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ghast
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how's your baby sitter

"crazy things happen on new years" -baby sitter

look at the tileset in the right half of the app and if it's bigger than like a square click on any extra tiles on the bottom and hit ctrl-x a few times

it worked! thank you!

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Okay, now the game won't let me insert the map properly :\

here's what i did:

I used the village/docks map tiled 1000B712

RFfhzwv.png

then

VBHf3mp.png

then

Rp2305Y.png

then

yDLUEDt.png

then

8icZDDN.png

but this happened

l1Jkboz.png

as usual idk what i'm doing wrong.

Thanks!

Ghast

Edited by GhastStation
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It's probably because you removed tiles from the tileset and, thus, the tileset in the map's array data doesn't match up with the one in the game's data. You'll need to get the correct tileset (i.e. one that works without requiring tiles to be removed) and either remake the map with that tileset or use BwdYeti's converter thingy (which might not even need the correct tileset file? I haven't used it in a long time.).

The tileset in question should list that it has 1023 blocks in the right-hand panel if it's the correct version.

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  • 2 weeks later...

hello again, I'm working on my chapter 1 and things have been running smoothly until now. I'm trying to do a map change for an unlocked door. I've tried to follow Arch's video tutorial but I still can't wrap my head around it. I stumbled upon Nintenlord's Tiled map topic but I used Mappy for the map.

I'm not sure how to approach doing this, I've been kind of stuck on this for a while now.

thanks!

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Hey Ghast, I suggest you use TILED instead of Mappy, it isn't that different and it is easier to do map changes. Also for some reason the newest EA doesn't accept the old method of map changes (or so I've been told). I sadly have no idea how to do old map changes though if you decide to stick with mappy, sorry XD.

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Post your scripts here, GhastStation :P: Or if you haven't got them yet, I could probably make one for you. The old method still works, by the way--it's just that the TileChange macros were included in the standard library so the lines "#define TileChange(etc)" and stuff need to be taken out.

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@Agro, I'll pm you in a second. I'm not really sure what I need to post up here. And to be honest I'm not quite sure what you mean by "#define TileChange(etc)". Sorry learning :[

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  • 3 weeks later...

Hi, I'm trying to figure out how I could make a condition this one event can only occur if Eliwood (Dewey) stands on a certain tile. I'm looking at Arch's tutorial. Am I supposed to use this code?

IFCA 0x00 ConditionID Char //If certain character is activating the event

DeweyDistraction:

IFCA 0x01 Eliwood //If certain character is activating the event.

Else 0x02

Do I just need Else 0x02 to make it if that it isn't Eliwood, nothing will happen?

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Never done FE7 events before, but from the looks of it, it should be:

IFCA 0x00 0x01 Eliwood

do stuff
ELSE 0x02

ENIF 0x01

do other stuff

ENIF 0x02

obviously you can use whatever event ID you desire. But avoid using those after 0x40, sometimes they don't work for some reason. at least in FE8

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Never done FE7 events before, but from the looks of it, it should be:

IFCA 0x00 0x01 Eliwood

do stuff

ELSE 0x02

ENIF 0x01

do other stuff

ENIF 0x02

obviously you can use whatever event ID you desire. But avoid using those after 0x40, sometimes they don't work for some reason. at least in FE8

do other stuff, so if i want nothing to happen, should I just leave it blank?

also thanks!

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I have been at this for literally hours.

TurnEventEnemy(0x1D,DeweyTrigger,1,50)

AREA 0x1C DeweyGrate [4,2] [4,2]

