Blitzzurger96 Posted May 29, 2013 Share Posted May 29, 2013 Like how in some chapters, instead of fade to black, it has show map Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 30, 2013 Share Posted May 30, 2013 chapter data editor in nightmare. scroll all the way down and you'll see "Chapter Title Display Fade-out" there are 2 options: fade to black and fade to map. Choose fade to map apply changes, save etc etc Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2013 Share Posted May 30, 2013 Is there a code or macro or anything to make it so that you can't skip a certain event? From the EA Doc: Skipping FE7: NEVENTS Makes player unable to use start to skip the event. FE7: NCONVOS Makes player unable to skip convo with B button. Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 30, 2013 Share Posted May 30, 2013 (edited) also, where are you supposed to put IFAF's? My ifaf's always lead me to an error saying "didn't reach end currently at NewLine" edit: NEVENTS & NCONVOS broke the chapter :( Edited May 30, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2013 Share Posted May 30, 2013 Format: IFAF Conditional_ID1 ASM_routine // 2 Parameters what to do if routine returned false ELSE Conditional_ID2 ENIF Conditional_ID1 What to do if routine returned true ENIF Conditional_ID2 Make sure you know what the ASM routine does. If something broke, post your code. Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 30, 2013 Share Posted May 30, 2013 (edited) #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0x15ED730 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 Shit: UNIT Fargus 0x48 0x00 Level(2, NPC, 1) [8,2] [8,2] [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) [24,14] [13,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [22,7] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [21,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [14,3] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [18,7] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [16,6] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [15,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [23,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [15,7] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [19,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [20,3] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [18,2] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [10,7] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [9,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [10,3] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [11,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [17,7] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [17,4] [0x20] NoAI UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [19,2] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [20,2] [0x20] Guard UNIT 0x67 0x39 0x99 Level(7, Enemy, 1) [24,14] [21,2] [0x20] Guard UNIT Lovers: UNIT 0x01 0x01 0x00 Level(5, Ally, 1) [3,2] [9,8] [0x01, 0x6B] PursueWithoutHeed UNIT 0xB6 0x48 0x00 Level(5, Ally, 1) [3,2] [10,7] [0x01, 0x6B] PursueWithoutHeed UNIT Help: UNIT Glass 0x41 0x00 Level(5, Enemy, 1) [8,8] [8,8] [0x1A, 0x6B] Guard UNIT 0x0A 0x48 0x00 Level(5, NPC, 1) [10,8] [10,8] [0x00] Guard UNIT 0xCE 0x57 0x00 Level(5, NPC, 1) [11,8] [11,8] [0x00] Guard UNIT 0xCF 0x57 0x00 Level(5, NPC, 1) [11,7] [11,7] [0x00] Guard UNIT 0xD0 0x57 0x00 Level(5, NPC, 1) [12,8] [12,8] [0x00] Guard UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [8,7] [8,7] [0x16, 0x6B] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [7,8] [7,8] [0x16, 0x6B] PursueWithoutHeed UNIT Arch: UNIT 0x0E 0x18 0x00 