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Event Assembler Questions Thread


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it might be called "triggerable map changes" or something

omg finally thank you the 1st one opened.

but i have another issue my seize event for the map isnt working I'm using guy as the lord or person thats supposed to seize it.

Do I have to alter him in nightmare so he can seize?

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include CircleofSix.txt.txt

EventPointerTable(0x06, Pointers)

ORG 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT Galen Fighter 0x00 Level(5,Enemy,False) [16,0] [16,0] [steelAxe,Vulnerary][0x00,0x03,0x00,0x20]

UNIT Bandit Brigand Galen Level(4,Enemy,True) [16,11] [9,12] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [5,14] [6,13] [ironAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Brigand Galen Level(4,Enemy,True) [0,14] [0,9] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [0,14] [0,12] [ironAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Fighter Galen Level(5,Enemy,True) [16,4] [10,5] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Bandit Fighter Galen Level(5,Enemy,True) [16,5] [10,6] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [4,3] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [9,0] [steelAxe] [0x00,0x03,0x09,0x00]

UNIT Bandit Brigand Galen Level(5,Enemy,True) [16,0] [11,2] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT Empty

Good:

UNIT Alastor Myrmidon 0x00 Level(5,Ally,True) [16,14] [14,14] [ironSword, Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Silvaan Archer Alastor Level(4,Ally,True) [16,14] [15,13] [ironBow] [0x00,0x00,0x00,0x00]

UNIT Hogan Fighter Alastor Level(5,Ally,True) [16,14] [13,13] [ironAxe, HandAxe] [0x00,0x00,0x00,0x00]

UNIT Redder Brigand Alastor Level(5,Ally,True) [16,14] [12,14] [steelAxe] [0x00,0x00,0x00,0x00]

UNIT Kyrie Cleric Alastor Level(3,Ally,True) [16,14] [13,14] [Heal, Vulnerary, ChestKey] [0x00,0x00,0x00,0x00]

UNIT Empty

Reinforcements:

UNIT Bandit Fighter Galen Level(4,Enemy,True) [15,14] [15,14] [PoisonAxe] [0x00,0x00,0x00,0x00]

UNIT Bandit Fighter Galen Level(4,Enemy,True) [16,13] [16,13] [PoisonAxe] [0x00,0x00,0x00,0x00]

UNIT Empty

Thieves:

UNIT Bandit Thief Galen Level(5,Enemy,True) [16,4] [16,4] [PoisonSword,LockPick] [0x06,0x05,0x09,0x00]

UNIT Bandit Thief Galen Level(5,Enemy,True) [16,5] [16,5] [PoisonSword, LockPick] [0x06,0x05,0x09,0x00 ]

Unit Empty

Turn_events:

Turn 0x00 Opening_event [01,00] 0x0 0x00

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

TURN 0x00 Turn4 [04,00] 0x0 0x00

TURN

Character_events:

CHAR

Location_events:

Chest(SteelSword,1,14)

Chest(Antitoxin,4,14)

Chest(BlueGem,13,2)

LOCA

Misc_events:

CauseGameOverIfLordDies

Seize(16,0)

AFEV

Opening_event:

OOBB

LOU1 Good

LOU1 Bad

ENUN

ENDA

Turn3:

LOU1 Reinforcements

ENUN

ENDA

Turn4:

LOU1 Thieves

ENUN

ENDA

Ending_event:

FADI 10

BACG 0x02

FADU 10

MNCH 0x01

ENDA

BallistaData:

BLST

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who is your lord replacing

eliwood or lyn?

Lyn I'm making a rom for each chapter of my game separately. then when im done I was gunna combine them so that way i can get the hang of what I'm doing. Then all I have to do is change the pointers to overwrite other chapters and not ust the prologue each time. But so i dont have to ask later on whats the difference in replacing her or eliwood and how do i know what chapter that he takes over as main lord?

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Hi I'm back with more questions. This time I am trying to make an area event and I was wondering if theres area events that only the player can trigger or only certain units can trigger? I made one and it didnt work so idk why it didn't there were no errors.

Also When the boss appears and is killed he reappears lol kinda funny to me but I rather it not happen. The chapter still ends once you end ur turn after killing him once so I guess its not too big a problem considering I didnt think I could make it work to start. Then again it seems like I havent tried anything ppl would consider hard anyway so ya.

