luckysong Posted August 24, 2012 Share Posted August 24, 2012 I have two quick questions about problems I am having with reinforcement and doors map triggers. 1) Reinforcements: I am having a strange problems loading reinforcements. The problem is that some reinforcement groups load, while other groups do not load. I write and load all my reinforcements groups in the same way, so I am confused why some load and some do not. For example, Reinforcements1 does not load while Reinforcements2 loads. Does anyone know why this could be happening? Reinforcements1: //reinforcements on the stairs UNIT Bandit Fighter Oleg Level(8,Enemy,True) [6,3] [6,3] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(7,Enemy,True) [19,3] [19,3] [ironAxe] [NOAI] UNIT Bandit Fighter Oleg Level(7,Enemy,True) [24,16] [24,16] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(8,Enemy,True) [1,16] [1,16] [ironAxe,HandAxe] [NOAI] UNIT Bandit Shaman Oleg Level(10,Enemy,True) [12,20] [12,20] [Flux] [NOAI] UNIT Empty Reinforcements2: //reinforcements outside UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [12,25] [12,25] [steelSpear] [NOAI] UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [13,25] [13,25] [steelSword] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [14,25] [14,25] [steelSword,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [15,25] [15,25] [steelSpear,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [16,25] [16,25] [steelSpear,SteelSword] [NOAI] UNIT Empty Note: I have not reached the maximum number of units on the map, so it is not that problem. 2) Doors: I am having a problem triggering a map change on the 2-tile wide horizontal doors. I used the Tiled method to insert my map and map changes, and all other tile changes (including other doors, chests, and villages) work correctly. Is there a specific way to set up the larget doors? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 24, 2012 Share Posted August 24, 2012 Reinforcements1: //reinforcements on the stairs UNIT Bandit Fighter Oleg Level(8,Enemy,True) [6,3] [6,3] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(7,Enemy,True) [19,3] [19,3] [ironAxe] [NOAI] UNIT Bandit Fighter Oleg Level(7,Enemy,True) [24,16] [24,16] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(8,Enemy,True) [1,16] [1,16] [ironAxe,HandAxe] [NOAI] UNIT Bandit Shaman Oleg Level(10,Enemy,True) [12,20] [12,20] [Flux] [NOAI] UNIT Empty Reinforcements2: //reinforcements outside UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [12,25] [12,25] [steelSpear] [NOAI] UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [13,25] [13,25] [steelSword] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [14,25] [14,25] [steelSword,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [15,25] [15,25] [steelSpear,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [16,25] [16,25] [steelSpear,SteelSword] [NOAI] UNIT Empty Note: I have not reached the maximum number of units on the map, so it is not that problem. first of all showing us the units themselves isn't going to help us show us your loading code secondly how are you so sure that you haven't reached the maximum 2) Doors: I am having a problem triggering a map change on the 2-tile wide horizontal doors. I used the Tiled method to insert my map and map changes, and all other tile changes (including other doors, chests, and villages) work correctly. Is there a specific way to set up the larget doors? use MACC Quote Link to comment Share on other sites More sharing options...
luckysong Posted August 24, 2012 Author Share Posted August 24, 2012 first of all showing us the units themselves isn't going to help us show us your loading code secondly how are you so sure that you haven't reached the maximum use MACC Alright, I have included the turn events and loading events for Reinforcements1 and Reinforcements2. The maximum units that show up on the map was 50. I reached it, and then nothing else was loading as I expected. Still, Reinforcements1 was not loading when more units could load. Reinforcements1 is loaded before Reinforcements2, but Reinforcements2 loads and Reinforcements1 does not. TURN 0x0 StairsReinforcement [5,10] 0x00 0x00 TURN 0x0 OutsideReinforcement [6,11] 0x00 0x00 StairsReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements1 ENUN ENDA OutsideReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements2 ENUN ENDA I tried writing a MAC1 event to open the door, but it didn't work. Is that one different from MACC? I thought doors were supposed to open automatically with a door command. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 24, 2012 Share Posted August 24, 2012 (edited) it's 50 units per faction not fifty units total just fyi another test would be to put a text event in your reinforcement event and see if that happens if it happens then it's a problem with your units MAC1 = tile change based on tile change ID MACC = tile change based on coordinates Edited August 24, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 24, 2012 Share Posted August 24, 2012 (edited) a) Don't put ALIGN between a label and codes you are using the label to reference. b) You only need ALIGN after ballista codes, not everywhere. c) Post ALL of your events. Edited August 24, 2012 by Nintenlord Quote Link to comment Share on other sites More sharing options...