Level(3, NPC, 0) [9,5] [9,5] [0x59, 0x2C] Guard UNIT Rape: UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [7,7] [7,7] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [8,9] [8,9] [0x01, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [12,11] [12,11] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [8,12] [8,12] [0x01, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [10,13] [10,13] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [8,14] [8,14] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [7,13] [7,13] [0x01, 0x6B] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [8,11] [8,11] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [8,13] [8,13] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [11,13] [11,13] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [12,13] [12,13] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x38 0x00 Level(5, Enemy, 1) [11,11] [11,11] [0x14, 0x6B] PursueWithoutHeed UNIT 0x61 0x14 0x00 Level(5, Enemy, 1) [7,9] [7,9] [0x01, 0x6B] PursueWithoutHeed UNIT 0x61 0x14 0x00 Level(5, Enemy, 1) [9,10] [9,10] [0x1F, 0x6B] PursueWithoutHeed UNIT 0x61 0x15 0x00 Level(5, Enemy, 1) [10,10] [10,10] [0x16, 0x6B] PursueWithoutHeed UNIT 0x61 0x15 0x00 Level(5, Enemy, 1) [9,12] [9,12] [0x2C, 0x6B] PursueWithoutHeed UNIT 0x61 0x18 0x00 Level(5, Enemy, 1) [11,12] [11,12] [0x2C, 0x6B] PursueWithoutHeed UNIT 0x61 0x28 0x00 Level(5, Enemy, 1) [11,14] [11,14] [0x01, 0x6B] PursueWithoutHeed UNIT 0x61 0x18 0x00 Level(5, Enemy, 1) [9,11] [9,11] [0x2C, 0x6B] PursueWithoutHeed UNIT 0x61 0x18 0x00 Level(5, Enemy, 1) [10,11] [10,11] [0x2C, 0x6B] PursueWithoutHeed UNIT Wyverns: UNIT 0x21 0x36 0x00 Level(1, Enemy, 1) [0,0] [0,0] [0x17] Guard UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [0,1] [0,1] [0x1B] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [1,0] [1,0] [0x94] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [0,2] [0,2] [0x1B] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [1,1] [1,1] [0x94] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [2,0] [2,0] [0x1B] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [19,0] [19,0] [0x94] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [19,1] [19,1] [0x1B] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [18,0] [18,0] [0x94] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [17,0] [17,0] [0x1B] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [18,1] [18,1] [0x94] PursueWithoutHeed UNIT 0x61 0x34 0x00 Level(15, Enemy, 1) [19,2] [19,2] [0x1B] PursueWithoutHeed UNIT Hope: UNIT 0x0B 0x14 0x00 Level(5, Ally, 1) [3,2] [3,2] [0x01, 0x6B] PursueWithoutHeed UNIT 0x19 0x28 0x00 Level(5, Ally, 1) [3,3] [3,3] [0x01, 0x6B] PursueWithoutHeed UNIT 0x1A 0x2A 0x00 Level(5, Ally, 1) [2,3] [2,3] [0x01, 0x6B] PursueWithoutHeed UNIT 0x23 0x3D 0x00 Level(5, Ally, 1) [4,3] [4,3] [0x01, 0x6B] PursueWithoutHeed UNIT Cat: AttackerCritical(18,00) EndOfBattle Dog: AttackerCritical(24,00) EndOfBattle Turn_events: TurnEventPlayer(0x00,Opening_event,1) TurnEventPlayer(0x00,Opening_event2,1) TurnEventPlayer(0x00,Turn1,2) TurnEventPlayer(0x00,Badass,2) TurnEventPlayer(0x00,Turn2,3) TurnEventPlayer(0x0A,Turn3,4) TURN Character_events: //CharacterEvent(0x06,Hire,0x01,0x23) CharacterEvent(0x0D,hunger,Eliwood,Rebecca) CHAR Location_events: Door(14,10) LOCA Misc_events: AFEV //IFAF 0x0F 1038AB1 //MOVE [0,0] [9,10] //REPA Glass //MOVE Glass [10,10] //TEX1 0x898 //REMA //CMOF //MOVE [10,10] [19,14] //MOVE [9,10] [19,13] //ENUN //MNCH 0x02 //UNCR Eliwood 0x04 //UNCR Marcus 0x04 //UNCR Oswin 0x04 //UNCR Matthew 0x04 //UNCR Lowen 0x04 //UNCR Rebecca 0x04 //ENDA Opening_event: OOBB CURF [3,2] FADU 10 BACG 0x35 