DeweyGrate:
IFCA 0x00 0x01 Eliwood
CURF [4,2]
FADI 10
BACG 0x36
FADU 10
MUS1 0x41
TEX1 0x0822
REMA
ENUT 0x1C
ENIF 0x01
ENUF 0x1C
ENIF 0x02
ENDA
// this works, kind of. Only Dewey (Eliwood) can trigger this event, however, if he leaves and goes back to the tile at [4,2] the event triggers again.
DeweyTrigger:
IFET 0x2A 0x1C //If specified Event ID was triggered.
CURF [7,2]
STAL 20
DISA Eliwood
MOVE Eliwood DeweyInvisible
CURF Zoldam
CURF [10,1]
TEX1 0x0823
REMA
ENUN
MOVE Eliwood DeweyDistract
ENUN
MOVE Eliwood DeweyDistract
ENUN
MOVE Eliwood DeweyDistract
ENUN
STAL 20
DISA Eliwood
STAL 20
REPA [4,2]
STAL 20
CURF Zoldam
CURF [10,1]
TEX1 0x0824
REMA
STAL 20
ITGC Eliwood DoorKey
ENUT 0x1D
ENIF 0x1C
ENUF 0x1D
ENIF 0x2B
ENDA
// this does not work right. I don't know what I'm doing wrong but
IFET 0x2A 0x1C
is being ignored, other units can walk on the tile at [4,2] and trigger this event.
What's supposed to happen is that DeweyTrigger can only activate if DeweyGrate activated.
I'm just going by my limited knowledge of conditions obviously and this is frustrating, pleassse help me.
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DeweyGrate:

IFCA 0x00 0x01 Eliwood

CURF [4,2]

FADI 10

BACG 0x36

FADU 10

MUS1 0x41

TEX1 0x0822

REMA

ENUT 0x1C

ELSE 0x02

ENIF 0x01

ENUF 0x1C

ENIF 0x02

ENDA


for the first event, you have no else, also i don't think you need the enut since you have marked it when you trigger it



DeweyTrigger:

IFET 0x2A 0x1C //If specified Event ID was triggered.

CURF [7,2]

STAL 20

DISA Eliwood

MOVE Eliwood DeweyInvisible

CURF Zoldam

CURF [10,1]

TEX1 0x0823

REMA

ENUN

MOVE Eliwood DeweyDistract

ENUN

MOVE Eliwood DeweyDistract

ENUN

MOVE Eliwood DeweyDistract

ENUN

STAL 20

DISA Eliwood

STAL 20

REPA [4,2]

STAL 20

CURF Zoldam

CURF [10,1]

TEX1 0x0824

REMA

STAL 20

ITGC Eliwood DoorKey

ENUT 0x1D


ELSE 0x2B


ENIF 0x1C

ENUF 0x1D

ENIF 0x2B

ENDA



first bold has two spaces between IFET and 0x2A

second, same as before

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sighhhhh you guys!!!

it's IFET CONDITION_ID EVENT_ID, not IFET EVENT_ID CONDITION_ID

Therefore it should be:

IFCA 0x00 0x01 Eliwood
CURF [4,2]
FADI 10
BACG 0x36
FADU 10
MUS1 0x41
TEX1 0x0822
REMA
ENUT 0x1C 
ELSE 0x02
ENIF 0x00
ENUF 0x1C
ENIF 0x02
ENDA
and

DeweyTrigger:
IFET  0x2A 0x1C //If event 0x1C was triggered
CURF [7,2]
STAL 20
DISA Eliwood
MOVE Eliwood DeweyInvisible
CURF Zoldam
CURF [10,1]
TEX1 0x0823
REMA
ENUN
MOVE Eliwood DeweyDistract
ENUN
MOVE Eliwood DeweyDistract
ENUN
MOVE Eliwood DeweyDistract
ENUN
STAL 20
DISA Eliwood
STAL 20
REPA [4,2]
STAL 20
CURF Zoldam
CURF [10,1]
TEX1 0x0824
REMA
STAL 20
ITGC Eliwood DoorKey
ENUT 0x1D 
ELSE 0x2B
ENIF 0x2A//this one needed to be fixed
ENUF 0x1D//<---intentional? shouldn't this be 0x1C?
ENIF 0x2B
ENDA
Edited by Agro
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#define DISABLE_TUTORIALS

#include EAstdlib.event


EventPointerTable(0x09,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 Lyn_t LynLord 0x00 Level(1, Ally, 0) [9,16] [6,18] [0x00] NoAI

UNIT Eliwood EliwoodLord Lyn_t Level(1, Ally, 0) [0,14] [0,14] [0x00] NoAI

UNIT Heath WyvernKnight 0x00 Level(1, NPC, 0) [9,15] [8,17] [ironBow, Vulnerary, Vulnerary] AttackInRange

