ghast Posted January 3, 2014 Share Posted January 3, 2014 (edited) Last post is where the question is! Edited February 27, 2014 by GhastStation Quote Link to comment Share on other sites More sharing options...
Agro Posted January 3, 2014 Share Posted January 3, 2014 (edited) As far as I'm aware, no. how's your baby sitter Edited January 3, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 3, 2014 Share Posted January 3, 2014 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 Quote Link to comment Share on other sites More sharing options...
ghast Posted January 3, 2014 Author Share Posted January 3, 2014 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! Quote Link to comment Share on other sites More sharing options...
ghast Posted January 3, 2014 Author Share Posted January 3, 2014 (edited) 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 then then then then but this happened as usual idk what i'm doing wrong. Thanks! Ghast Edited January 3, 2014 by GhastStation Quote Link to comment Share on other sites More sharing options...
Lord Glenn Posted January 4, 2014 Share Posted January 4, 2014 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. Quote Link to comment Share on other sites More sharing options...
ghast Posted January 4, 2014 Author Share Posted January 4, 2014 Ohhhh, okay then. I suppose I'll remake the map, it wasn't that big anyway. But where could i find Yeti's converter thingy? Quote Link to comment Share on other sites More sharing options...
Pixelman Posted January 4, 2014 Share Posted January 4, 2014 Here. Quote Link to comment Share on other sites More sharing options...
ghast Posted January 4, 2014 Author Share Posted January 4, 2014 awesome thanks! it works fine now. Now onto eventing... I'll be posting a new question tomorrow. Quote Link to comment Share on other sites More sharing options...
ghast Posted January 15, 2014 Author Share Posted January 15, 2014 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! Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted January 15, 2014 Share Posted January 15, 2014 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. Quote Link to comment Share on other sites More sharing options...
Agro Posted January 15, 2014 Share Posted January 15, 2014 Post your scripts here, GhastStation 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. Quote Link to comment Share on other sites More sharing options...
ghast Posted January 16, 2014 Author Share Posted January 16, 2014 @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 Quote Link to comment Share on other sites More sharing options...
ghast Posted January 31, 2014 Author Share Posted January 31, 2014 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? Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted January 31, 2014 Share Posted January 31, 2014 Never done FE7 events before, but from the looks of it, it should be: IFCA 0x00 0x01 Eliwood do stuffELSE 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 Quote Link to comment Share on other sites More sharing options...
ghast Posted January 31, 2014 Author Share Posted January 31, 2014 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! Quote Link to comment Share on other sites More sharing options...
Brendor Posted January 31, 2014 Share Posted January 31, 2014 If you want it to do nothing in the "else" case, remove the ELSE and it's ENIF Quote Link to comment Share on other sites More sharing options...
ghast Posted February 1, 2014 Author Share Posted February 1, 2014 (edited) fixed! Edited February 1, 2014 by GhastStation Quote Link to comment Share on other sites More sharing options...
ghast Posted February 2, 2014 Author Share Posted February 2, 2014 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. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted February 2, 2014 Share Posted February 2, 2014 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 Quote Link to comment Share on other sites More sharing options...
ghast Posted February 2, 2014 Author Share Posted February 2, 2014 I made the changes you bolded, but I'm still having the same problem! >< Quote Link to comment Share on other sites More sharing options...
Agro Posted February 2, 2014 Share Posted February 2, 2014 (edited) 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 ENDAand 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 February 2, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
ghast Posted February 2, 2014 Author Share Posted February 2, 2014 Ah, still doesn't work :\ do you need additional information or something? Quote Link to comment Share on other sites More sharing options...
Agro Posted February 2, 2014 Share Posted February 2, 2014 yeah just post the entire event text Quote Link to comment Share on other sites More sharing options...
ghast Posted February 2, 2014 Author Share Posted February 2, 2014 #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 Quote Link to comment Share on other sites More sharing options...
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