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Event Assembler Questions Thread


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#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 0x0B 0x16 0x00 Level(20, Ally, 1) [9,5] [9,5] [Javelin] NoAI
UNIT 0x1C 0x30 0x00 Level(20, Enemy, 1) [8,6] [8,6] [0x2C] SeizeThrone
UNIT

Bad:
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
TurnEventPlayer(0x0B,Turn2,2)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
LOU1 Good
ENUN

ENDA

Ending_event:
ENDA

// Events
Turn2:
FIGH 0x0B 0x1C HoraceShinCrit 0x0A
ENDA


// Manual Movement

// Scripted Fights
HoraceShinCrit:
AttackerCritical(3,00)
DefenderCritical(3,01)
AttackerCritical(3,02)
DefenderCritical(3,03)
AttackerCritical(3,04)
DefenderCritical(3,05)
BLDT

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

So, without that fight/before the fight, Oswin has a Javelin.

After, he has a Mani Katti, for whatever reason.

Anyways, I need to actually see the fight, so... help anyone? This is getting annoying.

Oswin is the attacker, Rath is the defender. Oswin has 10 HP, Rath has 9. Both units have 100 HIT and CRIT, and 1 MT in non-scripted battle.

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So, without that fight/before the fight, Oswin has a Javelin.

After, he has a Mani Katti, for whatever reason.

He has a mani katti because you *gave* him one. On the line that calls the fight data, change the 0x0A to a 0x00 Edited by Brendor the Hungry
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Hello all! I am currently in the midst of learning how to code (in the 2-3 days I started learning this, I already know how to do: Units, AI, Location_events, Turn_events, Character_events, most misc_events, opening events (a little cutscene stuff here and there), ending_event (only know how to move to next chapter atm. Dunno how to do cutscenes or whatnot yet. I'm assuming it's the same as usual), and various other events. I have been using Arch's tutorial for the most part on this. This is all for FE7 (as FE6 seems too unreliable with its mechanics, and FE8 I hear is terrible to hack. Though makes me sad that there's no solid way to do manaketes in FE7...unless there IS a workaround for it??).

However, I am having some issues here understanding some things:

1) In Arch's tutorial, it has Terrain_events, which while I don't know how often these would get used, would be nice to know how they work. I've tried putting them in a Terrain_events section, but I don't know if that did anything or not, as the ballistae and traps do not appear. Coding is as follows (comes after the Misc_events section):

Terrain_events:
BLST [8,20] 0x36
BLST
ALIGN 4
FIRE [4,20] 0x0 [1,1] //Fire Trap, never change [1,1]
GAST [1,20] 0x3 [1,1] //Directions are: 0x0 Left, 0x1 Right, 0x2 Down, 0x3 Up
END_MAIN

2) I know how to do scripted events using the FIGH command for the most part now. However, I am trying to understand how to make it so that the FIGH command can heal other units. For example, this is what I have:

Turn_events:

TurnEventPlayer(0x0,NinianHeal,8)

END_MAIN

NinianHeal:
MOVENEXTTO Ninian Lyn_t
ENUN
FIGH Ninian Lyn_t NinianHeal2 [0x0,0x0,0x0,0x0]
ENDA

NinianHeal2:
AttackerHit(205,Lyn_t)
EndOfBattle
ENDA

I do not know if there's a simpler or easier way to handle this, and this would be nice to know as well. ^^;;

If anything, knowing how to do these would be nice, as I'm making cliff notes for myself on how each one functions for now. For those interested in the cliff notes, I am constantly updating what I have here (which can be edited if anyone wishes to help out making cliff notes):

http://piratepad.net/gAAkyCiLAg

Again, would appreciate the help. I can even include the file I am using for testing purposes, if that would help anyone with helping me out and/or making more cliff notes? ^^;;

I'm just hoping that when FEXNA comes around, most of these eventing codes can be used there as well. ^^;;

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Tried it, but for some reason, EA does NOT like a specific line.

NinianHeal:
MOVENEXTTO Ninian Lyn_t
ENUN
FIGH Ninian Lyn_t NinianHeal2 [0x4C,0x0,0x0,0x0]
ENDA

NinianHeal2:
AttackerHit(-20,00)
EndOfBattle
ENDA

Yes, I'm randomly using Ninian for this test, just because. ^^;; 0x4C is the Recover Staff because why not?

