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Event Assembler Questions Thread


CT075
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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.

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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.

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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 by Brendor the Brave
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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 by JFierce
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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 by Brendor the Brave
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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.

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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 by JFierce
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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.

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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 by Blitzzurger96
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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?

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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.

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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.

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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

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