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Event Assembler Questions Thread


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halp

I'm trying to get some reinforcements that spawn for X turns after Y event has been triggered, and I ran into a small problem.

I've got them set up like this:

Turn_events:
...
TurnEventPlayer(0x00,CastleReinforcements4,1,100)
TurnEventPlayer(0x00,CastleReinforcements3,1,100)
TurnEventPlayer(0x00,CastleReinforcements2,1,100)
TurnEventPlayer(0x00,CastleReinforcements1,1,100)
...
TURN

...

CastleReinforcements1:
IFEF 0x09 0x1B //If this event hasn't been triggered yet
IFEF 0x0A 0x1A //If Castle hasn't been seized
IFET 0x0B 0x19 //If the trigger for the reinforcements has been activated
LOU1 CastleUnits2
ENUN
ENUT 0x1B
ENIF 0x0B
ENIF 0x0A
ENIF 0x09
ENDA

CastleReinforcements2:
IFET 0x0C 0x1B //If CastleReinforcements1 has been triggered
IFEF 0x0D 0x1C //If this event hasn't been triggered yet
IFEF 0x0E 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1C
ENIF 0x0E
ENIF 0x0D
ENIF 0x0C	
ENDA

CastleReinforcements3:
IFET 0x0F 0x1C //If CastleReinforcements2 has been triggered
IFEF 0x10 0x1D //If this event hasn't been triggered yet
IFEF 0x11 0x1A //If Castle hasn't been seized
LOU1 CastleUnits2
ENUN
ENUT 0x1D
ENIF 0x11
ENIF 0x10
ENIF 0x0F	
ENDA

CastleReinforcements4:
IFET 0x14 0x1D //If CastleReinforcements3 has been triggered
IFEF 0x15 0x1E //If this event hasn't been triggered yet
IFEF 0x16 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1E
ENIF 0x16
ENIF 0x15
ENIF 0x14
ENDA

This way, for four turns after the trigger was activated, enemies would spawn. However, for some weird reason only the first two waves appear, instead of the four that should. I've checked multiple times and the event and condition IDs used here aren't used anywhere else (outside of the trigger, of course). Anyone got any idea of why that happens? Maybe I'm missing something really obvious since I haven't done some events in months.

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^Possibly a mistake Arch made.

halp

I'm trying to get some reinforcements that spawn for X turns after Y event has been triggered, and I ran into a small problem.

I've got them set up like this:

Turn_events:
...
TurnEventPlayer(0x00,CastleReinforcements4,1,100)
TurnEventPlayer(0x00,CastleReinforcements3,1,100)
TurnEventPlayer(0x00,CastleReinforcements2,1,100)
TurnEventPlayer(0x00,CastleReinforcements1,1,100)
...
TURN

...

CastleReinforcements1:
IFEF 0x09 0x1B //If this event hasn't been triggered yet
IFEF 0x0A 0x1A //If Castle hasn't been seized
IFET 0x0B 0x19 //If the trigger for the reinforcements has been activated
LOU1 CastleUnits2
ENUN
ENUT 0x1B
ENIF 0x0B
ENIF 0x0A
ENIF 0x09
ENDA

CastleReinforcements2:
IFET 0x0C 0x1B //If CastleReinforcements1 has been triggered
IFEF 0x0D 0x1C //If this event hasn't been triggered yet
IFEF 0x0E 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1C
ENIF 0x0E
ENIF 0x0D
ENIF 0x0C	
ENDA

CastleReinforcements3:
IFET 0x0F 0x1C //If CastleReinforcements2 has been triggered
IFEF 0x10 0x1D //If this event hasn't been triggered yet
IFEF 0x11 0x1A //If Castle hasn't been seized
LOU1 CastleUnits2
ENUN
ENUT 0x1D
ENIF 0x11
ENIF 0x10
ENIF 0x0F	
ENDA

CastleReinforcements4:
IFET 0x14 0x1D //If CastleReinforcements3 has been triggered
IFEF 0x15 0x1E //If this event hasn't been triggered yet
IFEF 0x16 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1E
ENIF 0x16
ENIF 0x15
ENIF 0x14
ENDA

This way, for four turns after the trigger was activated, enemies would spawn. However, for some weird reason only the first two waves appear, instead of the four that should. I've checked multiple times and the event and condition IDs used here aren't used anywhere else (outside of the trigger, of course). Anyone got any idea of why that happens? Maybe I'm missing something really obvious since I haven't done some events in months.