It gets to AttackerHit(-20,00) (I don't know what the 00 is for, I just put in Lyn_t originally), but it refuses to acknowledge this line and won't assemble, giving me this:

"File FE7 Eventing Test for Xeno.txt, Line 154, Column 1: Incorrect parameters in code BLDT Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom Atom"

So yeah...it HAS to be the "-" because it works fine without it...

(Also somewhat unrelated, but how hard would it be to import/add the missing data from FE6's manaketes to FE7's? I'm sure it'd have to be done in the game file itself but...)

Edited by Xenomic
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try using 0-20 instead of -20; i haven't used the BLDT macros in forever but that might be the problem (alternatively check the macro doc to make sure those are the correct parameters)

and have fun with manaketes nobody's pulled it off yet

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Huh...that worked (though it heals the target on the map and not in battle. Odd...if I don't set 0x4C, it'll initiate the fight with Ninian and Lyn, but it doesn't heal her in the fight...but with 0x4C, it'll heal her for 20 HP on the map. Actually, thinking on this, that may be because she doesn't wield a staff to begin with, right? : S). It's funny because in one of the videos that Arch did, it said to use -HPRestoredValue. Thanks! That takes care of the healing problem now! Now all I need to do is figure out how terrain events work (and figure out how to script arenas as I didn't see Arch's tutorial cover that at all. @_@;;)

Well, I've heard that someone managed it but they have no animations or sounds. I was wondering about the data though because would the data need to be just copy/pasted and then left alone/slightly edited? Or would it need completely edited? Because of FE7 having leftover data for manaketes in FE6...I'd imagine that copy/pasting the remaining data would be enough. @_@:

Edited by Xenomic
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take out the spare BLST with no params from your terrain events

arenas are based on the tile on the map; has nothing to do with the events

manaketes are a bitch to do properly because it would take some supreme hackery to make the transformation stick for the entire battle (as opposed to transform-attack-untransform, which is easy)

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1) Hmm...still not appearing at all. They're not specific to any tiles right? I'm assuming they can go on normal grass (which is where I'm trying to place this one for testing purposes) @_@;

2) Based on the tile huh? Well...I do have an arena placed on my test map so...I guess I should go see how that works in-game then.

3) Oh, so they are slightly doable then in that regards? If that's the case, then that shouldn't be too bad to do if that means they still work (unless there's other issues that I do not know about?). I wonder why it's so hard to make the transformation stick...is it because the coding was never put in or was part of the leftover coding I'm assuming?

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...do you have a Terrain_events in your POIN array anywhere?

and manaketes don't work because it was special-cased in fe6 and they took it out of when they made the fe7 engine

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...I didn't have it in lol. But I tried it with it in at the top with all the other POIN arrays, and still nothing. I know it's not on a tile that has anything that'd prevent it from loading...x_x;;

Special-cased I'm assuming you mean it was unique to only one character, and since nobody in 7 used it that's why they took it out (though again, leftover code is still in there I heard, so that still raises my question of if adding in the remaining code via HxD or whatever would make it work at all).

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your POIN array should look like this:

POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN Terrain_events Terrain_events
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event
if you're using the default template i think it says "ballistadata" instead of terrain_events in the correct place

tacking on extra POINs at the end will literally do nothing

at any rate adding in the special-casing code from fe6 wouldn't really help us at all because a) it's complicated as shit and b) unless you know what you're doing you're just pasting code without actually calling it at any point (or, even worse, you're pasting code, calling it wrong and breaking things)

and if you're thinking about doing it in HxD forget it; doing any kind of code mods that are even remotely complicated in hxd is a waste of time (you may as well just rewrite it from scratch yourself; it'd take less time and be far easier on your brain)

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Ah, there we go. I guess because I put the POIN after Opening_event Ending_event is what the problem was then. Much obliged! That shouldn't have been as complicated as I made it out to be. Guess I need to see how traps work as well (even though they'll probably never be used, but ya never know!).

Ah, I see. Well then, guess that's out of the picture unless FEXNA incorporates it somehow. ;___;

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I disassembled FE6's Chapter 4 Units so I could add two more enemies. I changed nothing else and reassembled it back into the offset 667ADC (Which was Chapter 4's pointer), but when I load the chapter, two pirates that are supposed to spawn on Turn 6 spawn immediately.

