CT075 Posted August 17, 2013 Author Share Posted August 17, 2013 (edited) hm... what is it that you're trying to do exactly? maybe there's a simpler way, like I've seen people despawn a group of units and re-spawn them (or an otherwise identical group) with aggressive AI and that worked better Edited August 17, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted August 17, 2013 Share Posted August 17, 2013 Well, essentially what I want to do is have a TURN, AREA or LOCA event cause a group of enemies to start chasing after you, like how FE12 has enemies that aggro in groups so you can't lure them out one by one. It does seem that it would be a lot more feasible to use that despawn-respawn technique...although going by the EA language file, you can't DISA units at a given coordinate in FE8, which complicates things. Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 17, 2013 Share Posted August 17, 2013 (edited) (God, i hate that ive had like 3 questions in 2 days) 1. How do I remove Pent's A support with Louise? ------I'm assuming I change the "Initaial support count #1" in nightmare to 0. 2. Would I have to do this with both Pent and Louise? (Change to 241 into 0, i mean.) (Again, I'm assuming so.) 3. How do I let Pent and Matthew support? Edited August 19, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
KingJoey166 Posted August 17, 2013 Share Posted August 17, 2013 So I am making a Fire Emblem hack for the first time and I had a small question. How do you create events (or cutscenes) on a different map, then have the game go to another map where your units fight? Ex. A king talking to his generals in his castle. After the cutscene it goes to the main hero who just entered the desert. Thanks! Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted August 17, 2013 Share Posted August 17, 2013 You can use the LOMA code to load a different map than the actual chapter map, and then when your cutscene is over LOMA back to the real map. Quote Link to comment Share on other sites More sharing options...
NICKTâ„¢ Posted August 19, 2013 Share Posted August 19, 2013 Yo, just checking in with a quick question.I've got a door problem, basically, it's like in Chapter 2 of Lyn's story where the door is only necessarily there for scenic purposes. I have a door that's open at the start of the events yet at a point in the opening scene I want a guard to close the gate. There's no way at all that the door can be opened as it's the first chapter and no keys or lockpicks are available. It's a horizontal door of two tiles wide, how would I go about doing this?Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted August 19, 2013 Share Posted August 19, 2013 Well if you used TILED and formated it correctly then I'm pretty sure that all you have to do is use the MAC1 code when you want the door to change, like if you gave the map change an ID of 7 it would be: Door_change_event: Text(0x950) REMA MAC1 0x00 0x07 ENUN More stuff. The 0x07 is the ID number, so if it were 8 it would 0x08 and so on. Also if you want to reverse that tile change, IE close/open the door again then you use: MAC1 0x08 0x07 I think..... Quote Link to comment Share on other sites More sharing options...
KingJoey166 Posted August 20, 2013 Share Posted August 20, 2013 Hey got a problem that I'm sure is obvious and I'm just being stupid but here it is. I'm trying make a village visitable so I put in Village(0x24,Village1,4,7) with the event Village1:Tex1 0x0816ITGV 0x5BENDA but when I go into my game to test it the game doesn't come up with the option to visit the village. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted August 20, 2013 Share Posted August 20, 2013 Did you put the Village(0x24,Village1,4,7) part under LocationBasedEvents? It has to be there for the game to recognize it as a visit event. Quote Link to comment Share on other sites More sharing options...
