Brendor Posted August 28, 2013 Share Posted August 28, 2013 of course I am. where else would I put it? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 i've seen people putting it in location show the event Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 (edited) AREA 0x17 DERP [9,3] [9,3] DERP: MUS1 0x4A CAM1 Bug WarpIn(Bad,0,6) TEX1 0x909 REMA WarpOut(0,6) STAL 25 //WarpOut(0,7) CMOF MOVE Bug [0,0] STAL 20 CMON CAM1 Eliwood DISA Bug //TEX1 0x996 //REMA ENDA Edited August 28, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 check coordinates and make sure the ID is on Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 Ok I got that fixed somehow. But now the event triggers regardless of whose turn it is. Death: IFAT 0x0 0x7A2F1 GameOver ELSE 0x02 ENDA Quote Link to comment Share on other sites More sharing options...
Agro Posted August 28, 2013 Share Posted August 28, 2013 You forgot to use ENIF, man. Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 29, 2013 Share Posted August 29, 2013 put it in. still activating on both turns Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 29, 2013 Author Share Posted August 29, 2013 goes like this Death: IFAT 0x1 0x7A2F1 GameOver ELSE 0x02 ENIF 0x1 ENDA Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 29, 2013 Share Posted August 29, 2013 that's what I had it as bro ._. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 29, 2013 Author Share Posted August 29, 2013 (edited) actually ignore me get rid of the ELSE if that doesn't work try changing it to an IFAF IFAT 0x1 0x7A2F1 GameOver ENIF 0x1 ENDA IFAF 0x1 0x7A2F1 GameOver ENIF 0x1 ENDAone of these two should work Edited August 29, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 29, 2013 Share Posted August 29, 2013 (edited) awesome got it :D but the game won't game over if I resume chapter Edited August 29, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 29, 2013 Author Share Posted August 29, 2013 suspend+resume does weird things to custom events Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 29, 2013 Share Posted August 29, 2013 so basically there's no work around? Quote Link to comment Share on other sites More sharing options...
SogiTai Posted August 30, 2013 Share Posted August 30, 2013 Would making a unit move however many spaces throughout the entire map, require asm hacking. Or could it be done in Events? If it's the latter, you don't have to tell me how., I want to to try an dexperiement. But I just want to know if Nintenlord adding that in the langauge? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 30, 2013 Share Posted August 30, 2013 You mean a simple MOVE command? If you want precise control on how the unit moves there's also MOMA (MOve MAnual). Your question could use some elaboration. Quote Link to comment Share on other sites More sharing options...
SogiTai Posted August 30, 2013 Share Posted August 30, 2013 (edited) Ah okay sorry. I wouldn't know the specifics on the term. But when you click on a unit you see the amount of spaces they can use. I'm planning a character be able to move throughout the entire map without having to wait for the next turn. So I guess either unlimited move spaces (as defined in the first sentences), or something that allows the movement to reset as soon as you move it. Which I'm pretty sure isn't applicable unless you use ASM hacking. EDIT: I thought moma was primarily for scenes in which the player had no input. Edited August 30, 2013 by SogiTai Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 30, 2013 Share Posted August 30, 2013 (edited) Alright. I took a clean FE7 ROM and assembled this this EA. #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 TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT 0x07 0x10 0x00 Level(10, Ally, 0) [14,9] [13,7] [0x04, 0x0C, 0x6D] NoAI UNIT 0x06 0x0E 0x07 Level(15, Ally, 0) [14,9] [14,7] [0x02, 0x6B] NoAI UNIT Bad: UNIT 0x8D 0x10 0x00 Level(5, Enemy, 0) [3,2] [3,2] [0x99, 0x63] AttackInRange UNIT 0x1B 0x1D 0x8D Level(10, Enemy, 0) [3,2] [3,7] [0x4B] HealUnits UNIT 0x11 0x2D 0x8D Level(10, Enemy, 0) [3,2] [8,6] [0x46, 0x4D] PursueWithoutHeed UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: CURF (14,9) FADI 10 BACG 0x00 FADU 10 TEX1 0x0800 REMA LOU1 Good ENUN TEX1 0x0801 REMA CURF (3,2) LOU1 Bad ENUN FADI 10 BACG 0x51 FADU 10 TEX1 0x0802 REMA ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset It spits out the following error: Finished. 