Here's the script

////////////////////////////////////////////////////
// //
// Disassembled with Nintenlord's Event Assembler //
// Version: 9.10.4713.28131 //
// Game: FE6 //
// File: ASM COPY.gba //
// Offset: $667ADC //
// //
////////////////////////////////////////////////////
ORG $66797C
TurnBasedEvents:
TURN 0x0 label9 [1,0] 0x0
TURN 0x0 label10 [4,0] 0x8
TURN 0x0 label11 [6,0] 0x8
TURN 0x0 label11 [8,0] 0x8
TURN 0x0 label12 [2,0] 0x4
TURN 0x0 label13 [3,0] 0x4
TURN 0x0 label14 [5,0] 0x8
TURN 0x0 label15 [6,0] 0x8
AFEV 0x7 label16 0x5
TURN_HM 0x0 label11 [4,0] 0x8
TURN_HM 0x0 label11 [6,0] 0x8
TURN_HM 0x0 label11 [8,10] 0x8
TURN_HM 0x0 label17 [11,0] 0x8
END_MAIN
CharacterBasedEvents:
CHAR 0x5 label18 [0x2,0x1]
CHAR 0x6 label19 [0x2,0x17]
END_MAIN
LocationBasedEvents:
SHOP 0x0 label20 [13,15] 0x14
SHOP 0x0 label21 [11,14] 0x13
VILL 0xA label22 [27,2] 0xE
LOCA 0xA [27,1] 0x1D
VILL 0x9 label23 [11,4] 0xE
LOCA 0x9 [11,3] 0x1D
VILL 0x8 label24 [8,15] 0xE
LOCA 0x8 [8,14] 0x1D
LOCA 0x0 label25 [24,1] 0xE
LOCA 0x0 label26 [13,3] 0xE
LOCA 0x0 label27 [9,5] 0xE
LOCA 0x3 [3,8] 0xF
END_MAIN
MiscBasedEvents:
AFEV 0x0 label28 0x65
END_MAIN
PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN EnemyUnits AllyUnits
POIN EndingScene
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $667AF8 and the new ending offset is CURRENTOFFSET
ORG $66A82A
label20:
SHLI 0x33 0x43 0x68
label21:
SHLI 0x5 0x1 0x13 0x10 0x16 0x1B 0x20 0x27
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66A844 and the new ending offset is CURRENTOFFSET
ORG $66AC6C
label28:
_0x41
STAL 30
ASMC 0x6C609
STAL 10
ASMC 0x146BD
STAL 80
ASMC 0x608D5
IFAF 0x1 0x6C62D
ASMC 0x1EA1D
ENIF 0x1
ASMC 0x987B9
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66ACCC and the new ending offset is CURRENTOFFSET
ORG $66C308
label9:
STAL 16
CAM1 [3,8]
STAL 16
CMOF
MOVE 0x59 [3,8]
ENUN
STAL 16
DISA 0x59
STAL 16
FADI 16
HIDEMAP
BACG 0x5
FADU 16
SHOWMAP
TEX1 0x6F
REMA
LOU1 label29
ENUN
STAL 16
CMON
MOVE 0x59 [13,-1]
ENUN
DISA 0x59
STAL 16
CAM1 [0,8]
STAL 16
CMOF
MOVE 0x4D [3,8]
ENUN
LOU2 AllyUnits
ENUN
STAL 16
CAM1 0x1
ASMC 0x6BAF1
ENDA
label10:
MUS1 0x2
STAL 16
MUSI
LOU1 label30
ENUN
TEX1 0x70
REMA
MUNO
ENDA
label12:
CAM1 [4,8]
MUSI
STAL 16
FADI 16
HIDEMAP
BACG 0x2
FADU 16
SHOWMAP
TEX1 0x71
REMA
MUNO
ENDA
label13:
CAM1 [4,8]
MUSI
STAL 16
FADI 16
HIDEMAP
BACG 0x5
FADU 16
SHOWMAP
TEX1 0x72
REMA
LOU1 label31
ENUN
TEX1 0x74
REMA
MUNO
ENDA
label15:
IFEF 0x9 0x2
CAM1 [4,9]
STAL 16
MUS1 0x2
CMOF
LOU1 label32
ENUN
TEX1 0x73
REMA
ENIF 0x9
ENDA
label14:
IFEF 0x9 0x2
CAM1 [3,8]
CURF [3,8]
MUS1 0x2
STAL 16
FADI 16
HIDEMAP
BACG 0x5
FADU 16
SHOWMAP
TEX1 0x75
REMA
ENIF 0x9
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66C5A0 and the new ending offset is CURRENTOFFSET
ORG $66C5C8
label18:
MUS2 0x33
FADI 16
HIDEMAP
BACG 0x7
FADU 16
SHOWMAP
TEX1 0x76
REMA
CUSI 0x2 0x0
MURE
ENDA
label16:
ASMC 0x6CED9
ENDA
label19:
MUS2 0x33
TEX1 0x77
REMA
CUSI 0x17 0x0
MURE
ENDA
label22:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x78
REMA
MUNO
_0x40
ITGV 0x65
ENDA
label23:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x79
REMA
MUNO
_0x40
ITGV 0x72
ENDA
label24:
MUSI
FADI 16
HIDEMAP
BACG 0x1
FADU 16
SHOWMAP
TEX1 0x7A
REMA
MUNO
_0x40
ITGV 0x58
ENDA
label25:
MUSI
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
TEX1 0x7B
REMA
MUNO
ENDA
label26:
MUSI
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
TEX1 0x7C
REMA
MUNO
ENDA
label27:
MUSI
FADI 16
HIDEMAP
BACG 0x0
FADU 16
SHOWMAP
TEX1 0x7D
REMA
MUNO
ENDA
EndingScene:
MUS1 0x27
FADI 16
HIDEMAP
BACG 0x5
FADU 16
SHOWMAP
TEX1 0x80
MUS1 0x2B
_0xA
REMA
STAL 64
MNCH 0x5
STAL 1
_0x1
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $66C840 and the new ending offset is CURRENTOFFSET
ORG $67A70C
AllyUnits:
UNIT 0x1 0x1 0x0 0x19 [23,3] [23,3] [0xB,0x1,0x68,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1F 0x22 0x1 0x11 [22,3] [22,3] [0x12,0x1,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1B 0x20 0x1 0x29 [21,2] [21,2] [0x1,0x10,0x16,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1C 0x20 0x1 0x19 [21,4] [21,4] [0x1,0x10,0x16,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0xC 0x1 0x21 [20,3] [20,3] [0x10,0x16,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xD 0x10 0x1 0x19 [23,2] [23,2] [0x27,0x68,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x18 0x2 0x1 0x31 [23,7] [23,7] [0x2,0x1,0xA,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x21 0xA 0x1 0x29 [24,6] [24,6] [0x1B,0x22,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x22 0xA 0x1 0x19 [24,8] [24,8] [0x1C,0x20,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x31 0x2A 0x1 0x11 [23,9] [23,9] [0x13,0x68,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x15 0x1 0x19 [23,4] [23,4] [0x43,0x68,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x14 0x34 0x1 0x9 [24,7] [24,7] [0x1,0x67,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x25 0x18 0x1 0x11 [25,7] [25,7] [0x33,0x68,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x42 0x42 0x1 0x9 [24,3] [24,3] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
EnemyUnits:
UNIT 0x59 0x2E 0x0 0xC [18,10] [18,10] [0x12,0x16,0x0,0x0] [0x3,0x3,0x0,0x0]
UNIT
label29:
UNIT 0x59 0x2E 0x0 0xD [3,8] [3,8] [0x12,0x16,0x0,0x0] [0x3,0x3,0x0,0x0]
UNIT 0x4D 0x20 0x0 0x54 [2,9] [2,9] [0x3,0x16,0x0,0x0] [0x3,0x3,0x1,0x20]
UNIT 0x71 0x20 0x4D 0x2D [1,5] [1,5] [0x1,0x10,0x0,0x0] [0x7,0x7,0x1,0x0]
UNIT 0x71 0x10 0x4D 0x2D [0,6] [0,6] [0x27,0x0,0x0,0x0] [0x7,0x3,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x25 [5,10] [3,10] [0x10,0x3,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x2 0x4D 0x2D [5,11] [3,11] [0xA,0x1,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x2D [1,10] [0,10] [0x1,0x16,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x2D [1,11] [0,11] [0x18,0x0,0x0,0x0] [0x7,0x7,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x25 [6,10] [6,10] [0x10,0x2,0x0,0x0] [0x7,0x3,0x1,0x0]
UNIT 0x71 0x2A 0x4D 0x35 [6,11] [6,11] [0x10,0x0,0x0,0x0] [0x7,0x3,0x1,0x0]
UNIT 0x71 0x6 0x4D 0x2D [15,7] [12,8] [0x1,0x68,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x25 [17,6] [14,7] [0x10,0x1,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x25 [15,4] [13,2] [0x1,0x10,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x10 0x4D 0x2D [8,12] [1,12] [0x2D,0x0,0x0,0x0] [0x7,0x7,0x1,0x0]
UNIT 0x71 0x2A 0x4D 0x35 [5,8] [4,9] [0x13,0x0,0x0,0x0] [0x7,0x7,0x1,0x0]
UNIT 0x71 0x26 0x4D 0x2D [3,10] [1,9] [0x27,0x0,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT 0x71 0x26 0x4D 0x2D [16,6] [13,7] [0x2E,0x0,0x0,0x0] [0x7,0x3,0x1,0x0]
UNIT 0x71 0x26 0x4D 0x2D [16,8] [13,12] [0x2E,0x0,0x0,0x0] [0x7,0x3,0x1,0x0]
UNIT 0x71 0x20 0x4D 0x25 [6,10] [10,9] [0x10,0x2,0x0,0x0] [0x7,0x3,0x1,0x0]
label30:
UNIT 0x72 0x32 0x0 0x2D [29,15] [29,15] [0x1B,0x0,0x0,0x0] [0x7,0x4,0x4,0x0]
UNIT 0x72 0x32 0x0 0x25 [23,16] [23,16] [0x20,0x0,0x0,0x0] [0x7,0x4,0x4,0x0]
UNIT
label33:
UNIT 0x71 0x20 0x0 0x25 [29,5] [28,5] [0x10,0x0,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT 0x71 0x20 0x0 0x25 [29,6] [28,6] [0x10,0x16,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT 0x71 0x20 0x0 0x2D [29,7] [28,7] [0x10,0x1,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT 0x71 0x20 0x0 0x25 [29,8] [28,8] [0x10,0x0,0x0,0x0] [0x0,0x0,0x2,0x0]
UNIT
label31:
UNIT 0x2 0x24 0x0 0x1A [3,6] [5,5] [0x44,0x68,0x0,0x0] [0x6,0xB,0x1,0x0]
UNIT
label32:
UNIT 0x71 0xA 0x4D 0x2D [3,9] [5,7] [0x1B,0x68,0x0,0x0] [0x7,0x1,0x4,0x0]
UNIT 0x71 0xA 0x4D 0x25 [3,9] [7,7] [0x1B,0x68,0x0,0x0] [0x7,0x1,0x4,0x0]
UNIT 0x71 0x10 0x4D 0x2D [3,9] [6,7] [0x27,0x68,0x0,0x0] [0x7,0x1,0x4,0x0]
UNIT 0x17 0x6 0x0 0x24 [3,9] [6,8] [0xC,0x68,0x0,0x0] [0x7,0x1,0x1,0x0]
UNIT
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $67AA2C and the new ending offset is CURRENTOFFSET
ORG $67AAD0
label11:
LOU1 label30
ENUN
ENDA
label17:
LOU1 label33
ENUN
ENDA
//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $67AAF8 and the new ending offset is CURRENTOFFSET


