blyegg Posted December 29, 2013 Share Posted December 29, 2013 #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. Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted December 29, 2013 Share Posted December 29, 2013 (edited) This is causing my game to crash as soon as it reaches the first turn of the enemy phase (after the enemy speaks), for some reason. EDIT: Silly me forgot an ENDA OTL Edited December 29, 2013 by jjl2357 Quote Link to comment Share on other sites More sharing options...
Brendor Posted December 29, 2013 Share Posted December 29, 2013 (edited) 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 December 29, 2013 by Brendor the Hungry Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 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] 0x36BLSTALIGN 4FIRE [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 UpEND_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_tENUNFIGH Ninian Lyn_t NinianHeal2 [0x0,0x0,0x0,0x0]ENDANinianHeal2:AttackerHit(205,Lyn_t)EndOfBattleENDA 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. ^^;; Quote Link to comment Share on other sites More sharing options...
blyegg Posted January 1, 2014 Share Posted January 1, 2014 Hope it helps. Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 (edited) Tried it, but for some reason, EA does NOT like a specific line. NinianHeal:MOVENEXTTO Ninian Lyn_tENUNFIGH Ninian Lyn_t NinianHeal2 [0x4C,0x0,0x0,0x0]ENDANinianHeal2:AttackerHit(-20,00)EndOfBattleENDA 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 January 1, 2014 by Xenomic Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 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 Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 (edited) 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 January 1, 2014 by Xenomic Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 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) Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 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? Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 ...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 Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 ...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). Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 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_eventif you're using the default template i think it says "ballistadata" instead of terrain_events in the correct placetacking 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) Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 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. ;___; Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 if you want to try to add manaketes i don't mean to say that it's impossible, just that nobody has pulled it off if you want to attempt it, just go for it Quote Link to comment Share on other sites More sharing options...
Xenomic Posted January 1, 2014 Share Posted January 1, 2014 I wouldn't even know where to begin lol. Again, I heard that someone managed to do it, but without the sound and transformation so it's probably possible to do something with that. ^^; Quote Link to comment Share on other sites More sharing options...
ThisProfileNoLongerUsed Posted January 1, 2014 Share Posted January 1, 2014 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted January 1, 2014 Share Posted January 1, 2014 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 Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted January 1, 2014 Share Posted January 1, 2014 Why is there an AFEV in your TurnBasedEvents list? Quote Link to comment Share on other sites More sharing options...
ThisProfileNoLongerUsed Posted January 1, 2014 Share Posted January 1, 2014 (edited) 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 January 1, 2014 by Rokklaggio Quote Link to comment Share on other sites More sharing options...
Agro Posted January 2, 2014 Share Posted January 2, 2014 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 Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted January 2, 2014 Share Posted January 2, 2014 Wow, I never knew that. Was that only in FE6? Quote Link to comment Share on other sites More sharing options...
Agro Posted January 2, 2014 Share Posted January 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted January 6, 2014 Share Posted January 6, 2014 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...) Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 6, 2014 Author Share Posted January 6, 2014 give her death quote an event ID of 0x65 Quote Link to comment Share on other sites More sharing options...
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