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Reinforcements and Door Map Changes


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#1 luckysong

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Posted 24 August 2012 - 12:34 PM

I have two quick questions about problems I am having with reinforcement and doors map triggers.

1) Reinforcements: I am having a strange problems loading reinforcements. The problem is that some reinforcement groups load, while other groups do not load. I write and load all my reinforcements groups in the same way, so I am confused why some load and some do not. For example, Reinforcements1 does not load while Reinforcements2 loads. Does anyone know why this could be happening?

Reinforcements1:
//reinforcements on the stairs
UNIT Bandit Fighter Oleg Level(8,Enemy,True) [6,3] [6,3] [SteelAxe] [NOAI]
UNIT Bandit Fighter Oleg Level(7,Enemy,True) [19,3] [19,3] [IronAxe] [NOAI]
UNIT Bandit Fighter Oleg Level(7,Enemy,True) [24,16] [24,16] [SteelAxe] [NOAI]
UNIT Bandit Fighter Oleg Level(8,Enemy,True) [1,16] [1,16] [IronAxe,HandAxe] [NOAI]
UNIT Bandit Shaman Oleg Level(10,Enemy,True) [12,20] [12,20] [Flux] [NOAI]
UNIT Empty

Reinforcements2:
//reinforcements outside
UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [12,25] [12,25] [SteelSpear] [NOAI]
UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [13,25] [13,25] [SteelSword] [NOAI]
UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [14,25] [14,25] [SteelSword,Javelin] [NOAI]
UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [15,25] [15,25] [SteelSpear,Javelin] [NOAI]
UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [16,25] [16,25] [SteelSpear,SteelSword] [NOAI]
UNIT Empty

Note: I have not reached the maximum number of units on the map, so it is not that problem.

2) Doors: I am having a problem triggering a map change on the 2-tile wide horizontal doors. I used the Tiled method to insert my map and map changes, and all other tile changes (including other doors, chests, and villages) work correctly. Is there a specific way to set up the larget doors?

#2 CT075

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Posted 24 August 2012 - 12:36 PM

Reinforcements1:
//reinforcements on the stairs
UNIT Bandit Fighter Oleg Level(8,Enemy,True) [6,3] [6,3] [SteelAxe] [NOAI]
UNIT Bandit Fighter Oleg Level(7,Enemy,True) [19,3] [19,3] [IronAxe] [NOAI]
UNIT Bandit Fighter Oleg Level(7,Enemy,True) [24,16] [24,16] [SteelAxe] [NOAI]
UNIT Bandit Fighter Oleg Level(8,Enemy,True) [1,16] [1,16] [IronAxe,HandAxe] [NOAI]
UNIT Bandit Shaman Oleg Level(10,Enemy,True) [12,20] [12,20] [Flux] [NOAI]
UNIT Empty

Reinforcements2:
//reinforcements outside
UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [12,25] [12,25] [SteelSpear] [NOAI]
UNIT Bandit Cavalier Oleg Level(10,Enemy,True) [13,25] [13,25] [SteelSword] [NOAI]
UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [14,25] [14,25] [SteelSword,Javelin] [NOAI]
UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [15,25] [15,25] [SteelSpear,Javelin] [NOAI]
UNIT Bandit Cavalier Oleg Level(9,Enemy,True) [16,25] [16,25] [SteelSpear,SteelSword] [NOAI]
UNIT Empty

Note: I have not reached the maximum number of units on the map, so it is not that problem.

first of all showing us the units themselves isn't going to help us show us your loading code

secondly how are you so sure that you haven't reached the maximum

2) Doors: I am having a problem triggering a map change on the 2-tile wide horizontal doors. I used the Tiled method to insert my map and map changes, and all other tile changes (including other doors, chests, and villages) work correctly. Is there a specific way to set up the larget doors?

use MACC

#3 luckysong

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Posted 24 August 2012 - 01:34 PM

first of all showing us the units themselves isn't going to help us show us your loading code

secondly how are you so sure that you haven't reached the maximum


use MACC


Alright, I have included the turn events and loading events for Reinforcements1 and Reinforcements2.

The maximum units that show up on the map was 50. I reached it, and then nothing else was loading as I expected. Still, Reinforcements1 was not loading when more units could load. Reinforcements1 is loaded before Reinforcements2, but Reinforcements2 loads and Reinforcements1 does not.


TURN 0x0 StairsReinforcement [5,10] 0x00 0x00
TURN 0x0 OutsideReinforcement [6,11] 0x00 0x00

StairsReinforcement:
ALIGN 4 // prevents misalignment from ballista data
LOU1 Reinforcements1
ENUN
ENDA

OutsideReinforcement:
ALIGN 4 // prevents misalignment from ballista data
LOU1 Reinforcements2
ENUN
ENDA

I tried writing a MAC1 event to open the door, but it didn't work. Is that one different from MACC? I thought doors were supposed to open automatically with a door command.

#4 CT075

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Posted 24 August 2012 - 01:43 PM

it's 50 units per faction not fifty units total just fyi

another test would be to put a text event in your reinforcement event and see if that happens

if it happens then it's a problem with your units

MAC1 = tile change based on tile change ID
MACC = tile change based on coordinates

Edited by CT075, 24 August 2012 - 01:43 PM.


