CobyTheGoober Posted July 14, 2016 Share Posted July 14, 2016 So I've been doing some stuff for Fooker Emblem, and in one of the chapters there is a recruitable NPC unit. In the chapter that he appears, if he dies as an NPC unit, he comes back the next chapter as playable character. This doesn't happen if he dies as a PC in the same chapter he appears. How do I make it so that if he dies as an NPC in the chapter he first appears, he doesn't come back in the next chapter? Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted July 14, 2016 Share Posted July 14, 2016 (edited) Try an IFCD so if he's dead you can load someone else/or no one. Edited July 14, 2016 by Sweet_Basil Quote Link to comment Share on other sites More sharing options...
Agro Posted July 14, 2016 Share Posted July 14, 2016 IFCD won't work, you need to attach a permanent event ID to his death quote and then use conditional events in the following chapter to determine whether or not he spawns. Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted July 14, 2016 Author Share Posted July 14, 2016 IFCD won't work, you need to attach a permanent event ID to his death quote and then use conditional events in the following chapter to determine whether or not he spawns. in nightmare, i gave him a trigger id of a value lower than 0x02, or0x01 and etc. And im guessing that in the following chapter i have to use some sort of event code to related to that value? (The thing i used for the units trigger id was 0x64) Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 14, 2016 Share Posted July 14, 2016 You'll want to give his death quote an ID greater than 0x65 so that the game stores the value for later use. IDs less than 0x65 are reset between chapters. You'll probably want a death quote specifically for the chapter where he's an NPC, and a separate one for all the other chapters. Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted July 15, 2016 Author Share Posted July 15, 2016 So I gave him an ID larger than 0x65 (0x69) and in the ending events, I have a condition that checks if he's active on the map or not. If he is still alive as either a npc or pc, it goes to the dialogue where he is included, and if he's not active on the map, NPC or PC, it goes to the other text that doesn't include him. Now while that works, in the next chapter he still appears as playable pc. The ending events are below in the spoiler. Ending_event: FADI 5 FADU 10 IFUF 0 0x69 0x09 MUS1 0x38 BACG 0x05 TEX1 0x829 MUS1 0x4F MORETEXT 0x82E REMA FADI 7 MoveToChapter(0x04) ELSE 0x04 ENIF 0x69 FADI 5 FADU 10 MUS1 0x4F BACG 0x05 TEX1 0x82A REMA FADI 7 MoveToChapter(0x04) ENIF 0x04 ENDA Quote Link to comment Share on other sites More sharing options...
Agro Posted July 16, 2016 Share Posted July 16, 2016 you mixed up the conditional event with the event ID Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted July 17, 2016 Author Share Posted July 17, 2016 Changed it to IFCD, and it produced the same result. The next chapter, even if he died as an NPC, he comes back. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 17, 2016 Share Posted July 17, 2016 Neither IFUF or IFCD are going to help you in this case. Those are specifically for player units, not NPCs. You'll want to use either IFET or IFEF. Also, you're using event IDs in spots that require conditional IDs instead (they aren't the same thing). Try something more like this: Ending_event: // Do some setup IFET 0x01 0x69 // He's dead, Jim; Handle it ELSE 0x02 ENIF 0x01 // They're still alive ENIF 0x02 ENDA Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted July 21, 2016 Author Share Posted July 21, 2016 Neither IFUF or IFCD are going to help you in this case. Those are specifically for player units, not NPCs. You'll want to use either IFET or IFEF. Also, you're using event IDs in spots that require conditional IDs instead (they aren't the same thing). Try something more like this: Ending_event: // Do some setup IFET 0x01 0x69 // He's dead, Jim; Handle it ELSE 0x02 ENIF 0x01 // They're still alive ENIF 0x02 ENDA So I tried that, and the problem is still happening. The ending event is in the spoiler down below. Ending_event: FADI 5 FADU 10 IFET 0x03 0x69 FADI 5 FADU 10 MUS1 0x4F BACG 0x05 TEX1 0x82A REMA FADI 7 MoveToChapter(0x04) ELSE 0x04 ENIF 0x03 MUS1 0x38 BACG 0x05 TEX1 0x829 MUS1 0x4F MORETEXT 0x82E REMA FADI 7 MoveToChapter(0x04) ENIF 0x04 ENDA Quote Link to comment Share on other sites More sharing options...
SquareRootOfPi Posted July 21, 2016 Share Posted July 21, 2016 Your ending events only do the check for the text, so it's only going to affect what dialogue plays. If you want to prevent the character from being loaded in the next chapter, you need to add another check at the area that contains the unit loading instruction. Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted July 26, 2016 Author Share Posted July 26, 2016 Woo, thanks guys. I was finally able to get it working :D Quote Link to comment Share on other sites More sharing options...
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