1 errors encountered: File RandomBoredomNew.txt, Line 47, Column 9: Didn't reach end, currently at Comma(,) No data written to output. Line 47: CURF (14,9) ??? How to fix? I have not edited text or anything yet either. Edited August 30, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 30, 2013 Author Share Posted August 30, 2013 (edited) CURF (14,9)line 47 check your brackets and even if you fix this particular line you're gonna get the same error for line 57 Edited August 30, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 30, 2013 Share Posted August 30, 2013 WELL THAT WAS LAME OF ME It worked though~ Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 30, 2013 Share Posted August 30, 2013 OK and yes i know double post but this is seperate I have the 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 TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT 0x07 0x10 0x00 Level(10, Ally, 0) [14,9] [13,7] [0x04, 0x0C, 0x6D] NoAI UNIT 0x06 0x0E 0x07 Level(15, Ally, 0) [14,9] [14,7] [0x02, 0x6B] NoAI UNIT Bad: UNIT 0x8D 0x10 0x00 Level(5, Enemy, 0) [3,2] [3,2] [0x99, 0x63] AttackInRange UNIT 0x1B 0x1D 0x8D Level(10, Enemy, 0) [3,2] [3,7] [0x4B] HealUnits UNIT 0x11 0x2D 0x8D Level(10, Enemy, 0) [3,2] [8,6] [0x46, 0x4D] PursueWithoutHeed UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: CURF [14,9] FADI 10 BACG 0x00 FADU 10 TEX1 0x0800 REMA LOU1 Good ENUN TEX1 0x0801 REMA CURF [3,2] LOU1 Bad ENUN FADI 10 BACG 0x51 FADU 10 TEX1 0x0802 REMA ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset And the text's: [spoiler=800] [OpenMidLeft][LoadFace][0x26][0x01] [OpenMidRight][LoadFace][0x2C][0xFF] [OpenMidLeft] The enemies are almost here.[.][A][X] [spoiler=801] [OpenMidLeft][LoadFace][0x2C][0x01] [OpenMidRight][LoadFace][0x26][0xFF] [OpenMidLeft] No one's even here yet...[.][A] [OpenMidRight] Quiet.[.][A] Here they come.[.][A][X] [spoiler=802] [OpenMidRight][LoadFace][0x8A][0x01] [OpenMidRight] Kill them...[.][A] I may not have gotten the Mani Katti...[.][A] But I will get the Wo Dao![.][A] GO MY PRETTIES!![.][A][X] And, as soon as the first Background loads, the game hangs for a bit, then freezes. Before opening it in FEditor Adv it was fine though. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 30, 2013 Author Share Posted August 30, 2013 (edited) End_MAINcheck your caps, you did this multiple times i'm not entirely sure that's the problem but fix it anyway [OpenMidRight][LoadFace][0x2C][0xFF]why 0xFF 0xFF is only used for villages Edited August 30, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 30, 2013 Share Posted August 30, 2013 (edited) Err, sorry... But nope, that wasnt the problem..... Fixed it, and nothing changed. EDIT: I honestly have no idea. I need to get more sleep. Ill go fix that. EDIT 2: And... it still freezes. Edited August 30, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 31, 2013 Author Share Posted August 31, 2013 why are they all [0xFF] try formatting them after an existing conversation Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 31, 2013 Share Posted August 31, 2013 I just did Still freezes Quote Link to comment Share on other sites More sharing options...
Krad Posted August 31, 2013 Share Posted August 31, 2013 Post your new text entry. Quote Link to comment Share on other sites More sharing options...
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