Blitzzurger96 Posted April 2, 2013 Share Posted April 2, 2013 (edited) As the title says, i have a few queries about events. I actually got a few events to work, but, when i seized the ger in the prologue, it sends me to the main menu. Here is my event thing //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include MyFe7_Definitions.txt EventPointerTable(0x06,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 Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Batta Brigand 0x00 Level(1,Enemy,False) [3,2] [3,2] [ironAxe] [0x00,0x03,0x00,0x20] UNIT Good: UNIT Lynn_t Mage_F 0x00 Level(1,Ally,False) [8,8] [8,8] [Fire,Thunder,Vulnerary,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR Location_events: Seize(3,2) Armory(ArmoryData,5,9) Vendor(VendorData,4,9) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN LOU1 Bad ENUN ENDA Ending_event: MNCH 0x1 BallistaData: BLST ArmoryData: SHLI IronSword SteelSword VendorData: SHLI Fire Thunder Vulnerary MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 36AF00 Edited April 2, 2013 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 2, 2013 Share Posted April 2, 2013 put an ENDA after the MNCH Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted April 2, 2013 Author Share Posted April 2, 2013 (edited) put an ENDA after the MNCH Well, when i first assembled, i didn't put an ENDA after the MNCH code, then it randomly jumped to a chapter later in Lyn's mode. Edit: This is way before i encountered the going back to the main menu. Edited April 2, 2013 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 2, 2013 Share Posted April 2, 2013 right now it's bugging out because after MNCH the game expects ENDA Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted April 2, 2013 Author Share Posted April 2, 2013 (edited) What if i wanted an NPC to talk to my main lord? The AI is [0x06,0x0B,0x0A,0x00] right? Because, i loaded Florina as an NPC, but she isn't moving. Her code is Reinforcements1: UNIT Florina_t PegasusKnight 0x00 Level(2,NPC,False) [19,17] [19,17] [ironLance,Axereaver,KillerLance,Vulnerary] [0x06,0x0B,0x0A,0x00] UNIT I just realized, would i have to move her in order for that to happen? Edit: I do wanna recruit Florina this way Edited April 2, 2013 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted April 3, 2013 Author Share Posted April 3, 2013 (edited) Okay, so double post, but i screwed my prologue events somehow. Here it is. [spoiler=Prologue Events, screwed up somehow]//Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event #include MyFe7_Definitions.txt EventPointerTable(0x06,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 Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Batta Brigand 0x00 Level(1,Enemy,False) [0,0] [4,6] [ironAxe] [0x00,0x03,0x00,0x20] UNIT Bandit Brigand Batta Level(1,Enemy,False) [0,0] [2,7] [HandAxe] [0x00,0x00,0x00,0x00] UNIT Bandit Brigand Batta Level(1,Enemy,False) [0,0] [6,7] [HandAxe] [0x00,0x00,0x00,0x00] UNIT Reinforcements4: UNIT Bandit Archer Batta Level(1,Enemy,False) [2,7] [2,7] [ironBow] [0x00,0x00,0x00,0x00] UNIT Bandit Cavalier Batta Level(2,Enemy,True) [6,7] [6,7] [ironSword,IronLance] [0x00,0x00,0x00,0x00] UNIT Laus1: UNIT Laus Cavalier Batta Level(1,Enemy,False) [0,11] [0,11] [ironSword] [0x00,0x00,0x00,0x00] UNIT Laus Cavalier Batta Level(1,Enemy,False) [0,12] [0,12] [ironLance] [0x00,0x00,0x00,0x00] UNIT Laus Cavalier Batta Level(1,Enemy,False) [0,13] [0,13] [Javelin] [0x00,0x00,0x00,0x00] UNIT Good: UNIT Lynn_t Mage_F 0x00 Level(1,Ally,False) [15,12] [15,12] [Fire,Thunder,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Clary Mage Lynn_t Level(1,Ally,False) [15,12] [15,13] [Fire,Lightning,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Reinforcements1: UNIT Lexi_t PegasusKnight Lynn_t Level(2,Ally,False) [19,17] [19,17] [ironLance,Axereaver,WhiteGem] [0x00,0x00,0x00,0x00] UNIT Reinforcements2: UNIT Jack_t WyvernKnight 0x00 Level(2,NPC,False) [18,4] [19,8] [ironLance,Axereaver] [0x00,0x00,0x00,0x00] UNIT Blake_t Mercenary Jack_t Level(2,NPC,False) [18,4] [18,7] [ironSword,SteelSword] [0x03,0x03,0x00,0x20] UNIT Reinforcements3: UNIT Caelin Cavalier Jack_t Level(3,NPC,True) [18,7] [11,10] [ironLance,Javelin] [0x00,0x00,0x00,0x00] UNIT Caelin Cavalier Jack_t Level(3,NPC,True) [18,7] [11,11] [ironSword,Javelin] [0x00,0x00,0x00,0x00] UNIT Caelin Knight Jack_t Level(3,NPC,True) [19,7] [11,12] [ironLance,Javelin] [0x00,0x00,0x00,0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 TURN 0x00 Turn3 [03,00] 0x8 0x00 TURN 0x00 Turn4 [04,05] 0x8 0x00 TURN 0x00 Turn5 [05,07] 0x0 0x00 TURN Character_events: CHAR 0x05 MotherDaughter Lynn_t Lexi_t $00000000 CHAR 0x05 MotherDaughter Lexi_t Lynn_t $00000000 CHAR Location_events: Seize(4,6) Armory(ArmoryData,13,15) Vendor(VendorData,12,14) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: FADI 10 BACG 0x03 FADU 10 TEX1 0x0800 REMA LOU1 Bad ENUN LOU1 Good ENUN ENDA Turn2: TEX1 0x0801 REMA LOU1 Reinforcements1 ENUN ENDA MotherDaughter: MUS1 0x0042 TEX1 0x0802 REMA ENDA Turn3: LOU1 Reinforcements2 ENUN MUS1 0x0042 TEX1 0x0803 REMA MOVE Blake_t [18,4] ENDA Turn4: LOU1 Reinforcements4 ENUN LOU1 Laus1 ENUN ENDA Turn5: LOU1 Reinforcements3 ENUN ENDA Ending_event: MUS1 0x0038 FADI 10 BACG 0x05 FADU 10 TEX1 0x0804 REMA MNCH 0x01 ENDA BallistaData: BLST ArmoryData: SHLI IronSword SteelSword IronLance SteelLance Javelin VendorData: SHLI Fire Thunder Lightning Vulnerary MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: D00000 Edited April 3, 2013 by Blitzzurger96 Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 3, 2013 Share Posted April 3, 2013 (edited) you know there is a thread for this shit right? Edited April 3, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Blitzzurger96 Posted April 4, 2013 Author Share Posted April 4, 2013 you know there is a thread for this shit right? I would say, "Aren't I in it?" But, no. Quote Link to comment Share on other sites More sharing options...
CT075 Posted April 4, 2013 Share Posted April 4, 2013 it is literally at the top of the page Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.