UNIT Raven Cavalier 0x00 Level(1, NPC, 0) [11,16] [8,18] [ironSword, Vulnerary] Guard

UNIT Raven Knight 0x00 Level(1, NPC, 0) [8,16] [8,16] [ironSpear, Vulnerary] Guard

UNIT


Bad:

UNIT Zoldam Shaman Zoldam Level(1, Enemy, 0) [9,1] [9,1] [Flux] Guard

UNIT 0x67 Shaman Zoldam Level(1, Enemy, 0) [10,1] [10,1] [Flux] Guard

UNIT Bandit PegasusKnight Zoldam Level(1, Enemy, 0) [7,10] [7,10] [ironSpear] AttackInRange

UNIT Bandit PegasusKnight Zoldam Level(1, Enemy, 0) [13,9] [13,9] [steelSpear] AttackInRange

UNIT Bandit Knight Zoldam Level(1, Enemy, 0) [9,6] [9,6] [ironSpear] Guard

UNIT Bandit Knight Zoldam Level(1, Enemy, 0) [10,6] [10,6] [Javelin] Guard

UNIT Bandit Cavalier Zoldam Level(1, Enemy, 0) [8,8] [8,8] [ironSword] AttackInRange

UNIT Bandit Soldier Zoldam Level(1, Enemy, 0) [9,10] [9,10] [Javelin] NoAI

UNIT Bandit Archer Zoldam Level(1, Enemy, 0) [13,9] [13,9] [Longbow] AttackInRange

UNIT Bandit Monk Zoldam Level(1, Enemy, 0) [15,6] [15,6] [Lightning] AttackInRange

UNIT Bandit Fighter Zoldam Level(1, Enemy, 0) [10,10] [9,15] [ironAxe] AttackInRange

UNIT Bandit Mercenary Zoldam Level(1, Enemy, 0) [9,11] [10,16] [steelSword] AttackInRange

UNIT Bandit Cleric Zoldam Level(1, Enemy, 0) [8,3] [8,3] [Heal] NoAI

UNIT Bandit Knight Zoldam Level(3, Enemy, 0) [2,3] [2,3] [ironSpear] AttackInRange

UNIT Bandit Cavalier Zoldam Level(1, Enemy, 0) [1,2] [1,2] [ironSpear] AttackInRange

UNIT Bandit Cavalier Zoldam Level(1, Enemy, 0) [8,13] [10,15] [ironSword] AttackInRange

UNIT Bandit Pirate 0x00 Level(1, Enemy, 0) [13,17] [13,17] [HandAxe] AttackInRange

UNIT Bandit Pirate 0x00 Level(1, Enemy, 0) [14,18] [14,18] [HandAxe] AttackInRange

UNIT Bandit PegasusKnight Zoldam Level(1, Enemy, 0) [0,16] [0,16] [ironSpear] AttackInRange

UNIT Bandit Mage Zoldam Level(1, Enemy, 0) [16,5] [16,5] [Fire] AttackInRange

UNIT Bandit Mage Zoldam Level(1, Enemy, 0) [16,7] [16,7] [Fire] Guard

UNIT Bandit Soldier Zoldam Level(1, Enemy, 0) [10,10] [10,10] [slimSpear] NoAI

UNIT Bandit Archer Zoldam Level(2, Enemy, 0) [3,2] [3,2] [shortBow] Guard

UNIT


Xander:

UNIT Erk Mage Lyn_t Level(1, NPC, 0) [18,14] [18,14] [Fire, Vulnerary] NoAI

UNIT


Bandits:

UNIT Zugu Brigand 0x00 Level(1, Enemy, 0) [0,9] [0,9] [ironAxe] PursueWithoutHeed

UNIT Glass Mercenary 0x00 Level(1, Enemy, 0) [0,10] [0,10] [ironSword] PursueWithoutHeed

UNIT Bandit Archer 0x00 Level(1, Enemy, 0) [0,8] [0,8] [PoisonBow] PursueWithoutHeed

UNIT



Turn_events:

TurnEventPlayer(0x0,Opening_event,1)

TurnEventPlayer(0x0,XanderAppear,2)

TurnEventEnemy(0x1D,DeweyTrigger,1,50)

End_MAIN


Character_events:

CHAR 0x08 ErkLyn Lyn_t Erk $00000000

End_MAIN


Location_events:

Village(0x05,Village1,3,8)

House(0x06,House1,2,1)

Armory(Armory1,5,17)

Vendor(Vendor1,17,4)

Door(9,5)

Door(10,5)

End_MAIN


Misc_events:

CauseGameOverIfLordDies

AREA 0x07 RiddleArea [18,14] [18,14]

AREA 0x09 TorchArea [13,14] [13,14]

AREA 0x1B BanditsAppear [0,5] [5,6]

AREA 0x1C DeweyGrate [4,2] [4,2]

End_MAIN


TrapData:

End_MAIN


Opening_event:

MUS1 0x0012

LOU1 Good

ENUN

LOU1 Bad

ENUN

OOBB

CURF [10,15]

STAL 20

MOVENEXTTO Heath Lyn_t

ENUN

TEX1 0x81B

REMA

CAM1 [7,13]

CURF [0, 14]

MOVE Eliwood DeweyMove

ENUN

STAL 20

TEX1 0x81C

REMA

CURF [9, 16]

TEX1 0x81D

REMA

TurnAlly(Heath)

ENDA



Ending_event:

MoveToChapter(0x02)

DefeatBoss(Ending_event)

ENDA


// Events


ErkLyn:

MUS1 0x0042

TEX1 0x0821

REMA

TurnAlly(Erk)

ENDA


Village1:

FADI 10

BACG 0x01

FADU 10

TEX1 0x0825

REMA

ITGV PureWater

REMA

ENDA


House1:

REMA

ENDA


RiddleArea:

FADI 10

BACG 0x09

FADU 10

TEX1 0x0820

REMA

ENDA


TorchArea:

ITGV Torch

REMA

ENDA


XanderAppear:

STAL 10

CURF [18,14]

FADI 10

BACG 0x09

FADU 10

TEX1 0x081F

REMA

ENUN

LOU1 Xander

ENUN

MOVE Erk XanderMove

ENUN

REMA

ENDA


BanditsAppear:

LOU1 Bandits

ENUN

MOVE Zugu ZuguMove

ENUN

MOVE Glass GlassMove

ENUN

STAL 10

TEX1 0x081E

REMA

ENDA


DeweyGrate:

IFCA 0x00 0x01 Eliwood

CURF [4,2]

FADI 10

BACG 0x36

FADU 10

MUS1 0x41

TEX1 0x0822

REMA

ENUT 0x1C

ELSE 0x02

ENIF 0x00

ENUF 0x1C

ENIF 0x02

ENDA


DeweyTrigger:

IFET 0x2A 0x1C //If event 0x1C was triggered

CURF [7,2]

STAL 20

DISA Eliwood

MOVE Eliwood DeweyInvisible

CURF Zoldam

CURF [10,1]

TEX1 0x0823

REMA

ENUN

MOVE Eliwood DeweyDistract

ENUN

MOVE Eliwood DeweyDistract

ENUN

MOVE Eliwood DeweyDistract

ENUN

STAL 20

DISA Eliwood

STAL 20

REPA [4,2]

STAL 20

CURF Zoldam

CURF [10,1]

TEX1 0x0824

REMA

STAL 20

ITGC Eliwood DoorKey

ENUT 0x1D

ELSE 0x2B

ENIF 0x2A//this one needed to be fixed

ENUF 0x1D//<---intentional? shouldn't this be 0x1C?

ENIF 0x2B

ENDA


// Manual Movement

DeweyMove:

MOMA right right right right up right right up

ALIGN 4


XanderMove:

MOMA down down down

ALIGN 4


ZuguMove:

MOMA right notice

ALIGN 4


GlassMove:

MOMA right right notice

ALIGN 4


DeweyDistract:

MOMA up right right right right right down left down down left left left up up left

ALIGN 4


DeweyInvisible:

MOMA right right right

ALIGN 4


DeweyInvisibleBack:

MOMA left left left

ALIGN 4


// Scripted Fights


// Units


// Shop Data

Armory1:

SHLI IronSword

SHLI IronBow

Vendor1:

SHLI Vulnerary


MESSAGE Events end at offset currentOffset

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