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Reinforcements and Door Map Changes


luckysong
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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?

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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

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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.

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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 by CT075
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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 by Nintenlord
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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

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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

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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?

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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.

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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 by dondon151
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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?

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