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Event Assembler Questions Thread


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#581 Aura Wolf

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Posted 20 October 2011 - 03:28 PM

^
TEXTIFTACTF *Text ID 1* *Text ID 2*
Text 1 is for male; Text 2 is for female.

#582 Jubby

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Posted 20 October 2011 - 03:58 PM

Perfect, thanks. Is there any way to use it (or another code) for, say, loading units?

#583 FalconVegeta1986

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Posted 20 October 2011 - 06:58 PM

You can use IFUF to have a certain unit load if the unit you want to speak is deployed.

Edited by The Smithy Gang!, 20 October 2011 - 07:04 PM.


#584 CT075

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Posted 20 October 2011 - 07:06 PM

EDIT: Urrrr.

Edited by Kam, 20 October 2011 - 07:07 PM.


#585 Mikey Séregon

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Posted 29 October 2011 - 01:53 PM

Well, I made a condicional Village event, if a certain Character (Hector, Eliwood, Roy or Florina) visits the village, Lilina will have a different conversation with each one, if any other visits the village, she'll have a generical conversation.
And, I want to make that a bit different:
I want to add a conversation between Lilina and Hector if Hector don't visit the village, how can I do that?

This is the code that I used for the village:
VillaLilina:
MUS2 FE46Theme
FADI 16
HIDEMAP
BACG 0x2
FADU 16
SHOWMAP
IFCA 0x0 0x01 Hector
TEX1 0xB18
ELSE 0x02
ENIF 0x01
IFCA 0x0 0x03 Eliwood
TEX1 0xB13
ENIF 0x02
ELSE 0x04
ENIF 0x03
IFCA 0x0 0x05 Florina
TEX1 0xAFF
ENIF 0x04
ELSE 0x06
ENIF 0x05
IFCA 0x0 0x07 Roy
TEX1 0xB0B
ENIF 0x06
ELSE 0x08
ENIF 0x07
TEX1 0xB00
ENIF 0x08
REMA
MUNO
LOU1 Lilina_U
ENUN
ENDA


#586 FalconVegeta1986

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Posted 29 October 2011 - 02:39 PM

Which FE are you hacking?

#587 Mikey Séregon

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Posted 29 October 2011 - 02:48 PM

FE7, I forgot mention it A_Au

#588 Krad

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Posted 29 October 2011 - 02:54 PM

I want to add a conversation between Lilina and Hector if Hector don't visit the village, how can I do that?

It's not hard. For all the village conversations barring Hector's, make it so an event ID is triggered after it's finished. Then add a character event that is only available if that certain ID is triggered, that way you will ensure that it won't appear if Hector does the visiting.

I could explain it in spanish in needed.

Edited by Krad, 29 October 2011 - 02:55 PM.


#589 Mikey Séregon

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Posted 29 October 2011 - 03:05 PM

That could be helpful, please, explain it to me.
Y en español seria mucho mejor.

#590 Krad

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Posted 29 October 2011 - 03:19 PM

Spoiler - English version

Spoiler - Spanish version


#591 Ninja Caterpie

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Posted 29 October 2011 - 07:46 PM

What causes the error "Didn't reach end, currently at Comma(,)"?

Here's the script I'm trying to assemble:

Spoiler - Script

Do tell me if any (or all...) of it is outdated; half of it was written last year and I only picked it up pretty recently.

Edited by Ninja Caterpie, 29 October 2011 - 07:56 PM.


#592 Nintenlord

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Posted 30 October 2011 - 01:43 AM

It's CharacterEventBothWays, not CharacterEventBothways.
Ballista is already used by EAStdLib, so use something like BallistaData instead.
There's a problem:


Ending_event:
CAM1 Bool
Text(0x896)
UnitClear
LOU1 GoodEnd
CAM1 Marcus
Text(0x89B,0x49)
Text(0x9
MovetoChapter(0x07)
ENDA


Here's another:


Gideondude:
UNIT Harken Hero Harken Level(10,Ally,False) [12,01] [12,01] [LightBrand,SilverAxe,Elixir] [TalkToLord]
UNIT Empty


because EAstdlib defines like this:


#define TalkToLord [0x06,0x0B,0x0A,0x00]


After those there are other errors, but they are easier to fix.

#593 Ninja Caterpie

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Posted 30 October 2011 - 03:51 AM

oh wow, I didn't even finish the script at that place....


So, um, it didn't recognise org. I switched it to ORG, but... where did it assemble the script? Everything kinda broke.

Edited by Ninja Caterpie, 30 October 2011 - 03:53 AM.


#594 Nintenlord

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Posted 30 October 2011 - 11:22 AM

First it assembled to 0 since it starts from there automatically, then it assembled to a new offset you wanted it to. Keep backups.

#595 Krad

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Posted 31 October 2011 - 11:28 AM

Small question, but could anyone tell me why the prep screen isn't working on this chapter?
In the events, I have this:
Spoiler - Event

While on Nightmare, I have the preparation screen enabled. This is strange since I've done the same exact thing for every one of the previous chapters, but had no trouble at all until this one.
When I play, the opening event goes all right until after Erik moves, at which the screen fades out like it's going into the prep screen, yet it remains black and doesn't progress any further. Any reason for why this is happening?

#596 Jubby

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Posted 01 November 2011 - 01:37 PM

Try using the GotoPrepScreen command xD

#597 Krad

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Posted 01 November 2011 - 02:43 PM

Try using the GotoPrepScreen command xD

//Go to preparations screen
#ifdef _FE7_
#define GotoPrepScreen "ENDB"
#endif
ENDB and GotoPrepScreen are the same thing. So that's not the solution.

#598 Primefusion

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Posted 01 November 2011 - 03:41 PM

Hmm, that is an odd problem. I don't see anything wrong, maybe post the entire event script? The only things I can think of are maybe you forgot to hit "apply" in Nightmare or the pointers in your event file were bungled somehow.

#599 Krad

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Posted 01 November 2011 - 03:47 PM

Sure.
Spoiler - Events

Spoiler - Nightmare

Most things in Nightmare I haven't changed yet, and the events are obviously incomplete since I was only testing a barebones opening event (that is also incomplete).

#600 Jubby

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Posted 01 November 2011 - 04:22 PM

//Go to preparations screen
#ifdef _FE7_
#define GotoPrepScreen "ENDB"
#endif
ENDB and GotoPrepScreen are the same thing. So that's not the solution.

Eh.... That's what I get for thinking it'd be that easy. :$




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