luckysong Posted August 24, 2012 Author Share Posted August 24, 2012 Alright, I have included my entire event assembler script. Anything in bold and red are the parts that have been causing me problems. I believe that everything else is working fine. I don't want everyone to spend hours going through it (it's a lot), but if there is anything that you catch that is a red flag, let me know. I will remove the ALIGN commands anywhere not associated with ballista codes as per Nintenlord's suggestion. #define DISABLE_TUTORIALS #include EAstdlib.event #include NewMacros.event #include FE7v3_definition.txt EventPointerTable(0x76,Pointers) org 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN GoodEM GoodEM GoodHM GoodHM POIN Opening_event Ending_event Bad: UNIT Oleg Warrior Oleg Level(14,Enemy,False) [13,1] [13,1] [KillerAxe,HandAxe,Vulnerary,FellContract] [GUARD] UNIT Bandit Fighter Oleg Level(11,Enemy,True) [10,2] [10,2] [steelAxe,HandAxe] [ATRANGE] UNIT Bandit Fighter Oleg Level(12,Enemy,True) [11,3] [11,3] [KillerAxe] [ATRANGE] UNIT Bandit Fighter Oleg Level(11,Enemy,True) [12,2] [12,2] [steelAxe,HandAxe] [ATRANGE] UNIT Bandit Fighter Oleg Level(11,Enemy,True) [14,2] [14,2] [steelAxe,HandAxe] [ATRANGE] UNIT Bandit Fighter Oleg Level(12,Enemy,True) [15,3] [15,3] [KillerAxe] [ATRANGE] UNIT Bandit Fighter Oleg Level(11,Enemy,True) [16,2] [16,2] [steelAxe,HandAxe] [ATRANGE] UNIT Bandit Knight Oleg Level(13,Enemy,True) [12,13] [12,13] [steelSpear,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(12,Enemy,True) [13,13] [13,13] [steelSpear,Javelin,Vulnerary] [GUARD] UNIT Bandit Mage Oleg Level(12,Enemy,True) [12,12] [12,12] [Elfire] [GUARD] UNIT Bandit Mage Oleg Level(12,Enemy,True) [13,12] [13,12] [Thunder,SecretBook] [GUARD] UNIT Bandit Fighter Oleg Level(2,Enemy,True) [9,7] [9,7] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(2,Enemy,True) [16,10] [16,10] [ironAxe,DoorKey] [NOAI] UNIT Bandit Knight Oleg Level(13,Enemy,True) [2,10] [2,10] [steelSpear,Javelin] [ATRANGE] UNIT Bandit Knight Oleg Level(13,Enemy,True) [23,10] [23,10] [steelSpear,Javelin] [ATRANGE] UNIT Bandit Mercenary Oleg Level(11,Enemy,True) [3,11] [3,11] [steelSword,Vulnerary] [NOAI] UNIT Bandit Mercenary Oleg Level(11,Enemy,True) [2,12] [2,12] [PoisonSword] [NOAI] UNIT Bandit Myrmidon Oleg Level(12,Enemy,True) [22,11] [22,11] [KillingEdge] [NOAI] UNIT Bandit Myrmidon Oleg Level(10,Enemy,True) [23,12] [23,12] [PoisonSword] [NOAI] UNIT Bandit Knight Oleg Level(11,Enemy,True) [10,14] [10,14] [ironSpear,Javelin,Vulnerary] [GUARD] UNIT Bandit Knight Oleg Level(11,Enemy,True) [15,14] [15,14] [PoisonSpear,Javelin] [GUARD] UNIT Bandit Shaman Oleg Level(9,Enemy,True) [10,13] [10,13] [Flux] [GUARD] UNIT Bandit Shaman Oleg Level(9,Enemy,True) [15,13] [15,13] [Flux] [GUARD] UNIT Bandit Archer Oleg Level(10,Enemy,True) [7,12] [7,12] [steelBow,Longbow] [ATRANGE] UNIT Bandit Archer Oleg Level(11,Enemy,True) [17,12] [17,12] [ironBow,Longbow] [ATRANGE] UNIT Bandit Knight Oleg Level(11,Enemy,True) [6,7] [6,7] [silverSpear,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(12,Enemy,True) [7,7] [7,7] [ironSpear,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(11,Enemy,True) [18,7] [18,7] [KillerLance,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(12,Enemy,True) [19,7] [19,7] [steelSpear,Javelin] [GUARD] UNIT Bandit Mage Oleg Level(11,Enemy,True) [6,6] [6,6] [Elfire] [GUARD] UNIT Bandit Mage Oleg Level(12,Enemy,True) [7,6] [7,6] [Thunder] [GUARD] UNIT Bandit Archer Oleg Level(11,Enemy,True) [18,6] [18,6] [steelBow] [ATRANGE] UNIT Bandit Archer Oleg Level(10,Enemy,True) [19,6] [19,6] [KillerBow] [ATRANGE] UNIT