Brendor Posted March 25, 2013 Share Posted March 25, 2013 I made 2 customs event files and assembled them for consecutive chapters and I accidentally made a "casual mode" meaning that if my Oswin dies in the first chapter, he'll come back in the 2nd one with with level, stats, weapons, exp etc as they were when he died but not Lowen. This is the first chapter: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0x1404DBC 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 0x67 Civilian_2_F Isadora Level(2,NPC,False) [11,2][11,2][0x00] NoAI UNIT Evil: UNIT Bug Brigand 0x00 Level(10,Enemy,False) [0,0] [0,0][steelAxe] GuardTile UNIT Vag: UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [4,0][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [3,1][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [2,1][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [1,2][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [2,2][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [1,3][steelAxe] NoAI UNIT Arg: UNIT 0x67 Pirate 0x00 Level(10,Enemy,False) [19,2] [19,2][steelAxe] NoAI UNIT 0x67 Pirate 0x00 Level(10,Enemy,False) [19,2] [19,3][steelAxe] NoAI UNIT 0x67 Pirate 0x00 Level(10,Enemy,False) [19,2] [19,4][steelAxe] NoAI UNIT 0x67 Pirate 0x00 Level(10,Enemy,False) [19,2] [17,3][steelAxe] NoAI UNIT 0x67 Pirate 0x00 Level(10,Enemy,False) [19,2] [18,4][steelAxe] NoAI UNIT 0x67 Pirate 0x00 Level(10,Enemy,False) [19,2] [18,3][steelAxe] NoAI UNIT More: UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [3,4][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [5,2][steelAxe] NoAI UNIT 0x67 Brigand 0x00 Level(10,Enemy,False) [0,0] [4,3][steelAxe] NoAI UNIT Good: UNIT End: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [9,1][9,1][Rapier, SilverSpear] NoAI UNIT Oswin Knight Eliwood Level(5,Ally,False) [9,1][8,2][steelSpear, IronAxe] NoAI UNIT Lowen Cavalier Eliwood Level(2,Ally,False) [9,1][10,2][ironSword, IronSpear] NoAI UNIT zia: UNIT Dart Paladin Eliwood Level(1,NPC,False) [0,11][0,11][ironSword, SilverSpear] NoAI UNIT Heroes: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [9,1][9,2][Rapier, IronSword] NoAI UNIT Oswin Knight Eliwood Level(5,Ally,False) [9,1][8,2][steelSword, IronAxe] NoAI UNIT Marcus Paladin Eliwood Level(1,Ally,False) [9,1][9,3][ironSword, SilverSpear] NoAI UNIT Lowen Cavalier Eliwood Level(2,Ally,False) [9,1][10,2][ironSword, IronSpear] NoAI UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventPlayer(0x00,YAY,1) TurnEventEnemy(0x00,Reinforcements,3) //TurnEventPlayer(0x00,DERP,9) TURN Character_events: CHAR Location_events: House(0x06,house1,11,3) House(0x07,house2,14,6) LOCA house1: FADI 10 MUSI BACG 0x35 TEX1 0x919 REMA FADU 10 MUNO ENDA house2: FADI 10 MUSI BACG 0x35 TEX1 0x917 REMA FADU 10 MUNO ENDA Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies AFEV Opening_event: //CAM1 [8,4] OOBB //MUS1 0x33 LOU1 Evil CURF [0,0] TEX1 0x816 REMA LOU1 Vag ENUN MOVE [4,0] [4,2] 0x4 MOVE [3,1] [3,4] 0x4 MOVE [2,2] [2,5] 0x4 MOVE [2,1] [5,1] 0x4 MOVE [1,2] [1,6] 0x4 MOVE [2,2] [5,2] 0x4 MOVE [1,3] [4,3] 0x4 ENUN ENDA YAY: CURF [9,1] FADI 20 BACG 0x0D MUS1 0x32 TEX1 0x133E REMA FADU 20 LOU1 Heroes ENUN CURF Eliwood MUS2 0x2DC MURE 7 TEX1 0x901 REMA CURF Marcus CUSI Marcus$40 MOVE Marcus [0,15] ENUN DISA Marcus CAM1 Eliwood ENDA Reinforcements: CAM1 Bug CURF [0,0] TEX1 0x817 REMA LOU1 Arg ENUN CAM1 [9,1] LOU1 Vag LOU1 More ENUN TEX1 0x922 REMA DISA Bug ENDA Ending_event: MUSI FADI 5 UnitClear LOU1 End ENUN FADU 5 LOU1 zia ENUN MOVENEXTTO Dart Eliwood ENUN //MOVE Lowen Eliwood //MOVE Oswin Eliwood CURF Eliwood FADI 10 //MUS1 0x4F BACG 0x22 TEX1 0x922 MUS1 0x36 MORETEXT 0x923 REMA ENUN MOVE Eliwood [0,15] MOVE Dart [0,15] //DISA Marcus MOVE Oswin [0,15] 0x1E //DISA Oswin MOVE Lowen [0,15] //DISA Lowen ENUN MoveToChapter(0x01) BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? and this is the 2nd chapter: #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0x14DA5C0 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event //Thief: //UNIT 0x23 0x39 0x99 Level(2, Enemy, 1) [24,14] [24,14] [0x01, 0x6A] Guard //UNIT Good: UNIT 0x01 0x01 0x00 Level(1, Ally, 0) [1,0] [1,4] [0x00] Guard UNIT 0x0B 0x14 0x01 Level(1, Ally, 1) [1,0] [0,4] [0x00] Guard UNIT 0x19 0x28 0x01 Level(1, Ally, 1) [1,0] [1,5] [0x00] Guard UNIT 0x1A 0x2A 0x01 Level(3, NPC, 1) [1,0] [1,7] [0x01] Guard UNIT Bad: UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [19,12] [19,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [16,13] [16,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [17,11] [17,11] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [12,11] [12,11] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [12,13] [12,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [14,14] [14,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [13,12] [13,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [16,12] [16,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [13,14] [13,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [17,14] [17,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [18,13] [18,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [18,12] [18,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [10,12] [10,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [9,14] [9,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [10,13] [10,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [9,11] [9,11] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [11,14] [11,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [15,12] [15,12] [0x20] Guard UNIT 0x99 0x39 0x00 Level(15, Enemy, 1) [15,11] [15,11] [0x20] Guard //UNIT Matthew