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Event Assembler Questions Thread


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#1781 Onmi

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Posted 25 April 2013 - 07:42 AM

i'm pretty sure you can just have the death quote itself be the permaID

So I set the characters deathquote as 0x66

 

Now I'm trying to set it up so in C1 he spawns, so if we kill him, he'll not spawn in the next chapter.

 

So for the record I'm not playing any events in Chapter 1. Then in Chapter 2, I'll put this under Good

NPCSpawn:
IFEF 0x66 0xF
NPC Character Data

Now if he died, he just wont load, but if he lived, he'll deploy? Is that correct or am I going about this the wrong way?

 

EDIT: Okay yeah I don't know what the hell I'm doing. units not loading either way, do I have to define this elsewhere?


Edited by Onmi, 25 April 2013 - 08:59 AM.


#1782 Primefusion

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Posted 25 April 2013 - 11:39 AM

Your structure looks too basic at the moment. Conditionals follow the IF ELSE format.

LoadSomeNPC:
IFEF 0x66 0x0F
   LOU1 SomeNPC
   ENUN
ELSE 0x10
   ENIF 0x0F // End previous IF
   //Do nothing
   ENIF 0x10 // End the ELSE
ENDA

Make sure to actually call this function or put it in the opening event. Your events may or may not be reaching it currently.


Edited by Primefusion, 25 April 2013 - 11:40 AM.


#1783 Onmi

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Posted 25 April 2013 - 04:34 PM

Okay so what I did was went to my opening event and added


IFEF 0x66 0xF
LOU1 NPCspawn
ENUN
ELSE 0x10
ENIF 0x0F
ENIF 0x10
ENUN

NPC Spawn calls towards this

NPCSpawn:
UNIT Data
UNIT

This not only is not looking up what I want it to, but for some odd reason if someone dies, it spawns a second Roy. Hell I went and removed the events and I still have this odd Roy spawning if you have a gap in your army.

 

I tried having the IFEF and everything in it's own little label under NPCSpawncheck, but that still didn't work.



#1784 Peekayell

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Posted 26 April 2013 - 01:20 PM

So I was once again trying to learn events for a hack im doing. This time, Shin was helping me with turnbasedevents.

It looked like it would work, changed the offset to an unused one in:

 

http://gyazo.com/952...d710a2827459c95

 

but when I went to play it, I got a black screen with the screeching sound when I start Chapter 3 (not in the world map, its when I have Eirika enter the chapter)(just after I thought It couldnt fail and I had learned this happens ._.). Anyway, was hoping you could identify the problem as Shin and I couldn't. (and believe me when I say ive tried to think of the cause of the black screen). And please, dont be rough if its a noobish mistake. Im not very experienced with the ways of FE8 events but Im doing my best to learn them, mainly because my hack would benefit a lot from events. Once I learn events once, ill know how to do it for the rest of them. I feel like Im almost there in understanding how they work since Shin gave me a good explanation, but hes not very expereinced with the ways of FE8 either...Anyway,

 

Bold = custom events

 

Spoiler - Chapter 3 events

 

What im trying is to have thief reinforcements show up in a certain turn. I used 0x93 which is the thief ID for my hack.


Edited by Peekayell, 26 April 2013 - 01:26 PM.


#1785 Primefusion

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Posted 26 April 2013 - 02:04 PM

This not only is not looking up what I want it to, but for some odd reason if someone dies, it spawns a second Roy. Hell I went and removed the events and I still have this odd Roy spawning if you have a gap in your army.

 

I tried having the IFEF and everything in it's own little label under NPCSpawncheck, but that still didn't work.

Post your whole event file. Sounds like an event didn't get terminated properly and it "bled" over into some other data.

 

So I was once again trying to learn events for a hack im doing. This time, Shin was helping me with turnbasedevents.

It looked like it would work, changed the offset to an unused one in:

 

http://gyazo.com/952...d710a2827459c95

 

Try getting rid of the extra offsets that pop up throughout the file and reorganized everything to match the template. EA might be trying to lay things out at the different offsets but its better to have everything in one spot (Try on a clean ROM to double check).



#1786 Onmi

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Posted 26 April 2013 - 05:29 PM



Post your whole event file. Sounds like an event didn't get terminated properly and it "bled" over into some other data.

