Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 in the chapter data editor there is an entry that says "TILE CHANGE POINTER" I don't see that anywhere in the chapter data editor Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 it might be called "triggerable map changes" or something Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 10, 2012 Author Share Posted October 10, 2012 who is your lord replacing eliwood or lyn? Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 10, 2012 Share Posted October 10, 2012 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? Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 11, 2012 Share Posted October 11, 2012 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 Quote Link to comment Share on other sites More sharing options...
Agro Posted October 13, 2012 Share Posted October 13, 2012 (edited) 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 GoodENUN 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 October 13, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 13, 2012 Share Posted October 13, 2012 (edited) 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 October 13, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 13, 2012 Share Posted October 13, 2012 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? Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 13, 2012 Share Posted October 13, 2012 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. Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 13, 2012 Share Posted October 13, 2012 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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CT075 Posted October 13, 2012 Author Share Posted October 13, 2012 ALIGN 4 SmallDoor: //ALIGN 4 /## Align goes BEFORE labels! SHORT 0x3C0E also IFAF means "IF ASM conditon is False" Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 13, 2012 Share Posted October 13, 2012 also IFAF means "IF ASM conditon is False" Okies but that doesnt fix my tiles not working Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 14, 2012 Share Posted October 14, 2012 (edited) 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 October 14, 2012 by AlfredKamon Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 14, 2012 Share Posted October 14, 2012 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? Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 14, 2012 Share Posted October 14, 2012 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). Quote Link to comment Share on other sites More sharing options...
Agro Posted October 14, 2012 Share Posted October 14, 2012 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. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 14, 2012 Share Posted October 14, 2012 (edited) 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 October 14, 2012 by AlfredKamon Quote Link to comment Share on other sites More sharing options...
Agro Posted October 14, 2012 Share Posted October 14, 2012 No, I meant you can solve it by not having that event. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted October 14, 2012 Share Posted October 14, 2012 All right. It was a misunderstanding. Nevermind, I solved that anyway. Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 14, 2012 Share Posted October 14, 2012 (edited) 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 October 14, 2012 by Jamesiluce Quote Link to comment Share on other sites More sharing options...
BoxMulder Posted October 14, 2012 Share Posted October 14, 2012 (edited) 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 October 14, 2012 by BoxMulder Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 14, 2012 Share Posted October 14, 2012 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 14, 2012 Author Share Posted October 14, 2012 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 Quote Link to comment Share on other sites More sharing options...
Jamesiluce Posted October 14, 2012 Share Posted October 14, 2012 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? Quote Link to comment Share on other sites More sharing options...
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