Bandit Mage Oleg Level(11,Enemy,True) [3,16] [3,16] [Thunder] [ATRANGE] UNIT Bandit Mage Oleg Level(11,Enemy,True) [4,16] [4,16] [Thunder] [ATRANGE] UNIT Bandit Knight Oleg Level(10,Enemy,True) [3,17] [4,17] [steelSpear,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(10,Enemy,True) [4,17] [4,17] [steelSpear,Javelin] [GUARD] UNIT Bandit Shaman Oleg Level(11,Enemy,True) [21,16] [21,16] [Flux] [ATRANGE] UNIT Bandit Shaman Oleg Level(11,Enemy,True) [22,16] [22,16] [Flux] [ATRANGE] UNIT Bandit Knight Oleg Level(10,Enemy,True) [21,17] [21,17] [steelSpear,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(10,Enemy,True) [22,17] [22,17] [steelSpear,Javelin] [GUARD] UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [19,21] [19,21] [KillingEdge] [NOAI] UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [20,22] [20,22] [steelSword,Vulnerary] [NOAI] UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [22,22] [22,22] [LongSword] [NOAI] UNIT Bandit Cavalier Oleg Level(11,Enemy,True) [21,20] [21,20] [steelSpear,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(11,Enemy,True) [18,23] [18,23] [steelSpear,SteelSword] [NOAI] UNIT Bandit Cavalier Oleg Level(11,Enemy,True) [20,24] [20,24] [PoisonSpear,Javelin] [NOAI] //NPC's loaded here UNIT Karen Myrmidon_F 0x00 Level(1,NPC,False) [12,8] [12,8] [0x00] [GUARD] UNIT Empty GoodEM: UNIT 0x1 0x1 0x0 0x81 [6,21] [6,21] [0x3,0x9,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x3 0x0 0x79 [6,19] [6,19] [0x1F,0x28,0x26,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2D 0x2 0x0 0x71 [5,20] [5,20] [0xA,0x3,0x12,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x13 0x1 0x39 [7,20] [7,20] [0x20,0x28,0x2D,0x0] [0x0,0x0,0x0,0x0] UNIT 0xE 0x1B 0x0 0x21 [3,21] [3,21] [0x2C,0x2D,0x33,0x0] [0x0,0x0,0x0,0x0] UNIT 0x16 0x26 0x0 0x19 [4,21] [4,21] [0x44,0x45,0x4A,0x0] [0x0,0x0,0x0,0x0] UNIT 0x30 0x2A 0x0 0x11 [8,21] [8,21] [0x14,0x3,0x1C,0x1F] [0x0,0x0,0x0,0x0] UNIT 0x19 0x28 0x0 0x91 [5,22] [5,22] [0x16,0x3,0x1C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x2C 0x0 0x69 [7,22] [7,22] [0x4A,0x4B,0x4D,0x4F] [0x0,0x0,0x0,0x0] UNIT 0x31 0x32 0x0 0x81 [8,22] [8,22] [0x14,0x16,0x1C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x23 0x3C 0x0 0x69 [5,23] [5,23] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x25 0x40 0x0 0x51 [6,23] [6,23] [0x6C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0xE 0x0 0x21 [9,23] [9,23] [0xD,0x1,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Empty GoodHM: UNIT 0x1 0x1 0x0 0x81 [4,21] [4,21] [0x3,0x9,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x3 0x0 0x79 [6,19] [6,19] [0x1F,0x28,0x26,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2D 0x2 0x0 0x71 [8,22] [8,22] [0xA,0x3,0x12,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x13 0x1 0x39 [5,20] [5,20] [0x20,0x28,0x2D,0x0] [0x0,0x0,0x0,0x0] UNIT 0xE 0x1B 0x0 0x21 [7,20] [7,20] [0x2C,0x2D,0x33,0x0] [0x0,0x0,0x0,0x0] UNIT 0x16 0x26 0x0 0x19 [9,23] [9,23] [0x44,0x45,0x4A,0x0] [0x0,0x0,0x0,0x0] UNIT 0x30 0x2A 0x0 0x11 [7,22] [7,22] [0x14,0x3,0x1C,0x1F] [0x0,0x0,0x0,0x0] UNIT 0x19 0x28 0x0 0x91 [8,21] [8,21] [0x16,0x3,0x1C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1B 0x2C 0x0 0x69 [6,21] [6,21] [0x4A,0x4B,0x4D,0x4F] [0x0,0x0,0x0,0x0] UNIT 0x31 0x32 0x0 0x81 [3,21] [3,21] [0x14,0x16,0x1C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x23 0x3C 0x0 0x69 [7,24] [7,24] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x25 0x40 0x0 0x51 [6,23] [6,23] [0x6C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Empty OpeningUnitsGood: UNIT Eliwood 0x00 0x00 