TEX1 0x818 REMA FADU 10 CAM1 [8,2] LOU1 Help ENUN TEX6 0x0 [8,2] 0x999 REMA LOU1 Hope ENUN CMOF MOVE [3,2] [11,6] MOVE [3,3] [12,6] MOVE [2,3] [12,7] MOVE [4,3] [12,5] ENUN CAM1 [8,2] CURF [3,2] LOU1 Lovers ENUN FADI 10 BACG 0x02 TEX1 0x968 REMA FADU 10 MOVE [8,8] [9,7] ENUN FIGH Glass Yogi Cat [0x00,0x00,0x00,0x00] KILL Yogi UNCR Glass 0x02 LOU1 Rape ENUN ENDA Opening_event2: NEVENTS NCONVOS CMOF MOVE Glass [9,14] ENUN ENDA hunger: TEX1 0x879 MUS1 0x42 MORETEXT 0x87A REMA TurnAlly(0x0E) ENUN ENDA Turn1: MOVE [11,7] [9,4] ENUN MOVE [12,8] [11,4] ENUN MOVE [11,8] [10,4] ENUN ENDA Badass: LOU1 Arch ENUN CURF Rebecca TEX1 0x888 REMA FIGH Rebecca Glass Dog [0x00,0x00,0x00,0x00] ENUN UNCR Rebecca 0x02 CAM1 Glass CURF Glass TEX1 0x876 REMA CMOF MOVE [9,14] [17,14] ENUN DISA Glass CMON CURF Eliwood TEX1 0x815 REMA ENDA Turn2: MOVE [9,4] [4,4] ENUN MOVE [11,4] [6,4] ENUN MOVE [10,4] [5,4] ENUN ENDA Turn3: MOVE [4,4] [3,2] DISA 0xCE ENUN MOVE [6,4] [3,2] DISA 0xCF ENUN MOVE [5,4] [3,2] DISA 0xD0 ENUN MUS1 0x00 CURF Eliwood TEX1 0x993 REMA MUS1 0x32 LOU1 Wyverns ENUN TEX1 0x992 REMA CURF Eliwood TEX1 0x990 REMA ENDA Ending_event: MUS1 0x4F FADI 10 UnitClear FADU 10 CURF 0x0A FADI 10 UnitClear BACG 0x03 TEX1 0x966 REMA FADI 10 BACG 0x35 TEX1 0x967 REMA //TEX1 0x968 TEX6 0x0 [8,2] 0x968 STAL 160 MNCH 0x02 UNCR Eliwood 0x04 UNCR Marcus 0x04 UNCR Oswin 0x04 UNCR Matthew 0x04 UNCR Lowen 0x04 UNCR Rebecca 0x04 ENDA // Events // Manual Movement // Scripted Fights Cat: AttackerCritical(37,00) EndOfBattle // Units // Shop Data MESSAGE Events end at offset currentOffset I fixed Ch.2 by removing the NCONVOS and NEVENTS. I put them as the first macro of the opening events. I'm guessing you're not supposed to do that. I was trying to do this with the IFAF Edited May 30, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2013 Share Posted May 30, 2013 What you have in Misc. Events doesn't belong there. Declarations of AREA events, victory conditions, etc. go in misc. events, not actual code. See this post for usage. Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 30, 2013 Share Posted May 30, 2013 then where they go? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted May 30, 2013 Share Posted May 30, 2013 (edited) You would put the check in it's own separate event and call it with an AFEV or TURN (like the post I linked to said). Example: Misc_events: AFEV 0x00 CheckAllies 0x00 // When ID 0x00 gets triggered, run CheckAllies CauseGameOverIfLordDies END_MAIN CheckAllies: IFAF Conditional_ID1 ASM_routine // 2 Parameters what to do if routine returned false ELSE Conditional_ID2 ENIF Conditional_ID1 What to do if routine returned true ENIF Conditional_ID2 ENDA TURN would be similar but its declaration goes in the Turn_events section. Turn_events: OpeningTurnEvent(Opening_event) TURN 0x00 CheckAllies [01,50] 0x00 0x00 // Every Player turn, run check allies for 50 turns END_MAIN Edited May 30, 2013 by Primefusion Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 31, 2013 Share Posted May 31, 2013 (edited) thanks bro now how do I make it so that my main lord can die without causing game over? Edited May 31, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 31, 2013 Author Share Posted May 31, 2013 take out CauseGameOverIfLordDies (or whatever the macro is) Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 31, 2013 Share Posted May 31, 2013 did it still goes game over Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 31, 2013 Author Share Posted May 31, 2013 give the lord a chapter-specific death quote that doesn't have ID 0x65 Quote Link to comment Share on other sites More sharing options...