Anyway here are my events for the map.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include CircleofSix.txt.txt

EventPointerTable(0x06, Pointers)

ORG 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Boss:

UNIT Qwinn Archer 0x00 Level(5,Enemy,False)[5,0] [6,3] [ironBow,ShortBow] [0x00,0x03,0x09,0x00]

UNIT Empty

Bad:

UNIT Bern Mage Qwinn Level(3,Enemy,True)[19,6] [10,2] [Fire] [0x00,0x03,0x09,0x00]

UNIT Bern Mage Qwinn Level(3,Enemy,True)[0,4] [4,3] [Fire] [0x00,0x03,0x09,0x00]

UNIT Bern Archer Qwinn Level(3,Enemy,True)[19,6] [17,4] [ironBow] [0x00,0x03,0x09,0x00]

UNIT Bern Brigand Qwinn Level(3,Enemy,True)[0,4] [6,5] [steelAxe] [0x00,0x03,0x09,0x00]

UNIT Bern Archer Qwinn Level(3,Enemy,True)[19,6] [12,7] [shortBow] [0x00,0x03,0x09,0x00]

UNIT Bern Archer Qwinn Level(3,Enemy,True)[19,7] [12,7] [shortBow] [0x00,0x03,0x09,0x00]

UNIT Bern Myrmidon Qwinn Level(4,Enemy,True)[0,12] [2,7] [ironSword] [0x00,0x03,0x09,0x00]

UNIT Bern Myrmidon Qwinn Level(4,Enemy,True)[0,12] [2,9] [ironSword] [0x00,0x03,0x09,0x00]

UNIT Bern Soldier Qwinn Level(4,Enemy,True)[6,19] [6,11] [Javelin] [0x00,0x03,0x09,0x00]

UNIT Bern Soldier Qwinn Level(4,Enemy,True)[7,19] [11,12] [Javelin] [0x00,0x03,0x09,0x00]

UNIT Bern Soldier Qwinn Level(4,Enemy,True)[6,19] [6,15] [ironLance] [0x00,0x03,0x09,0x00]

UNIT Bern Soldier Qwinn Level(4,Enemy,True)[7,19] [7,15] [ironLance] [0x00,0x03,0x09,0x00]

UNIT Bern Cavalier Qwinn Level(4,Enemy,True)[6,19] [6,18] [ironLance] [0x00,0x03,0x09,0x00]

UNIT Bern Cavalier Qwinn Level(4,Enemy,True)[7,19] [7,18] [ironLance] [0x00,0x03,0x09,0x00]

UNIT Empty

Fighters:

UNIT Bern Fighter Qwinn Level(6,Enemy,True)[16,12] [15,13] [ironAxe] [0x00,0x00,0x00,0x00]

UNIT Bern Fighter Qwinn Level(6,Enemy,True)[16,12] [16,13] [steelAxe] [0x00,0x00,0x00,0x00]

UNIT Bern Fighter Qwinn Level(6,Enemy,True)[16,12] [17,13] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Empty

Reinforcements:

UNIT Bern Brigand Qwinn Level(5,Enemy,True)[0,4] [0,4] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Bern Brigand Qwinn Level(5,Enemy,True)[0,12] [0,12] [HandAxe] [0x00,0x00,0x00,0x00]

UNIT Bern Brigand Qwinn Level(5,Enemy,True)[5,0] [5,0] [PoisonAxe] [0x00,0x00,0x00,0x00]

UNIT Bern Brigand Qwinn Level(5,Enemy,True)[8,0] [8,0] [PoisonAxe] [0x00,0x00,0x00,0x00]

UNIT Bern Mercenary Qwinn Level(5,Enemy,True)[19,6] [19,6] [ironSword] [0x00,0x00,0x00,0x00]

UNIT Bern Mercenary Qwinn Level(5,Enemy,True)[19,7] [19,7] [ironSword] [0x00,0x00,0x00,0x00]

UNIT Empty

Good:

UNIT Blake Paladin 0x00 Level(1,Ally,False) [5,0] [6,3] [steelSword,SteelLance,Elixir] [0x00, 0x00, 0x00, 0x00]

UNIT Tanner Cavalier Blake Level(5,Ally,True) [5,0] [5,1] [ironSword,IronLance,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Mason Soldier Blake Level(5,Ally,True) [8,0] [8,1] [ironLance,Javelin,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

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

TURN

Character_events:

CHAR

Location_events:

AREA 0x05 Bar [0,11] [18,14]

House(0x06,House1,17,3)

LOCA

Misc_events:

DefeatAll(BossAppears)

DefeatBoss(Ending_event)

CauseGameOverIfLordDies

AFEV

Opening_event:

OOBB

LOU1 Good Bad

ENUN

ENDA

Turn3:

LOU1 Reinforcements

ENUN

ENDA

Bar:

LOU1 Fighters

ENUN

ENDA

House1:

FADI 10

BACG 0x01

FADU 10

ITGV DragonShield

REMA

ENDA

BossAppears:

LOU1 Boss

ENUN

ENDA

Ending_event:

MNCH 0x01

ENDA

BallistaData:

BLST

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AREA 0x05 Bar [0,11] [18,14]

House(0x06,House1,17,3)

IIRC you're not supposed to use any event IDs between 0x01-0x06 because they're stuff that the game uses. Try changing both of them to something else, first of all.

Opening_event:

OOBB

LOU1 Good Bad

ENUN

ENDA

Um... shouldn't this be like...

LOU1 Good

ENUN

LOU1 Bad

ENUN

AFAIK you can't just load two unit groups like that...

To get the ally-only thing happening, you'll have to use conditional events. Specifically, you have to use IFAF ConditionID 0x7A2F1. This is "if it's not the enemy turn" (IFAT being if it is the enemy turn). Just, uh, use this format:

Bar:

IFAF 0x10 0x7A2F1//if it's not enemy turn

LOU1 Bad

ELSE 0x11

ENIF 0x10

ENIF 0x11

ENDA

or something like that. Read up more on Conditional Events in Arch's tutorial if you're confused, it'll be more helpful than what I've written here.

Edited by Agro
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Location_events:

AREA 0x05 Bar [0,11] [18,14]

House(0x06,House1,17,3)

LOCA

AREA goes to Misc_events usually.

Um... shouldn't this be like...

Opening_event:
OOBB
LOU1 Good Bad
ENUN
ENDA

AFAIK you can't just load two unit groups like that...

Yes you can. It's completely valid and works.

Edited by Nintenlord
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IIRC you're not supposed to use any event IDs between 0x01-0x06 because they're stuff that the game uses. Try changing both of them to something else, first of all.

Um... shouldn't this be like...

AFAIK you can't just load two unit groups like that...

To get the ally-only thing happening, you'll have to use conditional events. Specifically, you have to use IFAF ConditionID 0x7A2F1. This is "if it's not the enemy turn" (IFAT being if it is the enemy turn). Just, uh, use this format:

or something like that. Read up more on Conditional Events in Arch's tutorial if you're confused, it'll be more helpful than what I've written here.

Oh in one of the written tutorials Arch said you can load 4 different unit types with one LOU1 and they seem to work fine the way I have them set up now and oh ya i watched the conditions video I need to reread that section then thanks. Any idea about the boss appearing twice? Is there a condition I can use that makes the DefeatAll one work once instead of working a second time when I kill the boss since it makes him reload?

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Oh in one of the written tutorials Arch said you can load 4 different unit types with one LOU1 and they seem to work fine the way I have them set up now and oh ya i watched the conditions video I need to reread that section then thanks. Any idea about the boss appearing twice? Is there a condition I can use that makes the DefeatAll one work once instead of working a second time when I kill the boss since it makes him reload?

Ok I got it to work so thanks again. What does IFAF mean? Its not in Arch's written tutorial.

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Hi so I'm having more trouble with tile changes and I can't figure out the issue. I posted before about an earlier chapter I made and that one works fine. I followed the same steps and advice from that map and I'm still not getting it to work.

All the coordinates are correct and the triggerable map changes and event reference for tile chages are correct as well. <-triple checked

#include EAstdlib.event

EventPointerTable(0x0E,TileChanges)

ORG 0x8CE1D20

TileChanges:

TileMap(0x00,4,4,1,1,ChestOpened)

TileMap(0x01,10,8,1,1,ChestOpened)

TileMap(0x02,3,2,1,1,SmallDoor)

TileMap(0x03,8,9,1,1,SmallDoor)

TileMapEnd

ChestOpened:

SHORT 0x0400

SmallDoor:

ALIGN 4

SHORT 0x3C0E

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#include CircleofSix.txt.txt

EventPointerTable(0x06, Pointers)

ORG 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT Trigger Mercenary Trigger Level(2,Enemy,True) [20,2] [20,2] [ironBlade,Vulnerary] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Knight Trigger Level(5,Enemy,True) [20,2] [16,2] [Javelin] [0x03, 0x03, 0x09, 0x20]

