Krad Posted December 9, 2012 Share Posted December 9, 2012 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. Quote Link to comment Share on other sites More sharing options...
fuzz94 Posted December 9, 2012 Share Posted December 9, 2012 It never got changed, it has been like that always. but... Text(textpointer,background) Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 10, 2012 Share Posted December 10, 2012 (edited) ^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 December 10, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 11, 2012 Share Posted December 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
Krad Posted December 11, 2012 Share Posted December 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted December 12, 2012 Share Posted December 12, 2012 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? Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 12, 2012 Share Posted December 12, 2012 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 12, 2012 Author Share Posted December 12, 2012 it's probably nested conditions Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 12, 2012 Share Posted December 12, 2012 Mh, 'kay. And what should this mean? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 12, 2012 Author Share Posted December 12, 2012 if (_char.alliance == player) { if (_char.lucky) { _char.give(item); } } is most likely Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 12, 2012 Share Posted December 12, 2012 Hmh, thanks. I guess I'll just have to copy-paste that stuff and try it out, then. Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted December 13, 2012 Share Posted December 13, 2012 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: ???????? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted December 13, 2012 Share Posted December 13, 2012 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. Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted December 14, 2012 Share Posted December 14, 2012 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? Quote Link to comment Share on other sites More sharing options...
Agro Posted December 14, 2012 Share Posted December 14, 2012 (edited) 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 December 14, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 16, 2012 Share Posted December 16, 2012 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 Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 16, 2012 Share Posted December 16, 2012 (edited) Couldn't find out how to delete this post Edited December 16, 2012 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 16, 2012 Share Posted December 16, 2012 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 Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 16, 2012 Share Posted December 16, 2012 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 Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 16, 2012 Author Share Posted December 16, 2012 Opening_event: OOBB // <----- THIS IS WHAT YOU'RE LOOKING FOR LOU1 Good ENUN ENDA Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 17, 2012 Share Posted December 17, 2012 no cam nightmare is what he should be looking for that is what you have that is what you want Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 22, 2012 Share Posted December 22, 2012 (edited) 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 December 22, 2012 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 22, 2012 Author Share Posted December 22, 2012 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 Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 22, 2012 Share Posted December 22, 2012 I tried your code and now i'm getting an "unhandled expectation" error.\ also what is event id because i couldn't find a clear explication in arch's tutorial. Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 22, 2012 Author Share Posted December 22, 2012 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 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.