Brendor Posted May 31, 2013 Share Posted May 31, 2013 editor 1 or 2? It's for Chapter 2 Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2013 Author Share Posted June 1, 2013 i don't know why don't you try them Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted June 15, 2013 Share Posted June 15, 2013 This will probably make anyone who reads this spaz out, but, when I kill tutorials, I still can't use the tutorial text right? Quote Link to comment Share on other sites More sharing options...
Agro Posted June 15, 2013 Share Posted June 15, 2013 Use it... in what context? Quote Link to comment Share on other sites More sharing options...
Agro Posted June 15, 2013 Share Posted June 15, 2013 · Hidden by eCut, June 17, 2013 - No reason given Hidden by eCut, June 17, 2013 - No reason given Use it... in what context? Link to comment
Blitzzurger96 Posted June 15, 2013 Share Posted June 15, 2013 In any way possible like dialogue or brown text boxes or the scroll text box used in the tutorials. Quote Link to comment Share on other sites More sharing options...
Agro Posted June 16, 2013 Share Posted June 16, 2013 Of course you can, you just need to put it in the events. Quote Link to comment Share on other sites More sharing options...
dlamey8015 Posted June 19, 2013 Share Posted June 19, 2013 Hello, I've recently been editing some events in the prologue. I've encountered an error that causes the game to return to the title screen every time I attack Batta. Here is my event code: //Made by markyjoe1990 of Youtube//Modified by Nintenlord #define DISABLE_TUTORIALS#include EAstdlib.event#include ElementDefs.txt EventPointerTable(0x06,Pointers) ORG 0xDA0000Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_event Bad:UNIT Batta Berserker 0x00 Level(20,Enemy,True) [2,3] [2,2] [Elixir] [0x00]UNIT Empty Good:UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [1,1] [1,1] [ironSword][0x00]UNIT Sain Cavalier 0x01 Level(1,Ally,False) [1,2] [1,2] [ironSpear] [0x00]UNIT Guy Myrmidon 0x01 Level(1,Ally,False) [1,3] [1,3] [ironSword] [0x00]UNIT Dart Brigand 0x01 Level(1,Ally,False) [1,4] [1,4] [ironAxe] [0x00]UNIT Rebecca Archer 0x01 Level(1,Ally,False) [1,5] [1,5] [ironBow] [0x00]UNIT Erk Mage 0x01 Level(1,Ally,False) [1,6] [1,6] [Fire] [0x00]UNIT Lucius Monk 0x01 Level(1,Ally,False) [1,7] [1,7] [shine] [0x00]UNIT Canas Shaman 0x01 Level(1,Ally,False) [1,8] [1,8] [Flux] [0x00]UNIT Empty Turn_events:TURN 0x00 Opening_event [01,00] 0x0 0x00 Character_events:END_MAIN Location_events:END_MAIN Misc_events:CauseGameOverIfLordDies Opening_event:LOU1 GoodENUNLOU1 BadENUNENDA Ending_event:MoveToChapter(0x09)ENDA TrapData:END_MAIN MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 0x836AF00 If anybody could help me out, that would be great. Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted June 22, 2013 Share Posted June 22, 2013 Been having fun with CUSI/MakeEnemy() while testing out the skeleton of a map. And when I say skeleton, there's literally no event but the loading of key units coded yet. Opening_event: OOBB LOU1 Bad Good Soldiers CUSI 0xA6 0xA7 CUSI 0xE5 0xA7 ENUN CUSI 0xE5 0xA7 ENDA Bad: UNIT 0xA6 General 0x0 0xA [14,6] [8,8] [Spear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] ***UNIT 0xE5 Knight 0xA6 0xB [3,1] [3,1] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xB [2,1] [2,1] [KillerLance,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xB [2,6] [2,6] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xB [3,6] [3,6] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xB [13,6] [13,6] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xA [15,6] [15,6] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xA [2,10] [2,10] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xA [3,10] [3,10] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xA [14,10] [14,10] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0xE5 