#5 Nintenlord

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Posted 24 August 2012 - 02:04 PM

a) Don't put ALIGN between a label and codes you are using the label to reference.
b) You only need ALIGN after ballista codes, not everywhere.
c) Post ALL of your events.

Edited by Nintenlord, 24 August 2012 - 02:05 PM.


#6 luckysong

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Posted 24 August 2012 - 02:52 PM

Alright, I have included my entire event assembler script. Anything in bold and red are the parts that have been causing me problems. I believe that everything else is working fine. I don't want everyone to spend hours going through it (it's a lot), but if there is anything that you catch that is a red flag, let me know.

I will remove the ALIGN commands anywhere not associated with ballista codes as per Nintenlord's suggestion.

Spoiler -




I will have to play around with the reinforcement units. I will try inserting text suggestion, and then try seeing if I can get one unit to load instead of a group.

The coordinates of the door I am trying to open are the following:

DOOR 0xA CenterDoor [12,5] 0x10
DOOR 0xA CenterDoor [13,5] 0x10


I tried using the following command to trigger the map change at ID 0, but nothing happens. The door command does not even appear.

CenterDoor:
MAC1 0x00 0x0
ENDA


#7 Nintenlord

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Posted 25 August 2012 - 01:10 AM

a) Don't put ALIGN between a label and codes you are using the label to reference.
b) You only need ALIGN after ballista codes, not everywhere.
c) Post ALL of your events.

This means that this:
BallistaData:
BLST

StairsReinforcement:
ALIGN 4 // prevents misalignment from ballista data
LOU1 Reinforcements1
ENUN
ENDA

OutsideReinforcement:
ALIGN 4 // prevents misalignment from ballista data
LOU1 Reinforcements2
ENUN
ENDA

ThroneReinforcement:
ALIGN 4 // prevents misalignment from ballista data
LOU1 Reinforcements3
ENUN
ENDA

CenterDoor:
MAC1 0x00 0x0 //map change ID 1
ENDA

ShopData:
SHLI Physic Silence Sleep Rescue TorchStaff LockPick Elixir

MESSAGE Events end at offset currentOffset
becomes this:
BallistaData:
BLST

ALIGN 4 // prevents misalignment from ballista data
StairsReinforcement:
LOU1 Reinforcements1
ENUN
ENDA

OutsideReinforcement:
LOU1 Reinforcements2
ENUN
ENDA

ThroneReinforcement:
LOU1 Reinforcements3
ENUN
ENDA

CenterDoor:
MAC1 0x00 0x0 //map change ID 1
ENDA

ShopData:
SHLI Physic Silence Sleep Rescue TorchStaff LockPick Elixir

MESSAGE Events end at offset currentOffset


#8 luckysong

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Posted 25 August 2012 - 10:34 PM

So I think the reinforcement problem may have been fixed with moving the ALIGN command. However, I have still made no progress on figuring out my door tile change issue. I have tried the MAC1 and MACC, but nothing seems to work. I cannot even get the door command to appear. I don't understand why single doors work, but double doors do not. Does anyone have any suggestions?

#9 dondon151

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Posted 25 August 2012 - 10:39 PM

Some doors are not openable by the "Door" command, even if you code in the door event to the proper coordinate. I recall this being a problem with some vertical door tiles that I wanted to use in one of my maps.

#10 luckysong

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Posted 25 August 2012 - 10:54 PM

Some doors are not openable by the "Door" command, even if you code in the door event to the proper coordinate. I recall this being a problem with some vertical door tiles that I wanted to use in one of my maps.


Yeah, I heard that vertical doors are done differently, but I am still working with a horizontal door. It just happens to be 2 tiles wide. I am trying to think of what I could have done wrong. I have checked my Tiled map several times, so I don't know if that could be the case. I might end up redoing the map again just in case, but I don't think that is going to make much of a difference.

#11 dondon151

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Posted 25 August 2012 - 10:59 PM

I think you didn't understand what I meant. For some tilesets, doing a vertical door and then placing a door event on the proper door tile will still not allow the door to be openable. It's not a matter of the door being done differently whether vertical or horizontal.

(For tileset 16007718, the right-facing vertical door is nonfunctional, whereas the left-facing vertical door works fine.)

Try replacing the 2-tile-wide horizontal door with 2 separate 1-tile-wide doors and see if that fixes your problem.

Edited by dondon151, 25 August 2012 - 11:00 PM.


#12 luckysong

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Posted 26 August 2012 - 10:51 AM

I think you didn't understand what I meant. For some tilesets, doing a vertical door and then placing a door event on the proper door tile will still not allow the door to be openable. It's not a matter of the door being done differently whether vertical or horizontal.

(For tileset 16007718, the right-facing vertical door is nonfunctional, whereas the left-facing vertical door works fine.)

Try replacing the 2-tile-wide horizontal door with 2 separate 1-tile-wide doors and see if that fixes your problem.


Yes, it did work when I changed the 2-tile wide door with two separate 1-tile doors. Is there anyway to switch the graphical art to the 2-tile wide horizontal door and still have it work?

#13 dondon151

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Posted 26 August 2012 - 01:37 PM

nope, not that i know of

what you could do is do an area event in front of the door that checks if you put a thief there, and then have that door open as a consequence




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