First of all, you can eliminate some of the code by giving TurnEventPlayer an event ID. You just need to set it to unused when the reinforcements don't load. Also, do the unit's you load move after they load? Because if they don't they will be at the position of later reinforcements and will block them from loading. And as a small tip, you can write this:

CastleReinforcements4:
IFET 0x14 0x1D //If CastleReinforcements3 has been triggered
IFEF 0x15 0x1E //If this event hasn't been triggered yet
IFEF 0x16 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1E
ENIF 0x16
ENIF 0x15
ENIF 0x14
ENDA

as this:

CastleReinforcements4:
IFET 0x14 0x1D //If CastleReinforcements3 has been triggered
IFEF 0x14 0x1E //If this event hasn't been triggered yet
IFEF 0x14 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1E
ENIF 0x14
ENDA

and it will work identically.

Edited by Nintenlord
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Is there a way to have AREA events triggered only by Ally units? In FE8?

It's not my case, but the items in the Desert kind of remind me this situation.

I mean, it's not that if an enemy steps in one of those areas receives the item.

So it should be locked to Ally units but I can't understand how.

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And as a small tip, you can write this as this:

CastleReinforcements4:
IFET 0x14 0x1D //If CastleReinforcements3 has been triggered
IFEF 0x14 0x1E //If this event hasn't been triggered yet
IFEF 0x14 0x1A //If Castle hasn't been seized
LOU1 CastleUnits3
ENUN
ENUT 0x1E
ENIF 0x14
ENDA

and it will work identically.

That's neat, never would've though that would work. I'll use it from now on, thanks.

Also I managed to find a fix for my problem, though it's probably the least efficient way ever made. What I did was after the first wave of reinforcements loads (at the beginning of a Player Phase), it sets an event ID as used. That one is checked at the beginning of the next Enemy Phase, and if used, sets another event ID as used, which is then checked during the next Player Phase, which triggers another event ID and so on. It's very silly and I'll probably look into how to optimize it at a later point, but it works, so I'm happy.

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Is there a way to have AREA events triggered only by Ally units? In FE8?

It's not my case, but the items in the Desert kind of remind me this situation.

I mean, it's not that if an enemy steps in one of those areas receives the item.

So it should be locked to Ally units but I can't understand how.

Did you try disassembling the chapter from FE8?

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Did you try disassembling the chapter from FE8?

Mmh, I was thinking that those AREA events in the desert are more complicated than just "if activating character is an ally, then give the item". In fact, it doesn't always give the item, IIRC it's based upon luck, right?

Enemy units usually have low luck, so if the event was something like: "give item to character; you can activate this event with a possibility of <<luck - 10>> %", this would mean that no enemy on the map would be able to trigger the event, and that units with high luck may find it. But again, I don't remember if ally characters with sucky luck could find something in that damn sand.

Anyway yes, I have already disassembled the events.

I'll take this one as example.

AREA 0x14 label30 [20,7] [23,10]

Well, this actives the event and calls label30.

label30:

_SETVAL 0x2 0x0

CALL label57

_0x3328 0xFFFF

_0x0620 0xC2

_SETVAL 0x3 0x89

CALL label58

_SETCONDITION2 0x8181 0xC 0x0

CALL label41

ENIF 0x8181

_0x0228 0x7

ENDA

Now, this starts getting confusing.

_SETVAL 0x2 0x0 is in every other AREA event but I don't know what it means here since _SETVAL 0x2 is for calling backgrounds for dialogues and 0x0 is the "inside house" background, so...

anyway, let's see what the others label it calls do:

label57:

_0x3325 0xFFFF

_SETCONDITION 0x0 0xC 0x2

CALL label41

ENIF 0x0

ENDA

Every single AREA event point to this one, so it must be some specific condition that is common to all these events.

In fact, I guess it's something like: "If the activating character is alive (whoever he is: 0xFFFF), CALL label41".

Let's see this label 41 then, which should be something common to all as well.

label41:

_0x1929

_0x0620 0xC2

_0x0221 0xFFFF

_0x0228 0x7

ENDB

Can't really understand it here.

Also I don't know why it ends with ENDB.

May this be the one I was searching for? Uh.