Knight 0xA6 0xA [15,10] [15,10] [IronSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] ***UNIT 0xE5 Knight 0xA6 0xB [7,12] [7,12] [SteelSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] ***UNIT 0xE5 Knight 0xA6 0xB [10,12] [10,12] [SteelSpear,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT The units specifically indicated by stars get set to a fourth affiliation if I try MakeEnemy(0xE5). And it is always in those specific enemy spots, regardless of other parameters. Is the code just not intended for mass defecting units? The same thing happens to some of the soldiers, too, though that's removed until I can fix the knights. The result looks like this: While I'm at it, is there any way to mass remove enemies aside from a map wipe? I'd love to be able to MoveOff() a group at once like that. Quote Link to comment Share on other sites More sharing options...
blyegg Posted June 22, 2013 Share Posted June 22, 2013 The event assembler gave the the following error. Finished. 1 errors encountered: File actualprologue.txt, Line 296, Column 32: Didn't reach end, currently at Comma(,) No data written to output. I located line 296 (I included the next few lines too): UNIT Lyn_t LynLord 0x00 Level(1, Ally, 0) [7,4] [7,7] [ironSword] NoAI UNIT Empty EnemyUnitsENM: UNIT Batta Brigand 0x00 Level(1, Enemy, 0) [0,3] [0,0] [ironAxe] NoAI UNIT Empty So, according to the event assembler, the problem is located after "1" in line 296. How do I fix this? Quote Link to comment Share on other sites More sharing options...
Krad Posted June 22, 2013 Share Posted June 22, 2013 Don't put spaces after the commas. UNIT Lyn_t LynLord 0x00 Level(1, Ally, 0) [7,4] [7,7] [IronSword] NoAI Should be this UNIT Lyn_t LynLord 0x00 Level(1,Ally,0) [7,4] [7,7] [IronSword] NoAI Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 22, 2013 Share Posted June 22, 2013 @LunaSaint the 4th affiliation isn't fully coded, what you see might be the result of having too many enemy units, I'm not sure, but how the CUSI code actually works is that it has one value for the character and one value for the "ID", a sort of separate ID relevant to the memory data where certain ranges are for certain affiliations; said affiliation has the range 0xC1-0xC5 so for some reason your units are going into those slots. However with a macro the value is likely set to a specific one but the game will not necessarily move a character's data from slot 0x05 to 0xB2; 0xB2 might be taken so it'd calculate the next entry in that affiliation range. If that range is taken up, it might accidentally go into the next range, causing the "4th allegiance" thing you're seeing. As for why that's happening when you don't have a lot of enemies, I'm not sure, so there might be something else at work here. This is sort of advanced stuff so I won't go into any further detail for the sake of not blowing up your head, but try changing the "0xA7" to something else in the enemy range (you'll have to play around, there's no simple answer here/I don't know the "exact #" or anything). Also, I'm pretty sure the code only works for one enemy, and it'll likely just effect whichever enemy it finds first or something to that effect, so you'd have to spam it (or perhaps create a macro for it to be more efficient) if you want to do it in mass. Same deal for removing enemies only, MoveOff() itself is just a macro for MOVE Char ENUN DISA Char or something like that, I think you maaaay be being a little too hopeful here in terms of easy solutions, in hacking it's usually "take what you can get" when it comes to finding solutions to these things; be creative and if something works, go for it, even if it's not efficient (a lot of the time it isn't :| ). Quote Link to comment Share on other sites More sharing options...
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