UNIT Bern Knight Trigger Level(5,Enemy,True) [20,3] [16,3] [Javelin] [0x03, 0x03, 0x09, 0x20]

UNIT Bern Knight Trigger Level(5,Enemy,True) [3,1] [3,1] [Javelin] [0x03, 0x03, 0x09, 0x20]

UNIT Bern Knight Trigger Level(7,Enemy,True) [8,8] [8,8] [Javelin] [0x03, 0x03, 0x09, 0x20]

UNIT Bern Knight Trigger Level(5,Enemy,True) [6,16] [6,16] [Javelin] [0x03, 0x03, 0x09, 0x20]

UNIT Bern Knight Trigger Level(5,Enemy,True) [7,16] [7,16] [Javelin] [0x03, 0x03, 0x09, 0x20]

UNIT Empty

Ranged:

UNIT Bern Archer Trigger Level(6,Enemy,True) [17,1] [17,1] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Archer Trigger Level(5,Enemy,True) [17,17] [17,17] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT Bern Archer Trigger Level(5,Enemy,True) [19,18] [19,18] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT Bern Archer Trigger Level(6,Enemy,True) [17,4] [17,4] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Archer Trigger Level(6,Enemy,True) [11,19] [11,19] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT Bern Archer Trigger Level(7,Enemy,True) [19,4] [19,4] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Archer Trigger Level(6,Enemy,True) [15,6] [15,6] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Archer Trigger Level(7,Enemy,True) [19,9] [19,9] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT Bern Archer Trigger Level(4,Enemy,True) [4,9] [4,9] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT Bern Archer Trigger Level(5,Enemy,True) [2,6] [2,6] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Archer Trigger Level(5,Enemy,True) [10,6] [10,6] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Archer Trigger Level(4,Enemy,True) [10,0] [10,0] [ironBow] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Mage Trigger Level(4,Enemy,True) [8,4] [8,4] [Fire] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Mage Trigger Level(4,Enemy,True) [10,12] [10,12] [Fire] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Mage Trigger Level(5,Enemy,True) [12,12] [12,12] [Fire] [0x00, 0x03, 0x09, 0x00]

UNIT Empty

Cavaliers:

UNIT Bern Cavalier Trigger Level(8,Enemy,True) [3,15] [1,13] [steelLance] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Cavalier Trigger Level(6,Enemy,True) [3,15] [0,14] [ironSword] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Cavalier Trigger Level(6,Enemy,True) [3,15] [2,14] [Javelin] [0x00, 0x03, 0x09, 0x00]

UNIT Bern Cavalier Trigger Level(6,Enemy,True) [3,15] [2,12] [ironSword] [0x00, 0x03, 0x09, 0x00]

UNIT Empty

Thief1:

UNIT Bern Thief 0x00 Level(2,Enemy,True) [3,15] [3,15] [PoisonSword,LockPick] [0x06, 0x05, 0x09, 0x00]

UNIT Empty

Good:

UNIT Blake Paladin 0x00 Level(2,Ally,True) [2,19] [2,18] [steelSword,SteelLance,ChestKey,DoorKey] [0x00, 0x00, 0x00, 0x00]

UNIT Tanner Cavalier Blake Level(7,Ally,True) [3,19] [3,19] [ironLance,Javelin,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Mason Soldier Blake Level(5,Ally,True) [1,19] [1,19] [ironSword,IronLance,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Pegusi:

UNIT Ever PegasusKnight Blake Level(4,Ally,True) [10,14] [10,14] [Javelin,IronLance,Vulnerary,ChestKey] [0x00,0x00,0x00,0x00]

UNIT Claire PegasusKnight Blake Level(2,Ally,True) [11,15] [11,15] [Javelin,SlimLance,Vulnerary] [0x00,0x00,0x00,0x00]

UNIT Empty

Turn_events:

TURN 0x00 Opening_event [01,00] 0x0 0x00

TURN 0x00 Turn2 [02,00] 0x0 0x00

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

TURN

Character_events:

CHAR

Location_events:

Door(8,9)

Door(3,2)

Chest(RedGem,4,4)

Chest(Armourslayer,10,8)

LOCA

Misc_events:

DefeatAll(Shield)

DefeatBoss(Ending_event)

CauseGameOverIfLordDies

AFEV

Opening_event:

OOBB

LOU1 Bad Pegusi

ENUN

LOU1 Ranged Cavaliers

ENUN

ENDA

Turn2:

LOU1 Good

ENUN

ENDA

Turn5:

LOU1 Thief1

ENUN

ENDA

Shield:

ITGC Ever DelphiShield

ITGC Claire DelphiShield

Ending_event:

MNCH 0x01

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

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

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If in the events I "MOVE" a character, but the tile where it should go is already occupied, the two characters get superimposed.