Let's return to the original label30. After the "CALL label57" there was this:

_0x3328 0xFFFF

_0x0620 0xC2

_SETVAL 0x3 0x89

Which I honestly don't know what it is.

Then it CALLs label58.

label58:

_0x3327 0xFFFF

_SETVAL 0x7 0xD

_SETCONDITION 0x0 0xC 0x7

_SETVAL 0x7 0x33

_SETCONDITION 0x0 0xC 0x7

_0x0420 0x64

_0x0C45 0x1 0x2 0xC

ENIF 0x0

CALL label42

_GIVEITEMTO 0xFFFF

_SETVAL 0xC 0x1

ELSE 0x2

ENIF 0x1

_SETVAL 0xC 0x0

ENIF 0x2

ENDA

Also every other AREA event CALL this event.

I don't know what the stuff at the beginning do. Some kind of condition I don't understand.

Then it CALLs label42.

label42:

_0x1020 0x1

_0x0220 0x2

_0x0320 0x8

_SETCONDITION 0x0 0xC 0x0

FADU 16

ENIF 0x0

_0x1020 0x0

ENDA

... which is also common in the events outside the AREA ones.

And finally gives the item to the activating character.

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I've lately came across an error while I tested my prolouge. The thing is that you can recruit an archer via the talking event and at the end of the ending scene he got a short dialog, if he was recruitet. I get this Dialog no matter if I recruit him, let him alive or kill him and in the next chapter he joins as a Blue unit even if he get killed as an enemy. Since it was my first time I scripted an "if event" I guess I made a mistake there, but I can't figure out where the mistake lies.

[spoiler=Eventcode]

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


ORG 0x0800000
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT Batta Fighter 0x00 Level(2,Enemy,False) [0,0] [2,1] [ironAxe] [0x03,0x0C,0x00,0x00]
UNIT Bandit Archer 0x00 Level(1,Enemy,False) [0,0] [3,2] [ironBow] [0x00,0x03,0x00,0x00]
UNIT Bandit Brigand 0x00 Level(1,Enemy,False) [0,0] [4,4] [bronzeaxt] [0x00,0x03,0x00,0x00]
UNIT Bandit Archer 0x00 Level(1,Enemy,False) [0,0] [9,4] [ironBow] [0x00,0x03,0x00,0x00]
UNIT Bandit Brigand 0x00 Level(1,Enemy,False) [0,0] [2,5] [bronzeaxt] [0x00,0x03,0x00,0x00]
UNIT Bandit Fighter 0x00 Level(1,Enemy,False) [0,0] [6,3] [bronzeaxt] [0x00,0x03,0x00,0x00]
UNIT Bandit Fighter 0x00 Level(1,Enemy,False) [0,0] [10,7] [bronzeaxt] [0x00,0x03,0x00,0x00]
UNIT Hike Archer 0x00 Level(1,Enemy,False) [0,2] [1,3] [ironBow,Vulnerary] [0x03,0x0C,0x00,0x00]
UNIT

Good:
UNIT Roy Lord 0x00 Level(1,Ally,False) [22,5] [22,5] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT

Re:
UNIT Sephie Himmelsritter 0x00 Level(1,Ally,False) [12,3] [12,3] [ManiKatti,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT

Zel:
UNIT Zelgius General_F 0x00 Level(15,NPC,False) [22,3] [18,6] [ironSpear] [0x03,0x0C,0x00,0x00]
UNIT

Yu:
UNIT Yutis WyvernKnight_F 0x00 Level(1,Ally,False) [10,0] [10,1] [ironSpear,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT

Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x0
TuRN 0x00 Turn1 [02,00] 0x0 0x0
END_MAIN

Character_events:
CHAR 0x05 HikeRe Sephie Hike $00000000
CHAR 0x06 Hike Sephie Hike $00050003
END_MAIN

Location_events:
Village(0x06,Village1,12,3)
House(0x07,House1,7,1)
House(0x08,House2,18,1)
END_MAIN

Misc_events:
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
END_MAIN

Opening_event:
OOBB
LOU1 Good
ENUN
STAL 16
Move Roy [17,6]
ENUN
STAL 32
LOU1 Re
STAL 32
Move Sephie [16,6]
ENUN
TEX1 0x815
REMA
STAL 16
LOU1 Zel
ENUN
TEX1 0x816
REMA
MUS1  0x0032
LOU1 Bad
ENUN
FADI 0x10
BACG 0x1C
FADU 0x10
TEX1 0x817
REMA
STAL 32
CAM1 [17,5]
CURF [17,6]
STAL 32
FADI 0x10
BACG 0x1C
FADU 0x10
TeX1 0x818
REMA
Move Zelgius [22,5]
Move Sephie [15,4]
Move Roy [14,6]
ENUN
CAM1 Roy
ENUN
ENDA