I thought it was just the spawning gone wrong, so I deleted the Units in Label 30 to see if that would fix it, but that just made the pirates never spawn on Turn 6. The pirate monologue still occurs, though, so I'm unsure of what the problem is.
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Did you add any new lines of commands when you added the two extra units? If so, try taking out all the ORGs except the first one

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Why is there an AFEV in your TurnBasedEvents list?

Idk, like I said, I only added two more enemies. I changed nothing else.

Did you add any new lines of commands when you added the two extra units? If so, try taking out all the ORGs except the first one

No, I haven't, but I'll check to see if EA did, somehow.

EDIT: Actually, I think it's the two additions. Everytime I add another enemy to Label 30, a Pirate pops up at the islands. So I think I can't add anymore enemies at all.

Edited by Rokklaggio
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Sorry, I should have added repoint the events to free space and take out all the ORGs except the first one.

Why is there an AFEV in your TurnBasedEvents list?

Putting AFEV in Turn Events makes things happen the turn after event X is true

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Wow, I never knew that. Was that only in FE6?

Nah, it works in FE7, too. It can be a little fiddly at times for some reason but it usually works.

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I want to make Amelia the main character. How do I change it so that the conditions for seizing and Game Over depend on her instead of Eirika? (I thought about using a reskinned Eirika but I've heard it's much harder to make trainee promotions work right...)

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