nsm91 Posted March 24, 2018 Share Posted March 24, 2018 Hi, noob hacker here way late to the party. I have a question about conditionals and event IDs. Basically, I want units to keep spawning until a character dies, so I set a death quote ID (0x3C) and used the code: TURN 0 Ref_1 [1, 20] 0 0 Ref_1: IFEF 0x01 0x3C LOU1 Reinforce_1 ENUN ELSE 0x02 ENIF 0x01 ENIF 0x02 ENDA It works fine when I play straight through. I kill the guy and they stop spawning. But when I suspend the game, then resume the chapter they begin spawning again even though he is dead. I imagine the game does not save the event ID and is reset. Any way around this issue, because I love the idea and don't want to give it up. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 25, 2018 Share Posted March 25, 2018 (edited) @nsm91Try giving the character a lower quote ID. If an event ID is too high, the game has a tendency to lose track of it when suspending/resuming. Edited March 25, 2018 by Primefusion Quote Link to comment Share on other sites More sharing options...
TheLuigiBrother Posted April 6, 2018 Share Posted April 6, 2018 Is there any way to make it so a character that isn't a lord can seize the throne in FE7? I know how to use nightmare module to a very basic extent. Quote Link to comment Share on other sites More sharing options...
nsm91 Posted April 14, 2018 Share Posted April 14, 2018 (edited) I'm trying to get an AI set up where they don't attack an NPC that is heavily guarded. He's Merlinus as a civilian map sprite that you have to reach and talk to to end the chapter. I'm trying to get the don't attack target AI to work but they keep running at him first. The AI helpers in event assembler show: #define DoNotAttack_firstTarget 0x07 #define defineFirstTarget(characterID) "PUSH; ORG 0xB979E8; WORD characterID; POP" So in my code I have: Opening_event: defineFirstTarget(0x28) // Merlinus Is there a specific place I need to put this so that it works better? __________________________________________________________________________________________________________________________________________________________________ So I figured it out. Letting it play through for a while, they actually do not attack Merlinus, they just pursue him. So they run after him, and right up next to him, but don't attack. Very interesting, just thought I'd share. Edited April 15, 2018 by nsm91 Quote Link to comment Share on other sites More sharing options...
Jey the Count Posted August 17, 2018 Share Posted August 17, 2018 How can I make an event condition that checks if two characters have A support (basically like checkIfAlive)? Quote Link to comment Share on other sites More sharing options...
marlon0024 Posted January 16, 2019 Share Posted January 16, 2019 (edited) Hi, just need to know how to to an event that loads a reinforcement if a char dies, I'm using AFEVS and death quotes, but it only works on enemies and I need it to work on player and NPC UNITS TOO EDIT: Managed it to work with player units deaths, just load an Enemy and then turn it into player unit, but it does not seem to work on NPC death quotes, it just skips the event. Edited January 19, 2019 by marlon0024 Quote Link to comment Share on other sites More sharing options...
Orange Juice Posted July 13, 2019 Share Posted July 13, 2019 I'm having a strange problem right now, with FE8. Whenever I assemble my event script into a rom, the rom is rendered broken -- my emulator has an error when I try to load the file, and opening it in FEBuilder gives multiple errors, each of which says the rom is broken. The same thing happens when I assemble to a clean FE8 rom, as well as when I try it with a different copy of Event Assembler. I'm still new to eventing so I'm hoping that this is just some careless error on my part (since at this point the alternative is that EA is broken for me in some arcane way). Here's the script (spoiler for length). It's based on the Expanded FE8 Template included in the EA download. The #includes are basically just for definitions, and I'm using the REDA helpers linked here. Spoiler #include EAstdlib.event #include "Tool Helpers.txt" #include MUDefinitions.txt #ifndef InlineEvents PUSH ORG 0x00EF2F20 #endif #define ChName_ID 0x01 //TODO: Change this depending on what chapter you're making. EventPointerTable(ChName_ID, ChName_ThisChapter) ChName_ThisChapter: POIN ChName_TurnBasedEvents POIN ChName_CharacterBasedEvents POIN ChName_LocationBasedEvents POIN ChName_MiscBasedEvents POIN ChName_Dunno ChName_Dunno ChName_Dunno POIN ChName_Tutorial POIN ChName_Units1 ChName_Units1 POIN $0 $0 $0 $0 $0 $0 POIN ChName_BeginningScene ChName_EndingScene ChName_TurnBasedEvents: TURN ChName_CharacterBasedEvents: CHAR ChName_LocationBasedEvents: House(0x0,House1,2,3) House(0x1,House2,3,2) House1: MUSI FADI 10 SetBackground(HouseBG) FADU 10 Text(0x90C) ClearBackground MUNO ENDA House2: MUSI FADI 10 SetBackground(HouseBG) FADU 10 Text(0x90A) ClearBackground MUNO ENDA LOCA ChName_MiscBasedEvents: DefeatAll(ChName_EndingScene) CauseGameOverIfLordDies AFEV ChName_Dunno: END_MAIN ChName_Tutorial: END_MAIN ChName_Units1: MuF: UNIT KrisF SquireF 0x00 Level(10,Ally,False) [10,4] 0x0 0x0 0x1 REDA10R5 [Vulnerary,MasterSeal] NoAI UNIT Bad: UNIT Cormag WyvernRider 0x00 Level(3,Enemy,False) [10,4] 0x2 0x0 0x1 REDA0R3 [Javelin,Elixir] NeverMoveAI UNIT 0x80 Knight_F Cormag Level(2,Enemy,False) [10,4] 0x0 0x0 0x1 REDA3R6 [IronAxe] [0x00, NoAI2] 0x00 0x00 UNIT 0x80 Soldier Cormag Level(1,Enemy,False) [10,4] 0x0 0x0 0x1 REDA6R9 [IronLance] [0x00,0x00,0x04,0x00] UNIT Sunstone: UNIT GlenCC WyvernLord 0x00 Level(10,NPC,False) [10,4] 0x0 0x0 0x1 REDA15R5 [DragonSpear,SteelAxe] NoAI UNIT Obsidian: UNIT Duessel GreatKnight 0x00 Level(10,NPC,False) [10,4] 0x0 0x0 0x1 REDA15R6 [SilverAxe,SteelLance,Vulnerary] NoAI UNIT ChName_BeginningScene: FADU 0x8 LOAD1 0x1 Bad ENUN Load1 0x1 Sunstone LOAD1 0x1 MuF ENUN FADI 16; REMOVEPORTRAITS; PROM KrisF Cavalier_F MasterSeal; REMOVEPORTRAITS; FADU 16 ENUN LOAD1 0x1 Obsidian ENUN ENDB ChName_EndingScene: MNC2 0x01 //TODO: Replace with proper code for next chapter. ENDA #ifndef InlineEvents MESSAGE Events end at offset CURRENTOFFSET POP #endif My code is probably pretty sloppy, but as far as I can tell it's not so bad that it would break the rom in the way that I'm describing. Any ideas as to what I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
Melledoneus Posted October 13, 2019 Share Posted October 13, 2019 Hi! I have a question that's been stumping me for a while now. I'm making a FE8 hack and I want to make a gaiden chapter after chapter 8. However, I can't seem to find a way to insert the chapter at all. Is there a special method I need to do in order to make it? Any insight will be much appreciated. Quote Link to comment Share on other sites More sharing options...
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