Thief_F Bug Level(2, Enemy, 1) [24,14] [24,14] [ironSword] Guard UNIT Derka: UNIT Matthew Thief_F Bug Level(2, Enemy, 1) [24,14] [24,14] [ironSword, LockPick] TalkToLord UNIT Finally: UNIT 0x23 0x3D 0x00 Level(2, Ally, 1) [10,3] [10,3] [0x01, 0x6A] DestroyVillages UNIT 0x01 0x01 0x00 Level(2, Ally, 1) [8,3] [8,3] [0x01] DestroyVillages UNIT 0x0A 0x48 0x00 Level(2, NPC, 1) [8,2] [8,2] [0x01] DestroyVillages UNIT 0x0B 0x14 0x00 Level(2, Ally, 1) [8,4] [8,4] [0x01] DestroyVillages UNIT 0x19 0x28 0x00 Level(2, Ally, 1) [9,4] [9,4] [0x01] DestroyVillages UNIT 0x1A 0x2A 0x00 Level(2, NPC, 1) [7,3] [7,3] [0x01] DestroyVillages UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventEnemy(0x00,Thief_bitch,1) TurnEventEnemy(0x00,Epiphany,5) TURN Character_events: //CharacterEvent(0x06,Hire,0x01,0x23) CHAR Location_events: Door(14,10) LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AFEV Opening_event: MUS1 0x00 LOU1 Bad ENUN OOBB CAM1 [1,0] CURF [1,0] LOU1 Good ENUN CURF Marcus TEX1 0x937 REMA //MOVE [1,4] [3,8] //MOVE [1,5] [2,8] //MOVE [0,4] [2,8] MOVE [1,7] [4,10] ENUN CAM1 Bug CURF Bug TEX1 0x973 REMA MOVE [4,10] [1,6] ENUN TEX1 0x934 REMA ITGC 0x01 0x01 ITGC 0x0B 0x01 ITGC 0x19 0x01 ENDA Thief_bitch: CAM1 [17,10] CURF [24,14] LOU1 Derka ENUN TEX1 0x943 REMA MOVE [24,14] [14,11] ENUN TEX1 0x935 REMA LOMA 0x1B [18,10] TEX1 0x956 REMA MOVE [19,12] [13,4] MOVE [16,13] [22,7] MOVE [17,11] [21,4] MOVE [12,11] [14,3] MOVE [12,13] [18,7] MOVE [14,14] [16,6] ENUN MOVE [13,12] [15,4] MOVE [16,12] [23,4] MOVE [13,14] [15,7] MOVE [17,14] [19,4] MOVE [18,13] [20,3] MOVE [18,12] [18,2] ENUN MOVE [10,12] [10,7] MOVE [9,14] [9,4] MOVE [10,13] [10,3] MOVE [9,11] [11,4] MOVE [11,14] [17,7] MOVE [15,12] [17,4] MOVE [17,6] [19,2] ENUN TEX1 0x959 REMA MOVE [15,11] [20,1] ENUN CAM1 0x1A CURF 0x1A TEX1 0x965 REMA CAM1 0x23 CURF 0x23 MOVENEXTTO 0x23 0x01 ENUN MUS1 0x53//42 TEX1 0x954 REMA TurnAlly(0x23) ENDA Epiphany: CAM1 Bug CURF Bug TEX1 0x946 REMA CHAI [13,4] AttackInRange CHAI [22,7] AttackInRange CHAI [21,4] AttackInRange CHAI [14,3] AttackInRange CHAI [18,7] AttackInRange CHAI [16,6] AttackInRange CHAI [15,4] AttackInRange CHAI [23,4] AttackInRange CHAI [15,7] AttackInRange CHAI [19,4] AttackInRange CHAI [20,3] AttackInRange CHAI [18,2] AttackInRange CHAI [10,7] AttackInRange CHAI [9,4] AttackInRange CHAI [10,3] AttackInRange CHAI [11,4] AttackInRange CHAI [17,7] AttackInRange CHAI [17,4] AttackInRange CHAI [19,2] AttackInRange CHAI 0x1A NoAI ENDA Ending_event: MUS1 0x4F FADI 10 UnitClear LOU1 Finally FADU 10 CURF 0x0A FADI 10 BACG 0x03 TEX1 0x966 REMA FADU 10 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset can anyone tell me why this works for Oswin and Lowen? Or how this works at all? I find this whole thing very intriguing. Quote Link to comment Share on other sites More sharing options...
