Event Assembler Questions Thread
#21
Posted 07 April 2011 - 03:48 PM
#22
Posted 07 April 2011 - 04:46 PM
#define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x39,Pointers) org 0x???????? 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 Glass Level(1,Enemy,False) [1,9] [1,9] [Ironaxe] [NoAI] UNIT Glass Mercenary_M Glass Level(1,Enemy,False) [1,11] [1,11] [Ironsword] [NoAI] UNIT Zagan Fighter Glass Level(1,Enemy,False) [2,5] [2,5] [Ironaxe] [NoAI] UNIT Empty Good: UNIT Eliwood Lord Eliwood Level(1,Ally,False) [14,9] [14,9] [Durandal,Rapier,Vulnerary] [NoAI] UNIT Hector Lord Eliwood Level(1,Ally,False) [17,9] [17,9] [Armads,Wolfbeil,Vulnerary] [NoAI] UNIT Empty Turn_events: TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: TEX1 [07FF] REMU CURF [Glass] TEX1 [0800] REMU CURF [Hector] TEX1 [0801] ENDA Ending_event: MNCH 0x?? STAL 1 _0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 8369C90
after this, i'm completely lost. eventID's have me confused, so does villages and houses needing a name for the evnt. then there's reinforcements, plus other things that weren't in the template.
now, do I still need to go into nightmare to set-up these characters to appear if they're already set under my good/bad units?
#23
Posted 07 April 2011 - 05:18 PM
...IMO, anyway.
#24
Posted 07 April 2011 - 05:35 PM
It's not as much a problem as it is just a question with a simple answer stated in a slightly confusing way that implies that the events are complex =P
...IMO, anyway.
what are you trying to say?
#25
Posted 07 April 2011 - 05:51 PM
TEX1 [First convo] REMA CURF [location on map] //optional TEX1 [Second convo] REMA ENDA
Really not seeing the problem here.
I was responding to the above post in the post before this post. If you don't get it, for get it. =P
#26
Posted 07 April 2011 - 05:53 PM
Oh, you were talking to me. I get the question asked, I just fail to see how anyone who's supposedly read Arch's tutorial couldn't figure this out.I was responding to the above post in the post before this post. If you don't get it, for get it. =P
#27
Posted 07 April 2011 - 06:48 PM
#28
Posted 07 April 2011 - 06:53 PM
Like in RD where you step on the tile and he gives u the Vague Katti but he's not recruited.
Edited by Queen_Elincia, 07 April 2011 - 06:54 PM.
#29
Posted 07 April 2011 - 07:05 PM
#30
Posted 08 April 2011 - 06:41 AM
FIGH 0x8D 0xDA $8 0000000
but I'm not too sure about the format of what I'm pointing to. Ideally it would be a battle where the former wins. Arch's tutorial covers it briefly but I'm still stumped.
#31
Posted 08 April 2011 - 08:43 AM
#include EAstdlib.event
org 0xC9C9C8+(4*0x14)
POIN TileChanges
org 0x00CB1F00
TileChanges:
TileMap(0x05,0x02,0x03,0x01,0x01,Door1)
CODE $FF
CODE $00
CODE $00
Door1:
CODE 0x08 0x01
CODE $00
#32
Posted 08 April 2011 - 10:16 AM
Scripted battles work like this:Could I have an example of a scripted battle? I'm using FE7 as a base and I'm not too sure what I'm actually doing.
FIGH 0x8D 0xDA $8 0000000
but I'm not too sure about the format of what I'm pointing to. Ideally it would be a battle where the former wins. Arch's tutorial covers it briefly but I'm still stumped.
FIGH Char1 Char2 Pointer $00000000
Now I'd wager that you're having trouble with the Pointer. The pointer can be anything you want it to be. It could be "fight" or "death" or "fgsfds"
But anyway
Here's an example of a fight in my own hack, just for reference:
[blah] FIGH 0x62 0x8A fight $00000000 [more blah] ENDA fight: AttackerMiss(0) //You could use false, but I think 0 works better DefenderSilencer(1) EndOfBattle
Now, do note that you could use the raw hex for battles instead of these macros. There's no real reason not to. But these are easier for people who are like me and too lazy to go look up all the right combinations.
#33
Posted 08 April 2011 - 10:37 AM
EDIT: All sorted! Thanks!
Edited by Dokutayuu, 08 April 2011 - 11:28 AM.
#34
Posted 09 April 2011 - 07:55 PM
I started up chapter 11, and all I got was the map with no units on it, and nothing going on. I know I must have done something right by the fact that it loaded up in the first place.
now, I didn't actually put the units into nightmare, so that might be the problem. hopefully, someone can point out what I did wrong.
#35
Posted 09 April 2011 - 08:01 PM
Or at least you never told it to go.
Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00//Opening
CODE $00
That would make the event actually happen.
You also have no ENUNs, and REMU isn't a code, its REMA
#36
Posted 09 April 2011 - 08:11 PM
One MAJOR flaw, you have no opening event.
Or at least you never told it to go.Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00//Opening CODE $00
That would make the event actually happen.
You also have no ENUNs, and REMU isn't a code, its REMA
I got mine from the example that arch posted. how is it wrong? I looked again, and added ENUN where I saw it, and changed to REMA.
Edited by Claude_C_Kenny, 09 April 2011 - 08:12 PM.
#37
Posted 09 April 2011 - 09:43 PM
ENUN tells the game to check whether or not there are units moving. This is mainly used to stop crashes and glitches because something happened before a unit finished moving.
IF (unit is moving)
STAL 1
ELSE (unit is not moving)
Continue onREMA clears the screen of face sprites, something completely different.
#38
Posted 10 April 2011 - 03:16 PM
1. how to make units look like they're coming from offscreen.
2. the ending event plays, but the chapter doesn't end. how do I fix that?
3. the cursor won't switch to the designated units during the opening event.
4. backgrounds won't load, despite doing it the way arch said to.
5. how to make units appear at the end of enemy turn, and still have their phase initiate.
yeah, this should be it. a few simple things, and I should be done. I had a few simple fixes that i'm surprised you guys didn't see (LOU2lol, no OOBB), so please cease the flaming, because you guys aren't perfect either.
Edited by Claude_C_Kenny, 10 April 2011 - 03:17 PM.
#40
Posted 10 April 2011 - 04:00 PM
1. I think you load them and then use the second set of coordinates in their unit data.
2. You forgot MNCH 0xwhatever chapter is next
3. Not really sure about this one. Try using CAM1 to focus on the character?
4. I don't see any background codes in your events :/
This should work, though: Text(background,text)
5. Something like:
TurnEventPlayer(0,pointer,turn)
TURN
Pointer:
LOU1 unit
ENUN
ENDA
As for my question, is it possible to make a conversation occur directly after opening a door?
And:
Text(0x03,0x908)
FADI 16
LOMA 0x02
It sort of flashes back to the original map after the text ends. Would removing the FADI prevent that from happening?
(Hacking FE8, if it helps)
Edited by Kyaro, 10 April 2011 - 05:56 PM.
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