Turn1:
MUS2 0x0042
LOU1 Yu
ENUN
TEX1 0x819
REMA
MURE 5
Move Yutis [10,2]
ENUN
ENDA

HikeRe:
MUS2 0x0042
TEX1 0x81A
REMA 
MURE 5
CUSI Hike $00
ENDA

Village1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x81B
REMA
MONE 0x00 5000
ENDA

House1:
FADI 10
BACG 0x01
FADU 10
TEX1 0x81C
REMA
ENDA

House2:
FADI 10
BACG 0x01
FADU 10
TEX1 0x81D
REMA
ENDA


Ending_event:
MUS2 0x0038
FADI 10
BACG 0x1C
FADU 10
TEX1 0x81E
MUS1 0x0039
MORETEXT 0x81F
REMA
IFCD 0x0 0x01 0x06
FADI 10
BACG 0x1C
FADU 10
MUS2 0x0038
TEX1 0x820
REMA
ENIF 0x06
STAL 32
MNCH 0x01
STAL 1
_0x1
ENDA

HikeRe:
IFcD 0x0 0x01 0x06
FADI 10
BACG 0x1C
FADU 10
MUS2 0x0038
TEX1 0x820
REMA
ENIF 0x06

TrapData:
ENDTRAP

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

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I see that you're using the IFCD command (IF Character Dead). Wouldn't it make more sense to check that he's alive? When you recruit him, try flagging an ID as used (For example 0x1F). Then check if that ID got activated.

ArcherRecruit:
  stuff
  ENUT 0x1F
ENDA

Ending_event:
  some other stuff
  IFET 0xYY 0x1F  // IFET = IF Event Triggered
  more stuff
  ENIF 0xYY  // 0xYY is whatever ID you need it to be.   
  even more stuff
ENDA

I don't remember if you have to include an ELSE statement for conditionals but hopefully that will help.

Also your HikeRe block is missing an ENDA statement and writing this code to offset 0x0800000 seems a little fishy to me.

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Thanks I haven't realised that the block is missing the ENDA but anyway I deleted the Event since it is the same as in the Ending event. Anyway, I've updated the Script but the event ist still triggerd no mater if the Archer ist recurited/alive/dead.

HikeRe:
MUS2 0x0042
TEX1 0x81A
REMA 
MURE 5
CUSI Hike_t $00
ENUT 0x1F
ENDA

Ending_event:
MUS2 0x0038
FADI 10
BACG 0x1C
FADU 10
TEX1 0x81E
MUS1 0x0039
MORETEXT 0x81F
REMA
IFET 0x06 0x1F
MUS2 0x0038
TEX1 0x820
REMA
ELSE 0x0A
//Nothing
ENIF 0x06
ENIF 0x0A
STAL 32
MNCH 0x01
STAL 1
_0x1
ENDA

Any clues?

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Character_events:

CHAR 0x05 HikeRe Sephie Hike $00000000

CHAR 0x06 Hike Sephie Hike $00050003

END_MAIN

Location_events:

Village(0x06,Village1,12,3)

House(0x07,House1,7,1)

House(0x08,House2,18,1)

END_MAIN

it appears that your village and character event use the same event ID, which probably means that visiting the house makes the game think that Hike was recruited. next time you want to check if an ID is being used, ctrl+F your text file to see if it's popping up anywhere it shouldn't be. also check death quotes and battle quotes

also for future reference do NOT make event pointer have the same name as stuff you've defined. "Hike", for example; the EA will get confused and won't know which one is the character and which one is the event (or something that effect, at least)

Edited by Agro
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My screen starts out black and dark untill i check the options and it lights up again

Good:
UNIT Serra Cleric 0x00 Level(1,Ally,False) (31,18) (31, 18) (0x4a, Vulnerary) (0x00, 0x00, 0x00, 0x00)
UNIT Empty