JFierce Posted March 26, 2013 Share Posted March 26, 2013 Well it's kind of hard to tell in the 2nd chapter who are your good guys since Eliwood is usually 0x01 I'm guessing that's him, don't know the rest off the top of my head. Why don't you have it set up exactly like previous chapter? If I'm doing a new chapter I just copy and paste the units if they're in the next chapter and not with a prep screen. All their stats and items stay with them. I don't really see how they're reviving there is no UNCR 04 I believe it is that revives a unit. But first thing I'd have you at least set up the units the same in both chapters for your characters. Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 26, 2013 Share Posted March 26, 2013 (edited) Yeah I did the first one regularly and the 2nd I made with Cedar's thing which uses the ID's instead of the names. Here's a cleaned up version #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0x14DA5C0 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event //Thief: //UNIT Matthew Theif_f 0x99 Level(2, Enemy, 1) [24,14] [24,14] [0x01, 0x6A] Guard //UNIT Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [1,0] [1,4] [0x00] Guard UNIT Oswin Knight 0x01 Level(1, Ally, 1) [1,0] [0,4] [0x00] Guard UNIT Lowen Cavalier 0x01 Level(1, Ally, 1) [1,0] [1,5] [0x00] Guard UNIT Marcus Paladin 0x01 Level(3, NPC, 1) [1,0] [1,7] [0x01] Guard UNIT Bad: UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [19,12] [19,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [16,13] [16,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [17,11] [17,11] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [12,11] [12,11] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [12,13] [12,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [14,14] [14,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [13,12] [13,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [16,12] [16,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [13,14] [13,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [17,14] [17,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [18,13] [18,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [18,12] [18,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [10,12] [10,12] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [9,14] [9,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [10,13] [10,13] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [9,11] [9,11] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [11,14] [11,14] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [15,12] [15,12] [0x20] Guard UNIT 0x99 0x39 0x00 Level(15, Enemy, 1) [15,11] [15,11] [0x20] Guard //UNIT Matthew Thief_F Bug Level(2, Enemy, 1) [24,14] [24,14] [ironSword] Guard UNIT Derka: UNIT Matthew Thief_F Bug Level(2, Enemy, 1) [24,14] [24,14] [ironSword, LockPick] TalkToLord UNIT Finally: UNIT Matthew Theif_F 0x00 Level(2, Ally, 1) [10,3] [10,3] [0x01, 0x6A] DestroyVillages UNIT Eliwood EliwoodLord 0x00 Level(2, Ally, 1) [8,3] [8,3] [0x01] DestroyVillages UNIT 0x0A 0x48 Eliwood Level(2, NPC, 1) [8,2] [8,2] [0x01] DestroyVillages//civilian UNIT Oswin Knight Eliwood Level(2, Ally, 1) [8,4] [8,4] [0x01] DestroyVillages UNIT Lowen Cavalier Eliwood Level(2, Ally, 1) [9,4] [9,4] [0x01] DestroyVillages UNIT Marcus Paladin Eliwood Level(2, NPC, 1) [7,3] [7,3] [0x01] DestroyVillages UNIT Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventEnemy(0x00,Thief_bitch,1) TurnEventEnemy(0x00,Epiphany,5) TURN Character_events: //CharacterEvent(0x06,Hire,0x01,0x23) CHAR Location_events: Door(14,10) LOCA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AFEV Opening_event: MUS1 0x00 LOU1 Bad ENUN OOBB CAM1 [1,0] CURF [1,0] LOU1 Good ENUN CURF Marcus TEX1 0x937 REMA //MOVE [1,4] [3,8] //MOVE [1,5] [2,8] //MOVE [0,4] [2,8] MOVE [1,7] [4,10] ENUN CAM1 Bug CURF Bug TEX1 0x973 REMA MOVE [4,10] [1,6] ENUN TEX1 0x934 REMA ITGC 0x01 0x01 ITGC 0x0B 0x01 ITGC 0x19 0x01 