KingJoey166 Posted August 20, 2013 Share Posted August 20, 2013 Yeah I did. Location_events:Village(0x00,Village1,4,7)End_MAIN Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 20, 2013 Author Share Posted August 20, 2013 get your capitalization right i'm surprised it even assembled at all Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 20, 2013 Share Posted August 20, 2013 (edited) TEX1 not Tex1 Also, you forgot REMA It should be: Village(0x24,Village1,4,7) I almost put a semicolon at the end I hate it when that happens (In the location events) and Village1: TEX1 0x0816 REMA ITGV 0x5B ENDA Also, you should probably put a FADI and FADU as well as backgrounds. Village1: FADI 10 BACG 0x?? TEX1 0x0816 REMA FADU 10 ITGV 0x5B ENDA Background List: [spoiler=Backgrounds]0x00 - Lyn's Tent Background0x01 - House with fireplace0x02 - Village (Garden)0x03 - Village (Garden) (Night)0x04 - On a Road to a Town or Village0x05 - On a Road to a Town or Village (Night)0x06 - On a Road to a Town or Village (Sunset)0x07 - On a Road to a Town or Village (Partial Dark)0x08 - On a Road to a Town or Village (Lighter Thing?)0x09 - Destroyed Village (Originally 0x02)0x0A - Sea Port0x0B - Ship0x0C - Ocean Coast with Rocks0x0D - Hotel/House0x0E - Outside of Palace (One in Bern)0x0F - Outside of Castle (Special)0x10 - Inside of Castle (Bluish-Green Pillars)0x11 - Same as 0x10, Darker0x12 - Room in a Castle (Used in Laus and Caelin?)0x13 - Same as 0x12, Darker0x14 - Castle Room (Used in Bern)0x15 - Castle Hall (Light-Colored Walls)0x16 - Same as 0x15, Darker, Purple Walls0x17 - Caelin Castle Garden (used in end of Lyn's Tale)0x18 - Castle Garden with Bushes0x19 - Castle Hallway, Door in Front0x1A - Same as 0x19, Darker, Purple Walls0x1B - Prison/Cell0x1C - Outside, Forest on Left (Grass)0x1D - Plains with Hill and Mountains in background0x1E - Same as 0x1C, Sunset0x1F - Same as 0x1C, Dark/Night0x20 - Same as 0x1C, Foggy/Cloudy0x21 - Same as 0x20, More Fog0x22 - Plains0x23 - Outside, Forest and Mountains Background0x24 - Same as 0x23, Part Darker0x25 - Same as 0x23, Fog0x26 - Same as 0x23, Sunset0x27 - Same as 0x24, Darker/Night0x28 - Same as 0x24, Lighter0x29 - Forest/Grass with Mountains (Special)0x2A - Forest with Tall Trees0x2B - Forest (Special)0x2C - Forest (Different)0x2D - Forest with Light out of Corner0x2E - Forest of 0x2C (Foggy)0x2F - City (Bulgar)0x30 - City (Bulgar, Golden)0x31 - Outside of City Gate0x32 - Same as 0x31, Sunset0x33 - Same as 0x31, Darker0x34 - Same as 0x31 (???)0x35 - House/Hotel with Bed0x36 - Outside of Castle/Fortress (Brown)0x37 - Outside of Castle/Fortress (Gray)0x38 - Same as 0x36, Night0x39 - Outside of Castle/Fortress (Different) (Brown)0x3A - Outside of Castle/Fortress (Gray)0x3B - Same as 0x39, Different Palette0x3C - Castle/Dungeon (Inside)0x3D - Same as 0x3C, Night? (Purple)0x3E - Same as 0x3C, Sunset?0x3F - Outside, Abandoned Fortress Background0x40 - Same as 0x3F, Sunset0x41 - Same as 0x3F, Foggy0x42 - Inside Abandoned Fortress (Brown)0x43 - Inside Abandoned Fortress (Purple/Dark?)0x44 - Dragon's Gate Hall/Chamber (Brown)0x45 - Dragon's Gate Hall/Chamber (Green)0x46 - Dungeon Hallway (Brown)0x47 - Dungeon Hallway (Blue)0x48 - Dungeon Hallway (Green)0x49 - Shrine/Alter0x4A - Athos Shrine/Alter0x4B - Athos Shrine/Alter (Darker)0x4C - Shrine Hallway0x4D - Shrine Hallway (Darker)0x4E - Shrine Hallway (Purple)0x4F - Shrine/Alter 2 (Brown)0x50 - Shrine/Alter 2 (Golden)0x51 - Desert0x52 - Desert (Sunset)0x53 - Dragon's Gate (Green)0x54 - Dragon's Gate (Dark/Night)0x55 - Fire Pit/Underworld0x56 - Shrine/Alter 3 (Durandal?)0x57 - Cave0x58 - Shrine/Alter 40x59 - Sky0x5A - Camp/Tent with Weapons0x5B - Black Background0x5C - Dragon's Gate (Close-Up)0x5D - Dragon's Gate (Close-Up) (Lighter)0x5E - To Be Continued0x5F- Game Over Replace 0x?? with the one you chose from the list. Edited August 20, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
Zaprong Posted August 24, 2013 Share Posted August 24, 2013 I don't understand the error here. Bad:UNIT Bandit Brigand Batta Level (1, Enemy, true) [7,3] (Handaxe) NoAIUNIT Bandit Brigand Batta Level (1, Enemy, true) [8,8] (Handaxe) NoAIUNIT Bandit Mercenary Batta Level (1, Enemy, true) [2,7] (Ironsword, vulnerary) [0x03]UNIT Batta Brigand Batta Level (2, enemy, true) [1,1] (Steelaxe, Handaxe) [0x06]UNIT Empty However, I get this error in line 22 (first brigand) at the column 28 (which is where Level is) so I dunno what is happening Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted August 24, 2013 Share Posted August 24, 2013 Don't put a space between Level and and the bracketed information. Don't put spaces between the individual parts of the level data. Don't put spaces between the items listed in a unit's inventory. Make sure to capitalize Vulnerary, and also use HandAxe and IronSword, not Handaxe or Ironsword (unless of course you've changed the FE7 Definitions file). Do it like this: UNIT Bandit Brigand Batta Level(1,Enemy,true) [8,8] (HandAxe,Vulnerary) NoAI Quote Link to comment Share on other sites More sharing options...