Level(1,Ally,False) [3,25] [4,20] [0x00] [00000000] UNIT Hector 0x00 0x00 Level(1,Ally,False) [3,25] [3,21] [0x00] [00000000] UNIT Pent 0x00 0x00 Level(1,Ally,False) [3,25] [6,21] [0x00] [00000000] UNIT Oswin 0x00 0x00 Level(1,Ally,False) [3,25] [4,22] [0x00] [00000000] UNIT Raven 0x00 0x00 Level(1,Ally,False) [3,25] [5,22] [0x00] [00000000] UNIT Nils Bard 0x00 Level(1,NPC,False) [3,25] [2,23] [0x00] [00000000] UNIT Empty OpeningUnitsBad: UNIT Oleg Warrior 0x00 Level(1,Enemy,False) [13,1] [13,1] [0x00] [00000000] UNIT Bandit Fighter 0x00 Level(11,Enemy,True) [12,2] [12,2] [0x00] [00000000] UNIT Bandit Fighter 0x00 Level(11,Enemy,True) [14,2] [14,2] [0x00] [00000000] UNIT Karen Myrmidon_F 0x00 Level(1,NPC,False) [13,3] [13,3] [0x00] [00000000] UNIT Bandit Fighter 0x00 Level(11,Enemy,True) [13,4] [13,4] [0x00] [00000000] UNIT Empty Reinforcements1: //reinforcements on the stairs UNIT Bandit Fighter Oleg Level(8,Enemy,True) [6,3] [6,3] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(7,Enemy,True) [19,3] [19,3] [ironAxe] [NOAI] UNIT Bandit Fighter Oleg Level(7,Enemy,True) [24,16] [24,16] [steelAxe] [NOAI] UNIT Bandit Fighter Oleg Level(8,Enemy,True) [1,16] [1,16] [ironAxe,HandAxe] [NOAI] UNIT Bandit Shaman Oleg Level(10,Enemy,True) [12,20] [12,20] [Flux] [NOAI] UNIT Empty Reinforcements2: //reinforcements outside UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [12,25] [12,25] [steelSpear] [NOAI] UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [13,25] [13,25] [steelSword] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [14,25] [14,25] [steelSword,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [15,25] [15,25] [steelSpear,Javelin] [NOAI] UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [16,25] [16,25] [steelSpear,SteelSword] [NOAI] UNIT Empty Reinforcements3: //units to take the throne UNIT Bandit Shaman Oleg Level(14,Enemy,True) [15,0] [13,1] [Nosferatu,Vulnerary] [GUARD] UNIT Bandit Knight Oleg Level(10,Enemy,True) [11,0] [12,1] [ironSpear,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(11,Enemy,True) [11,0] [13,2] [KillerLance,Javelin] [GUARD] UNIT Bandit Knight Oleg Level(10,Enemy,True) [15,0] [14,1] [ironSpear,Javelin] [GUARD] UNIT Bandit Mage Oleg Level(8,Enemy,True) [11,0] [11,1] [Elfire] [ATRANGE] UNIT Bandit Mage Oleg Level(9,Enemy,True) [10,0] [10,1] [Thunder] [ATRANGE] UNIT Bandit Mage Oleg Level(8,Enemy,True) [16,0] [16,1] [Elfire] [ATRANGE] UNIT Bandit Mage Oleg Level(9,Enemy,True) [15,0] [15,1] [Thunder] [ATRANGE] UNIT Bandit Bishop Oleg Level(1,Enemy,True) [10,0] [10,0] [Lightning,Sleep] [GUARD] UNIT Bandit Bishop Oleg Level(1,Enemy,True) [11,0] [11,0] [Lightning,Silence] [GUARD] UNIT Bandit Bishop Oleg Level(1,Enemy,True) [15,0] [15,0] [Lightning,Sleep] [GUARD] UNIT Bandit Bishop Oleg Level(1,Enemy,True) [16,0] [16,0] [Lightning,Silence] [GUARD] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,0) TurnEventPlayer(0x00,RemoveBlack,1) TurnEventEnemy(0x00,KarenFinal,1) TurnEventEnemy(0x00,OlegWalks,5) TurnEventPlayer(0x00,ThroneReinforcement,6) TURN 0x0 StairsReinforcement [5,10] 0x00 0x00 TURN 0x0 OutsideReinforcement [6,11] 0x00 0x00 TURN Character_events: CHAR 0x15 PentKaren Pent Karen 15 CODE $00000000 Location_events: //chest location events Chest(BlueGem,2,6) Chest(LightBrand,23,6) Chest(GoddessIcon,3,7) Chest(EarthSeal,22,7) Chest(Warp,11,19) Chest(BodyRing,15,19) //door locations Door(2,9) Door(23,9) Door(11,17) Door(14,17) //horizontal center door DOOR 0xA CenterDoor [12,5] 0x10 DOOR 0xA CenterDoor [13,5] 0x10 SecretShop(ShopData,2,1) LOCA Misc_events: //Insert Seize the throng condition CauseGameOverIfLordDies AFEV