ENDA Thief_bitch: CAM1 [17,10] CURF [24,14] LOU1 Derka ENUN TEX1 0x943 REMA MOVE [24,14] [14,11] ENUN TEX1 0x935 REMA LOMA 0x1B [18,10] TEX1 0x956 REMA MOVE [19,12] [13,4] MOVE [16,13] [22,7] MOVE [17,11] [21,4] MOVE [12,11] [14,3] MOVE [12,13] [18,7] MOVE [14,14] [16,6] ENUN MOVE [13,12] [15,4] MOVE [16,12] [23,4] MOVE [13,14] [15,7] MOVE [17,14] [19,4] MOVE [18,13] [20,3] MOVE [18,12] [18,2] ENUN MOVE [10,12] [10,7] MOVE [9,14] [9,4] MOVE [10,13] [10,3] MOVE [9,11] [11,4] MOVE [11,14] [17,7] MOVE [15,12] [17,4] MOVE [17,6] [19,2] ENUN TEX1 0x959 REMA MOVE [15,11] [20,1] ENUN CAM1 0x1A CURF 0x1A TEX1 0x965 REMA CAM1 0x23 CURF 0x23 MOVENEXTTO 0x23 0x01 ENUN MUS1 0x53//42 TEX1 0x954 REMA TurnAlly(0x23) ENDA Epiphany: CAM1 Bug CURF Bug TEX1 0x946 REMA CHAI [13,4] AttackInRange CHAI [22,7] AttackInRange CHAI [21,4] AttackInRange CHAI [14,3] AttackInRange CHAI [18,7] AttackInRange CHAI [16,6] AttackInRange CHAI [15,4] AttackInRange CHAI [23,4] AttackInRange CHAI [15,7] AttackInRange CHAI [19,4] AttackInRange CHAI [20,3] AttackInRange CHAI [18,2] AttackInRange CHAI [10,7] AttackInRange CHAI [9,4] AttackInRange CHAI [10,3] AttackInRange CHAI [11,4] AttackInRange CHAI [17,7] AttackInRange CHAI [17,4] AttackInRange CHAI [19,2] AttackInRange CHAI 0x1A NoAI ENDA Ending_event: MUS1 0x4F FADI 10 UnitClear LOU1 Finally FADU 10 CURF 0x0A FADI 10 BACG 0x03 TEX1 0x966 REMA FADU 10 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Edited March 26, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
JFierce Posted March 26, 2013 Share Posted March 26, 2013 (edited) Hmmm..... only thing I can see that's odd is once again you LOU1 a group of characters but they don't match up at all. Oswin is level 1 over here, level 2 over there in a different LOU1, 5 at another spot, then they have AI for some reason. Best way to test it though is to savestate and just remove and replace bits and pieces until you notice he isn't being revived again. I did this for the opposite of actually making a system so when characters die they're revived after they wait out a chapter so I can't really think of why they'd revive if you didn't use an UNCR 0x4 since from my testing that's the only way to revive someone. If you don't then they shouldn't show up in a LOU1 at all. Edited March 26, 2013 by JFierce Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 26, 2013 Share Posted March 26, 2013 (edited) Okay I figured it out. Apparently its those characters that get the special after-chapter convos when they die like Marcus and Oswin so now my question is: is there a way to make ANY character have those special convos or is it hardcoded? Edited March 26, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
JFierce Posted March 26, 2013 Share Posted March 26, 2013 Not sure what you mean by special convos when they die. At least I've never heard of a death quote that triggers a revive event. Are you trying to actually make a casual mode? If so then just use an UNCR 0x4 code on all characters (look in the EA language doc to get the exact one, should be 'removing' a status effect, 0x4 being death basically). Then next chapter if they're manually loaded in they should load fine or it's on the prep screen they should show up fine. I usually just do this at the start of a chapter due to my system but pretty sure you can just tack it on in the ending events and they should show up fine for the next chapter. I've tested this a lot, works fine with everything, stats, exp, promotions etc. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 26, 2013 Author Share Posted March 26, 2013 disassemble the vanilla chapters and find out what they do wrt oswin marcus Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 26, 2013 Share Posted March 26, 2013 I'm trying to do the opposite. Right now if Oswin dies he'll come back next chapter, I don't want that to happen Quote Link to comment Share on other sites More sharing options...