Zaprong Posted August 24, 2013 Share Posted August 24, 2013 (edited) oh, alright. Bad:UNIT Bandit Brigand Batta Level(1,Enemy,false) [7,3] (HandAxe) NoAIUNIT Bandit Brigand Batta Level(1,Enemy,false) [8,8] (HandAxe) NoAIUNIT Bandit Brigand Batta Level(1,Enemy,false) [12,9] (IronAxe,Vulnerary) NoAIUNIT Batta Brigand Batta Level(2,enemy,True) [1,1] (SteelAxe,HandAxe) [0x06]UNIT Empty However, this gets me another error, it is between the bracketed info and the location numbers of the third brigand. Really weird. Edited August 24, 2013 by RPGamerVX Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 24, 2013 Author Share Posted August 24, 2013 (edited) it's [itemData] not (ItemData) you have to get your brackets right Edited August 24, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Zaprong Posted August 24, 2013 Share Posted August 24, 2013 Ok now because this will have tons of space... Bad:UNIT Bandit Brigand Batta Level(1,Enemy,False) [7,3] [HandAxe] NoAIUNIT Bandit Brigand Batta Level(1,Enemy,False) [8,8] [HandAxe] NoAIUNIT Bandit Brigand Batta Level(1,Enemy,false) [12,9] [ironAxe,Vulnerary] NoAIUNIT Batta Brigand Batta Level(2,enemy,True) [1,1] [steelAxe,HandAxe] [0x06]UNIT EmptyGood:UNIT Eliwood Monk Eliwood Level(1,ally,false)[9,2] [Light,Shine,Vulnerary] NoAIUNIT Hector Fighter Eliwood Level(1,ally,false)[10,2] [HandAxe,SteelAxe,Vulnerary] NoAIUNIT 0x03 Soldier Eliwood Level(1,ally,false)[11,2] [ThinLance,Javelin,Vulnerary] NoAIUNIT Empty In all lines it says. Incorrect parameters in code UNIT........ Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 24, 2013 Author Share Posted August 24, 2013 (edited) you need two sets of coordinates like seriously did you even read the tutorial (or the doc) Edited August 24, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Krad Posted August 24, 2013 Share Posted August 24, 2013 You need two sets of coordinates. The first one is for where the unit will appear, the second one is where the unit will move to just after appearing on the map. An example, Bad: UNIT Bandit Brigand Batta Level(1,Enemy,False) [7,3] [7,3] [HandAxe] NoAI UNIT Bandit Brigand Batta Level(1,Enemy,False) [8,8] [10,3] [HandAxe] NoAI UNIT Empty The first bandit will appear on [7,3] and remain there. The second one will appear on [8,8] and move to [10,3] after loading. Quote Link to comment Share on other sites More sharing options...
Zaprong Posted August 24, 2013 Share Posted August 24, 2013 Awh I knew I was overlooking something. sorry my fault im stupid orz Quote Link to comment Share on other sites More sharing options...
Zaprong Posted August 24, 2013 Share Posted August 24, 2013 Just a question. Turn_events:TurnEventPlayer (0x00, Opening_event,1)TURN Where do I put this? Opening_event:LOU1 GoodFADI 10Text (0815, 0x01)LOU1 BadFADU 10ENDA In the same Turn_Events or something? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 24, 2013 Author Share Posted August 24, 2013 anywhere Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 How can I make it so that villages can only be destroyed once. As my file stands now, the villages can be destroyed infinitely but can only be visited once. my village event: Vil1: FADI 10 BACG 0x02 TEX1 0x957 REMA FADU 10 MONE 0x00 2000 ENDA Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 your tile changes have to be in a certain order Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 this certain order being what exactly? Quote Link to comment Share on other sites More sharing options...
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