How do I fix that?(obviously I don't want to have two characters in the same tile, but it may happen since the "MOVE" is in the middle of a battle and that tile can effectively be occupied by a unit before the event occurs)

Edited by AlfredKamon
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If in the events I "MOVE" a character, but the tile where it should go is already occupied, the two characters get superimposed.

How do I fix that?(obviously I don't want to have two characters in the same tile, but it may happen since the "MOVE" is in the middle of a battle and that tile can effectively be occupied by a unit before the event occurs)

Are you moving the unit to get closer to yours or that particular space?

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Are you moving the unit to get closer to yours or that particular space?

It's not like that.

I have programmed a unit to MOVE to a certain position in a certain turn.

Fact is, that position can be already occupied by another one in the turn this happens.

And so I can end up having two units in the same tile (and it actually works, lol, the game doesn't freeze or what but I obviously don't want it).

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Don't have that event? :/

Well even in standard GBAFE standing over wherever a unit loads stops them from loading i.e. reinforcements so if you think about it, FE actually never does that sort of thing. The best thing you could do is block off that area on the map using cliffs, walls, etc. I think.

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Don't have that event? :/

Well even in standard GBAFE standing over wherever a unit loads stops them from loading i.e. reinforcements so if you think about it, FE actually never does that sort of thing. The best thing you could do is block off that area on the map using cliffs, walls, etc. I think.

I don't see why I should post the event, this time it would be useless. The problem is in a single code which I have already pointed. :>

Anyway thank you very much for the suggestion. I still need to test this out a little more but I came up with the same conclusion as yours, in the end.

Edited by AlfredKamon
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Can someone help me with conditions I'm having trouble with IFCA. IFAF seems to be the only one I can get right .

House2:

IFCA 0x05 Ivy

FADI 10

BACG 0x01

FADU 10

ITGC SecretBook

ELSE 0x06

LOU1 Guards

ENUN

ENIF 0x05

ENIF 0x06

ENDA

Then I get these errors reffering to them.

File Chapter 6 Events.txt, Line 162, Column 1: Incorrect parameters in code IFCA Atom Atom

File Chapter 6 Events.txt, Line 166, Column 1: Incorrect parameters in code ITGC Atom

Edited by Jamesiluce
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IFCA requires 3 input values, although the first one isn't documented in EA. The format should be something along the lines of

IFCA Unknown condID charID

instead of

IFCA condID charID

I can't find any usage of the code in any existing FE7 events however, so I don't know what is a safe value for unknown (Try 0x0?)

ITGC is the "Give item to character" code, you need to specify the character along with the item. The correct format should be

ITGC charID itemID

instead of

ITGC itemID

If you just want to give the item to any character you want the code ITGV.

Edited by BoxMulder
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IFCA requires 3 input values, although the first one isn't documented in EA. The format should be something along the lines of

IFCA Unknown condID charID

instead of

IFCA condID charID

I can't find any usage of the code in any existing FE7 events however, so I don't know what is a safe value for unknown (Try 0x0?)

ITGC is the "Give item to character" code, you need to specify the character along with the item. The correct format should be

ITGC charID itemID

instead of

ITGC itemID

If you just want to give the item to any character you want the code ITGV.

Oops my bad, I'm using Arch's tutorial example and his IFCA doesnt have the 3rd value and I guess I glanced over the Character for ITGC. And no I'm trying to make it to where a character visits a house and finds a item or any other character visits it and gets ambushed more or less.

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arch's tutorial is outdated

the current disassembled events for FE7 have the first parameter always zero, so it should be

IFCA 0x00 condID charID

and ITGV is the code you're looking for

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arch's tutorial is outdated

the current disassembled events for FE7 have the first parameter always zero, so it should be

IFCA 0x00 condID charID

and ITGV is the code you're looking for

Ok Thanks I got that done and working. Now I have another one I'd like to work since my seize events arent really working can I do an AREA event and make a condition for a certain person to step on it to end the chapter like an arrival?

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