JFierce Posted March 26, 2013 Share Posted March 26, 2013 (edited) If you think it's his dying quote then look for his death quote then and see if it activates an event. Remember if it's Eliwood or Lyns mode since the different editors work for different modes. Though I've never heard of such an event through dying quotes that revives. If it's something odd, just make it 00 like normal. If your just inserting these events for a custom chapter there shouldn't be a trigger that I can see. Edit: Actually that sparked up a question...... are these even custom chapters or are you editing an existing one? I ask for 2 reasons because 1) yes there could be some behind the scenes stuff going on, best to disassemble the chapters and see what's going on there. 2) I hope your not trying to add events to existing chapters in the same offset. I saw your data was at points like 0x14DA5C0. Which that looks like it probably has stuff there already. Don't know if that's freespace or not. If it's not then you can't add anything anyways. You'll screw up all sorts of stuff without realizing it. Edited March 26, 2013 by JFierce Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 26, 2013 Share Posted March 26, 2013 Yes they're fully custom and no they're not overwriting stuff I triple checked in HxD before I assembled them Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 27, 2013 Author Share Posted March 27, 2013 the thing is oswin doesn't return in the vanilla game either Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 27, 2013 Share Posted March 27, 2013 So how do I make him not revive? Quote Link to comment Share on other sites More sharing options...
JFierce Posted March 27, 2013 Share Posted March 27, 2013 That's the problem. There's nothing in either of those chapters events that would revive them to my knowledge, Only thing I can think of is once again just copy and past the LOU1 characters from one event file to the other, probably from Chapter1 to chapter 2 because Chapter 2 is the one that has the odd automated stuff from that one event creator thing where the characters have random AI's like destroy villages and such. (can't remember the name) Besides that though can't think of any reason. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 28, 2013 Author Share Posted March 28, 2013 take them out of GOOD in the second chapter and see what happens Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 28, 2013 Author Share Posted March 28, 2013 take them out of GOOD in the second chapter and see what happens Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted April 4, 2013 Share Posted April 4, 2013 (edited) Okay, well, thank you CT075 for directing me here and now i will post my problem here. [spoiler=I somehow screwed my events and my Bad and Reinforcements for Bad won't load]//Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include MyFe7_Definitions.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 Batta Brigand 0x00 Level(1,Enemy,False) [0,0] [4,6] [ironAxe] [0x00,0x03,0x00,0x20] UNIT Bandit Brigand Batta Level(1,Enemy,False) [0,0] [2,7] [HandAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand Batta Level(1,Enemy,False) [0,0] [6,7] [HandAxe] [0x00,0x00,0x00,0x00] UNIT Reinforcements4: UNIT Bandit Archer 0x00 Level(1,Enemy,False) [2,7] [2,7] [ironBow] [0x00,0x00,0x00,0x00] UNIT Bandit Myrmidon Bandit Level(2,Enemy,True) [6,7] [6,7] [ironSword] [0x00,0x00,0x00,0x00] UNIT Good: UNIT Lynn_t Mage_F 0x00 Level(1,Ally,False) [15,12] [15,12] [Fire,Thunder,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Clary Mage Lynn_t Level(1,Ally,False) [15,12] [15,13] [Fire,Lightning,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Reinforcements1: UNIT Lexi_t PegasusKnight Lynn_t Level(2,Ally,False) [19,17] [19,17] [ironLance,Axereaver,WhiteGem] [0x00,0x00,0x00,0x00] UNIT Reinforcements2: UNIT Jack_t WyvernKnight 0x00 Level(2,NPC,False) [18,4] [19,8] [ironLance,Axereaver] [0x00,0x00,0x00,0x00] UNIT Blake_t Mercenary Jack_t Level(2,NPC,False) [18,4] [18,7] [ironSword,SteelSword] [0x03,0x03,0x00,0x20] UNIT Reinforcements3: UNIT Caelin Cavalier Jack_t Level(3,NPC,True) [18,7] [11,10] [ironLance,Javelin] [0x00,0x00,0x00,0x00] UNIT Caelin Cavalier Jack_t