Bad:
UNIT Empty

Turn_events:
TURN 0 Opening_event (01, 00) 0x0 0x00
CODE 0x00

Character_events:
CODE 0x00

Location_events:
CODE 0x00

Misc_events:
CauseGameOverIfLordDies
CODE 0x00

Ballista_events:
CODE 0x00

Opening_event:
LOU1 Good
ENUN
ENDB

Ending_event:
MNCH 0x00
ENDA

MESSAGE Events end at offset currentOffset

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You might want to note that you're using a prep screen :S

the ENDB I searched for gave it away

you shouldn't be using Opening_event as a turn event if you have a prep screen

You need to make another event as the first event and it should have OOBB in it

if you don't have a prep screen

stop using ENDB and use ENDA :S

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You might want to note that you're using a prep screen :S

the ENDB I searched for gave it away

you shouldn't be using Opening_event as a turn event if you have a prep screen

You need to make another event as the first event and it should have OOBB in it

if you don't have a prep screen

stop using ENDB and use ENDA :S

My chapter isn't suppose to have a preparations screen. I did what you suggested and it still goes blank until I hit options.

Code

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


org 0xD80000
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN Ballista_events
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Good:
UNIT Erk Mage 0x00 Level(1,Ally,False) (27,23) (36,24) (Fire, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Serra Cleric 0x01 Level(1,Ally,False) (31,18) (31, 18) (0x4A, Vulnerary) (0x00, 0x00, 0x00, 0x00)
UNIT Matthew 0x3D 0x02 Level(1,Ally,False) (35,12) (35,12) (IronSword, 0x6A) (0x00, 0x00, 0x00, 0x00)
UNIT Oswin Knight 0x03 Level(1,Ally,False) (36,19) (36,19) (IronSpear, Vulnerary) (0x00, 0x00, 0x00, 0x00)
UNIT Florina 0x35 0x04 Level(1,Ally,False) (37,15) (37,15) (IronSpear, Vulnerary) (0x00, 0x00, 0x00, 0x00)
UNIT Bartre Fighter 0x05 Level(1,Ally,False) (28,13) (28,13) (IronAxe, Vulnerary) (0x00, 0x00, 0x00, 0x00)
UNIT Rebecca Archer 0x06 Level(1,Ally,False) (34,17) (34,17) (IronBow, Vulnerary) (0x00, 0x00, 0x00, 0x00)
UNIT Empty

Bad:
UNIT Empty

Turn_events:
TURN 0 Opening_event (01, 00) 0x0 0x00
CODE 0x00

Character_events:
CODE 0x00

Location_events:
CODE 0x00

Misc_events:
CODE 0x00

Ballista_events:
CODE 0x00

Opening_event:
LOU1 Good
ENUN
ENDA

Ending_event:
MNCH 0x00
ENDA



MESSAGE Events end at offset currentOffset

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I am trying to get batta and his men to spawn at the end of enemy phase, instead nothing's happening. Why?

[spoiler= ]

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x06,Pointers)

org 0xD80000

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN Ballista_events

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Good:

UNIT Heath 0x34 0x00 Level(1,Ally,False) (27,23) (36,24) (IronAxe, 0x82) (0x00, 0x00, 0x00, 0x00)

UNIT Serra Cleric 0x01 Level(1,Ally,False) (31,18) (31, 18) (0x4A, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Matthew 0x3D 0x02 Level(1,Ally,False) (35,12) (35,12) (IronSword, 0x6A) (0x00, 0x00, 0x00, 0x00)

UNIT Lowen Knight 0x03 Level(1,Ally,False) (36,19) (36,19) (IronSpear, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Florina 0x35 0x04 Level(1,Ally,False) (37,15) (37,15) (IronSpear, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Bartre Fighter 0x05 Level(1,Ally,False) (28,13) (28,13) (IronAxe, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Rebecca 0x19 0x06 Level(1,Ally,False) (34,17) (34,17) (IronBow, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Raven Mercenary 0x07 Level(1,Ally,False) (30,21) (30,21) (IronSword, Vulnerary) (0x00, 0x00, 0x00, 0x00)

UNIT Empty

Bad:

UNIT Guy Swordmaster 0x00 Level(4, Enemy, True) (34,0) (34,0) (0x0C) (0x00, 0x00, 0x00, 0x00)

UNIT Empty

Reinforcements:

UNIT Batta Warrior 0x08 Level(4,Enemy, True) (41,34) (41,34) (SteelAxe) (0x00, 0x00, 0x00, 0x00)