Opening_event: ALIGN 4 // prevents misalignment from ballista data BlackOff // custom macro that removes black screen SHOWMAP MUS1 0x03B8 //Ambience (Night sounds and breeze) STAL 60 LOU1 OpeningUnitsGood ENUN STAL 60 FADI 16 HIDEMAP BACG 0x38 //Outside of Castle/Fortress at Night TEX1 0x134C FADI 16 HIDEMAP CMOF //Stops camera from seeing enemy units load LOU1 OpeningUnitsBad ENUN FADU 16 SHOWMAP CMON //return camera movement FlashCursor(Oleg,60) MUS1 0x0052 //What Comes from Darkness FADI 16 HIDEMAP BACG 0x3D //inside dungeon night FADU 16 SHOWMAP TEX1 0x134D FADI 16 HIDEMAP FADU 16 SHOWMAP MUS1 0x03B8 //Ambience (Night sounds and breeze) IFEM 0x01 FlashCursor(Eliwood,60) ELSE 0x02 ENIF 0x01 FlashCursor(Hector,60) ENIF 0x02 TEX1 0x134E MUS1 0x0032 //An Unexpected Caller MORETEXT 1355 UnitClear // custom macro that clears all units from the field CMOF //Stops camera from seeing enemy units load LOU1 GoodEM LOU1 Bad ENUN CMON //return camera movement FADI 16 HIDEMAP ENDB RemoveBlack: BlackOff // custom macro that removes black screen ENDA Ending_event: MUS1 0x0038 //Triumph STAL 60 FADI 16 HIDEMAP BACG 0x03 //night village background FADU 16 SHOWMAP TEX1 0x1357 FADI 4 HIDEMAP BACG 0x03 //night village background FADU 4 SHOWMAP TEX1 0x1354 //Marcus and Eliwood talk MORETEXT 0x1353 MUS1 0x0043 //A Knight's Oath MORETEXT 0x0BFF FADI 4 HIDEMAP STAL 60 //stalls the game BACG 0x4B //Dragon Gate background MUS1 0x004A //Calamity Bringer: Nergal's Theme FADU 4 SHOWMAP TEX1 0x0C02 //Event 8 text MUS1 0x006C //turns off music MNCH 0x1C //chapter number of next map STAL 1 ENDA PentKaren: MUS1 0x0042 //TogetherWeRide TEX1 0x1344 CUSI Karen $00 MURE 5 ENDA KarenFinal: FlashCursor(Karen,60) TEX1 0x1356 ENDA OlegWalks: FlashCursor(Oleg,60) TEX1 0x1362 CHAI Oleg [00000000] ENDA BallistaData: BLST StairsReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements1 ENUN ENDA OutsideReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements2 ENUN ENDA ThroneReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements3 ENUN ENDA CenterDoor: MAC1 0x00 0x0 //map change ID 1 ENDA ShopData: SHLI Physic Silence Sleep Rescue TorchStaff LockPick Elixir MESSAGE Events end at offset currentOffset I will have to play around with the reinforcement units. I will try inserting text suggestion, and then try seeing if I can get one unit to load instead of a group. The coordinates of the door I am trying to open are the following: DOOR 0xA CenterDoor [12,5] 0x10 DOOR 0xA CenterDoor [13,5] 0x10 I tried using the following command to trigger the map change at ID 0, but nothing happens. The door command does not even appear. CenterDoor: MAC1 0x00 0x0 ENDA Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 25, 2012 Share Posted August 25, 2012 a) Don't put ALIGN between a label and codes you are using the label to reference. b) You only need ALIGN after ballista codes, not everywhere. c) Post ALL of your events. This means that this: BallistaData: BLST StairsReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements1 ENUN ENDA OutsideReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements2 ENUN ENDA ThroneReinforcement: ALIGN 4 // prevents misalignment from ballista data LOU1 Reinforcements3 ENUN ENDA CenterDoor: MAC1 0x00 0x0 //map change ID 1 ENDA ShopData: SHLI Physic Silence Sleep Rescue TorchStaff LockPick Elixir MESSAGE Events end at offset currentOffset becomes this: BallistaData: BLST ALIGN 4 // prevents misalignment from ballista data StairsReinforcement: LOU1 Reinforcements1 ENUN ENDA OutsideReinforcement: LOU1 Reinforcements2 ENUN ENDA ThroneReinforcement: LOU1 Reinforcements3 ENUN ENDA CenterDoor: MAC1 0x00 0x0 //map change ID 1 ENDA ShopData: SHLI Physic Silence Sleep Rescue TorchStaff LockPick Elixir MESSAGE Events end at offset currentOffset Quote Link to comment Share on other sites More sharing options...