Level(3,NPC,True) [18,7] [11,11] [ironSword,Javelin] [0x00,0x00,0x00,0x00] UNIT Caelin Knight Jack_t Level(3,NPC,True) [19,7] [11,12] [ironLance,Javelin] [0x00,0x00,0x00,0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN 0x00 Turn3 [03,00] 0x8 0x00 TURN 0x00 Turn4 [04,05] 0x8 0x00 TURN 0x00 Turn5 [05,07] 0x0 0x00 TURN Character_events: CHAR 0x05 MotherDaughter Lynn_t Lexi_t $00000000 CHAR 0x05 MotherDaughter Lexi_t Lynn_t $00000000 CHAR Location_events: Seize(4,6) Armory(ArmoryData,13,15) Vendor(VendorData,12,14) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: FADI 10 BACG 0x03 FADU 10 TEX1 0x0800 REMA LOU1 Bad ENUN LOU1 Good ENUN ENDA Turn2: TEX1 0x0801 REMA LOU1 Reinforcements1 ENUN ENDA MotherDaughter: MUS1 0x0042 TEX1 0x0802 REMA ENDA Turn3: LOU1 Reinforcements2 ENUN MUS1 0x0042 TEX1 0x0803 REMA MOVE Blake_t [18,4] ENDA Turn4: LOU1 Reinforcements4 ENUN ENDA Turn5: LOU1 Reinforcements3 ENUN ENDA Ending_event: MUS1 0x0038 FADI 10 BACG 0x05 FADU 10 TEX1 0x0804 REMA MNCH 0x01 ENDA BallistaData: BLST ArmoryData: SHLI IronSword SteelSword IronLance SteelLance Javelin VendorData: SHLI Fire Thunder Lightning Vulnerary MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: D00000 Also, this happened just after i uploaded my beta patch. Edited April 4, 2013 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
Agro Posted April 10, 2013 Share Posted April 10, 2013 Turn3:LOU1 Reinforcements2 ENUN MUS1 0x0042 TEX1 0x0803 REMA MOVE Blake_t [18,4] ENDA I think you're missing an ENUN after the MOVE here. I can't seem to find anything else wrong with your events. Is this the turn that it screws up? Quote Link to comment Share on other sites More sharing options...
God of Humility Posted April 11, 2013 Share Posted April 11, 2013 Is there any way to make the screen completely black while something else is going on? I'm trying to end my chapter with a conversation that goes straight to a black screen to receive some items without it being possible to see the map and characters. I know about FADI and FADU but all they seem to do is the fade in/out but they don't keep the screen black, they just return to the normal screen. I've been searching a lot for something like this and I couldn't find anything. Or maybe its been right there in front of my nose and I just need to use FADU/FADI differently. Something so simple should be pretty easy to find, but alas, I couldn't. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 11, 2013 Author Share Posted April 11, 2013 one of the backgrounds (i think it's 0x5B) is a completely blank screen Quote Link to comment Share on other sites More sharing options...
God of Humility Posted April 11, 2013 Share Posted April 11, 2013 Thanks. Can't believe I didn't think of that. The thing is, the dialogue goes to the chapter map screen (with all the units and such) which then goes to the black screen. Is there any way to completely skip the chapter map screen? Quote Link to comment Share on other sites More sharing options...
JFierce Posted April 11, 2013 Share Posted April 11, 2013 What do you mean chapter map screen? Chapter map as in preparations screen? If so you remove the battle prep code. But you won't have a battle prep. Or chapter map as in world map? Which then you just remove the world map events. Quote Link to comment Share on other sites More sharing options...
God of Humility Posted April 11, 2013 Share Posted April 11, 2013 I'm talking about the standard gameplay map. Where you can see the units, terrain and such. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 11, 2013 Author Share Posted April 11, 2013 in nightmare change the option to "fade to black" instead of "fade to map" i *believe* there's another combination of ASMC's that does it as well but i can't be bothered to look it up right now Quote Link to comment Share on other sites More sharing options...
JFierce Posted April 11, 2013 Share Posted April 11, 2013 Yeah, this ^ It's in the chapter data editor module. Quote Link to comment Share on other sites More sharing options...
God of Humility Posted April 12, 2013 Share Posted April 12, 2013 Thanks guys. It works. Quote Link to comment Share on other sites More sharing options...
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