UNIT 0x68 Bandit 0x09 Level(2,Enemy, True) (33, 36) (42, 35) (IronAxe) (0x00, 0x00, 0x00, 0x00)

UNIT 0x68 Thief 0x10 Level(3,Enemy, True) (27,26) (27,26) (IronSword,DoorKey) (0x00, 0x00, 0x00, 0x00)

UNIT Empty

Turn2:

LOU1 Reinforcements

ENUN

ENDA

Turn_events:

TURN 0 Opening_event (01, 00) 0x0 0x00

TURN (1) Turn2 (02,00) 0x08 0x00

CODE 0x00

Character_events:

CODE 0x00

Location_events:

CODE 0x00

Misc_events:

CODE 0x00

Edited by Mrbrkill
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i'm surprised it's working at all considering the sheer amount of errors in that

i fixed most everything i could see but read the comments anyway

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


org 0xD80000
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN Ballista_events
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

//--------------------------------------------------===============================-----------------------------------------------
// in your UNIT data you're using parentheses when you should be using square brackets in several places
// look at the way i've done it and notice where i use regular parentheses and where i'm using brackets
// Also why does every single units have a different leader O_o 
Good:
UNIT Heath 0x34 0x01 Level(1,Ally,False) [27,23] [36,24] [ironAxe, 0x82] [0x00, 0x00, 0x00, 0x00]
UNIT Serra Cleric 0x01 Level(1,Ally,False) [31,18] [31, 18] [0x4A, Vulnerary] [0x00, 0x00, 0x00, 0x00]
UNIT Matthew 0x3D 0x01 Level(1,Ally,False) [35,12] [35,12] [ironSword, 0x6A] [0x00, 0x00, 0x00, 0x00)]
UNIT Lowen Knight 0x01 Level(1,Ally,False) [36,19] [36,19] [ironSpear, Vulnerary] [0x00, 0x00, 0x00, 0x00]
UNIT Florina 0x35 0x01 Level(1,Ally,False) [37,15] [37,15] [ironSpear, Vulnerary] [0x00, 0x00, 0x00, 0x00]
UNIT Bartre Fighter 0x01 Level(1,Ally,False) [28,13] [28,13] [ironAxe, Vulnerary] [0x00, 0x00, 0x00, 0x00]
UNIT Rebecca 0x19 0x01 Level(1,Ally,False) [34,17] [34,17] [ironBow, Vulnerary] [0x00, 0x00, 0x00, 0x00]
UNIT Raven Mercenary 0x01 Level(1,Ally,False) [30,21] [30,21] [ironSword, Vulnerary] [0x00, 0x00, 0x00, 0x00]
UNIT Empty

Bad:
UNIT Guy Swordmaster 0x00 Level(4, Enemy, True) [34,0] [34,0] [0x0C] [0x00, 0x00, 0x00, 0x00]
UNIT Empty


Reinforcements:
UNIT Batta Warrior Guy Level(4,Enemy, True) [41,34] [41,34] [steelAxe] [0x00, 0x00, 0x00, 0x00]
UNIT 0x68 Bandit Guy Level(2,Enemy, True) [33, 36] [42, 35] [ironAxe] [0x00, 0x00, 0x00, 0x00]
UNIT 0x68 Thief Guy Level(3,Enemy, True) [27,26] [27,26] [ironSword,DoorKey] [0x00, 0x00, 0x00, 0x00]
UNIT Empty

Turn2:
LOU1 Reinforcements
ENUN
ENDA

// the second parameter here is the event ID, i suggest you read an event tutorial like arch's to see
// what that's supposed to do
// And again you have the thing with the square brackets/parentheses
Turn_events:
// right here is where it should be breaking when you try to assemble, since there's no event labeled "Opening_event" in this script
TURN 0 Opening_event [01, 00] 0x0 0x00
// The way you have it right now is that at the start of the turn 2 enemy phase the event will play
TURN 0 Turn2 [02,00] 0x08 0x00
//CODE 0x00
TURN

Character_events:
//CODE 0x00
CHAR

Location_events:
//CODE 0x00
LOCA

Misc_events:
//CODE 0x00
AFEV

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it works when i try to assemble it so i don't know what your problem is ;/

there's a very clear explanation here

you're also clearly not using the most recent version of EA so you should probably get around to that

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