TEXTIFTACTF *Text ID 1* *Text ID 2*Text 1 is for male; Text 2 is for female.
Event Assembler Questions Thread
#581
Posted 20 October 2011 - 03:28 PM
#582
Posted 20 October 2011 - 03:58 PM
#583
Posted 20 October 2011 - 06:58 PM
Edited by The Smithy Gang!, 20 October 2011 - 07:04 PM.
#584
Posted 20 October 2011 - 07:06 PM
Edited by Kam, 20 October 2011 - 07:07 PM.
#585
Posted 29 October 2011 - 01:53 PM
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
Posted 29 October 2011 - 02:39 PM
#587
Posted 29 October 2011 - 02:48 PM
#588
Posted 29 October 2011 - 02:54 PM
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 want to add a conversation between Lilina and Hector if Hector don't visit the village, how can I do that?
I could explain it in spanish in needed.
Edited by Krad, 29 October 2011 - 02:55 PM.
#589
Posted 29 October 2011 - 03:05 PM
Y en español seria mucho mejor.
#590
Posted 29 October 2011 - 03:19 PM
#591
Posted 29 October 2011 - 07:46 PM
Here's the script I'm trying to assemble:
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 of it is outdated; half of it was written last year and I only picked it up pretty recently.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
Posted 30 October 2011 - 01:43 AM
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
Posted 30 October 2011 - 03:51 AM
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
Posted 30 October 2011 - 11:22 AM
#595
Posted 31 October 2011 - 11:28 AM
In the events, I have this:
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
Posted 01 November 2011 - 01:37 PM
#597
Posted 01 November 2011 - 02:43 PM
Try using the GotoPrepScreen command xD
//Go to preparations screen #ifdef _FE7_ #define GotoPrepScreen "ENDB" #endifENDB and GotoPrepScreen are the same thing. So that's not the solution.
#598
Posted 01 November 2011 - 03:41 PM
#599
Posted 01 November 2011 - 03:47 PM
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
Posted 01 November 2011 - 04:22 PM
Eh.... That's what I get for thinking it'd be that easy. :$//Go to preparations screen #ifdef _FE7_ #define GotoPrepScreen "ENDB" #endifENDB and GotoPrepScreen are the same thing. So that's not the solution.
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