Share on other sites More sharing options...
GeminiTheSpy Posted July 19, 2012 Share Posted July 19, 2012 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. Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 19, 2012 Share Posted July 19, 2012 (edited) ... 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!!! why not check out FE6's chapter 23 for reference? Edited July 19, 2012 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 19, 2012 Share Posted July 19, 2012 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. Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 19, 2012 Share Posted July 19, 2012 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 Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted July 19, 2012 Share Posted July 19, 2012 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. Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 19, 2012 Share Posted July 19, 2012 isn't there a condition for if event is triggered on player/enemy phase? Quote Link to comment Share on other sites More sharing options...
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