luckysong Posted August 26, 2012 Author Share Posted August 26, 2012 So I think the reinforcement problem may have been fixed with moving the ALIGN command. However, I have still made no progress on figuring out my door tile change issue. I have tried the MAC1 and MACC, but nothing seems to work. I cannot even get the door command to appear. I don't understand why single doors work, but double doors do not. Does anyone have any suggestions? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 26, 2012 Share Posted August 26, 2012 Some doors are not openable by the "Door" command, even if you code in the door event to the proper coordinate. I recall this being a problem with some vertical door tiles that I wanted to use in one of my maps. Quote Link to comment Share on other sites More sharing options...
luckysong Posted August 26, 2012 Author Share Posted August 26, 2012 Some doors are not openable by the "Door" command, even if you code in the door event to the proper coordinate. I recall this being a problem with some vertical door tiles that I wanted to use in one of my maps. Yeah, I heard that vertical doors are done differently, but I am still working with a horizontal door. It just happens to be 2 tiles wide. I am trying to think of what I could have done wrong. I have checked my Tiled map several times, so I don't know if that could be the case. I might end up redoing the map again just in case, but I don't think that is going to make much of a difference. Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 26, 2012 Share Posted August 26, 2012 (edited) I think you didn't understand what I meant. For some tilesets, doing a vertical door and then placing a door event on the proper door tile will still not allow the door to be openable. It's not a matter of the door being done differently whether vertical or horizontal. (For tileset 16007718, the right-facing vertical door is nonfunctional, whereas the left-facing vertical door works fine.) Try replacing the 2-tile-wide horizontal door with 2 separate 1-tile-wide doors and see if that fixes your problem. Edited August 26, 2012 by dondon151 Quote Link to comment Share on other sites More sharing options...
luckysong Posted August 26, 2012 Author Share Posted August 26, 2012 I think you didn't understand what I meant. For some tilesets, doing a vertical door and then placing a door event on the proper door tile will still not allow the door to be openable. It's not a matter of the door being done differently whether vertical or horizontal. (For tileset 16007718, the right-facing vertical door is nonfunctional, whereas the left-facing vertical door works fine.) Try replacing the 2-tile-wide horizontal door with 2 separate 1-tile-wide doors and see if that fixes your problem. Yes, it did work when I changed the 2-tile wide door with two separate 1-tile doors. Is there anyway to switch the graphical art to the 2-tile wide horizontal door and still have it work? Quote Link to comment Share on other sites More sharing options...
dondon151 Posted August 26, 2012 Share Posted August 26, 2012 nope, not that i know of what you could do is do an area event in front of the door that checks if you put a thief there, and then have that door open as a consequence Quote Link to comment Share on other sites More sharing options...
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