 

Spoiler - Chapter 2 Test Event


#1787 CT075

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Posted 26 April 2013 - 05:46 PM

label13:
SHLI 0x1 0x10 0x16 0x27

label18:
ALIGN 4
_0x41

align goes before labels

 

only real issue i can see although i'll admit i'm skimming it



#1788 Onmi

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Posted 26 April 2013 - 07:19 PM

Well I changed the align, but nothings changed, the recruit doesn't spawn when his deathquote hasn't triggered, he doesn't spawn if it has been triggered. he just doesn't spawn.

 

Even patched to a clean rom it still has the same issues. Someone dies in the first chapter? spawn a second roy. I loaded the version literally before the inserted chapter 2. No Roy spawn, so it's definitly not something I've done in the past.



#1789 Primefusion

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Posted 27 April 2013 - 01:15 AM

Spoiler - Chapter 2 Test Event

 

MOVE 0x37 [13,-1]
ENUN
DISA 0x37

Why is someone moving to a negative coordinate? That can't be good.

 

LOU2 Good
ENUN

What's the difference between LOU1 and LOU2? EA language file gives the same description for both...

 

Other than that I'm not really seeing anything jump out. Strange. Are you able to load this NPC without the conditional? Does the death quote ID you're using override something else using that same ID? 0x66 is right at the beginning of the permanent ID list, so it's definitely possible something else has claimed that already.



#1790 Onmi

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Posted 27 April 2013 - 02:18 AM

MOVE 0x37 [13,-1]
ENUN
DISA 0x37

Why is someone moving to a negative coordinate? That can't be good.

LOU2 Good
ENUN

What's the difference between LOU1 and LOU2? EA language file gives the same description for both...

 

Other than that I'm not really seeing anything jump out. Strange. Are you able to load this NPC without the conditional? Does the death quote ID you're using override something else using that same ID? 0x66 is right at the beginning of the permanent ID list, so it's definitely possible something else has claimed that already.

 

I believe moving to a negative coordinate is someone moving offscreen.  That would most likely be Miledy

 

I know no difference between LOU2 and LOU1. Let me check if I can load the NPC without a conditional. and if I can, then I'll try changing the permaID to something further back, like FE



#1791 CT075

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Posted 27 April 2013 - 06:41 AM

don't move people offscreen

 

it tends to make things break



#1792 Onmi

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Posted 27 April 2013 - 08:04 AM

don't move people offscreen

 

it tends to make things break

I didn't, that's what FE6 already did to Miledy.



#1793 42_

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Posted 13 May 2013 - 09:19 PM

Hey there. In my hack, I used the CUSI code to bring <NPC No.1> onto the player side with success. However, <NPC No.2> is programmed identically to the other NPC, but for some reason, this one disappears.

 

Some things to note about <NPC No.2>

- He programmed to recruit himself (like Clarine in FE6)

- After he disappears, he is still shown on the character stat window. (like, I can see his stats, but he's not on the map at all)

- For this particular chapter, I decided to re-download the Event Assembler, since I had a rather old version. (Older version did not have the "CharacterEvent" macro)

 

Any help is appreciated.



#1794 Agro

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Posted 15 May 2013 - 05:07 AM

event text pls

 

Also, what do you mean NPC No.2 "disappears"? does he just disappear off the map entirely? what game are you hacking? do you have his AI set to TalkToLord or something? we need more details before we can help you.



#1795 42_

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Posted 16 May 2013 - 01:55 AM

Event Text: http://pastebin.com/pnXQb9yu (I just started working on this chapter, so maybe I left out some sort of important code somewhere?)

 

-When I say my NPC character disappears, I mean he leaves the map entirely, but I can still see his stats if I scroll through the stats screen via some other unit.

 

-Hacking FE7 Blazing Sword. This chapter replaces "Chapter 6: Blood of Pride" from the original game

 

-I do have his AI set to TalktoLord. I used these notes by Arch here to get my NPC to talk to the player unit. (Followed the instructions carefully and the bytes in the specific offsets are correct)

https://dl.dropboxus...characterai.htm

 

 

If there is anything else I need to specify, just ask away. Thanks.






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