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Squeegee

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  1. Thanks for the encouragement and kind thoughts! I replaced the Dave mug with the one that CobyTheKid made because it was nice for Dave, being the main character's sidekick, to have his own custom mug, but I don't plan to have any more mug replacements. Also, I apologize for the extremely slow development lately; I've been mostly done with Chapter 5, but an extremely busy real life has been getting in the way of finishing it :\.
  2. I use Tiled, and it's worked as a replacement so far for defining. All other tile changes are working in the chapter and in all other chapters except for the double door and horizontal door. Hmmmm... I'll do some more trial and error with the file and if that doesn't work I'll just replace those doors.
  3. Strange. I added that and it still doesn't work. Maybe there are some door tiles that are only aesthetic, I'm guessing? Because normal doors work with that code, but not the vertical and double door tiles, at least for me.
  4. Ah, there's a better solution than what I did (replaced the original graphic instead of inserting to free space).
  5. That's probably it. I'll report whether it works once I've fixed that. Thanks! Edit: It worked :D
  6. So I followed Arch's tutorial for importing map sprites, but the screen turns black and squeaks when the halberdier map sprite loads. I've tried at least 7 times and it's still the same problem. Neither standing nor moving is working; they both make the squeaks and crash right on loading. I attached screenshots of my nightmare pointers, GBAGE parts, and the original images. I made sure not to do something like importing palettes and stuff, so I have no idea what is wrong.
  7. Hmmm... I followed the instructions that Arch said to do for special doors, but for some reason, it doesn't detect it as a door when the thief is next to it with a lockpick. I'll post my EA file. The doors in question are the double doors and the horizontal door. All coordinates and tile change IDs are correct, so it has to be a problem with something else within my file. [spoiler=EA File]#define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x1B,Pointers) ORG 0xDA3390 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 Opening_event: MUS1 0x0032 LOU1 Bad ENUN CAM1 [05,13] OOBB TEX8 0x807 [200,00] STAL 120 RETB LOU1 Good ENUN CUMO [04,18] STAL 60 CURE TEX1 0x848 REMA CUMO [10,17] STAL 60 CURE Text(0x3C,0x849) LOU1 Prisoner ENUN CAM1 [10,05] CUMO [10,01] STAL 60 CURE TEX1 0x84B MOVE Jerme [12,02] ENUN DISA Jerme ENDA Ending_event: MUS1 0x0038 MNCH 0x05 ENDA Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,18] [01,15] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00] UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,18] [02,16] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,18] [03,17] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,18] [01,16] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,18] [03,16] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20] UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,18] [02,18] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20] UNIT Erk Mage 0x00 Level(1,Ally,False) [00,18] [02,18] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Marcus TransporterHorse 0x00 Level(1,Ally,False) [00,18] [04,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT Lucius Monk 0x00 Level(5,Ally,False) [00,18] [00,17] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Oswin Knight 0x00 Level(4,Ally,False) [00,18] [01,16] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Bad: UNIT Eagler Paladin 0x00 Level(1,Enemy,False) [10,01] [10,01] [silverSword,Spear,Elixir,0x00] [0x00,0x03,0x00,0x20] UNIT Jerme Thief 0x00 Level(20,Enemy,False) [10,03] [10,03] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20] UNIT Prisoner: UNIT Ninian Dancer 0x00 Level(1,NPC,False) [10,17] [10,18] [Elixir,0x00,0x00,0x00] [0x00,0x03,0x20,0x00] UNIT Turn_events: TurnEventPlayer(0x05,Opening_event,1) TURN Character_events: CHAR 0x00 DaltontoAshley Lyn_t Ninian $0000000 CHAR Location_events: Chest(GuidingRing,10,13) Chest(Mend,01,05) DOOR 0x09 DoubleDoor [09,05] $0000000 DOOR 0x09 DoubleDoor [10,05] $0000000 DOOR 0x10 HorizontalDoor [12,12] $0000000 Door(01,07) Seize(0x11,Ending_event,10,01) LOCA Misc_events: CauseGameOverIfLordDies AFEV BallistaData: BLST ALIGN 4 DoubleDoor: MAC1 0x03 0x00 ENDA HorizontalDoor: MAC1 0x06 0x00 ENDA DaltontoAshley: MUS1 TogetherWeRide TEX1 0x84A CUSI Ninian Ally MUEN 2 ENDA
  8. Hey! Thanks for making the videos, Ghast. I watched the two that you put up so far and I appreciate the feedback and will look into some of the things that you said for making future chapters.
  9. Thanks! I can't wait to see the feedback and suggestions :D!
  10. Ah that makes sense, so it wasn't a problem with my EA file, thanks!
  11. So I used Gryz's method of setting up escape tiles. Now my thief seems to just go for the escape tile before the treasure chest; however, before I set up the escape tile it used to steal from chests as normal. if you don't want to read through the whole EA file, here are its AI bytes: [0x06,0x05,0x09,0x00] (exactly matches the LootFromChests macro). [spoiler=EA File] #include EAstdlib.event EventPointerTable(0x15,Pointers) ORG 0xDA2650 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 Opening_event: TEX8 0x80D [200,00] STAL 60 RETB LOU1 Shriners ENUN CUMO [7,18] STAL 60 CURE TEX1 0x82F MUS1 0x0032 TEX1 0x834 REMA LOU1 Bad ENUN CUMO [16,14] STAL 60 CURE TEX1 0x835 REMA MOVE Jerme [07,16] ENUN CUMO [07,16] STAL 60 CURE TEX1 0x836 REMA MOVE Jerme [14,07] ENUN CUMO [14,07] STAL 60 CURE TEX1 0x83A REMA MOVE MorphLloyd [13,07] ENUN TEX1 0x83B REMA KILL MorphLloyd MOVE Jerme [17,07] ENUN DISA MorphLloyd DISA Jerme CAM1 [07,16] CUMO [07,18] STAL 60 CURE TEX1 0x838 REMA MOVE Marcus [09,18] STAL 30 FIGH Marcus 0xC1 GothamFight $00000000 KILL 0xC1 UNCR Marcus 0x02 LOU1 Good CUMO [03,02] STAL 60 CURE TEX1 0x83C REMA MOVE 0xD3 [03,03] MOVE Marcus [02,03] ENUN CUMO [03,03] STAL 60 CURE TEX1 0x837 REMA CUSI Marcus Ally STAL 1 MOVE 0xD3 [00,00] ENUN DISA 0xD3 LOU1 ExtraBaddies ENUN LOU1 DatThief ENUN STAL 30 LOU1 ShrineGuards ENUN CUMO [02,18] STAL 60 CURE TEX1 0x83D REMA CAM1 [05,05] CUMO [03,02] STAL 60 CURE TEX1 0x83E REMA TEX6 0x5 [00,00] 0x80A _ASM0x42 0x83181 TEX6 0x5 [00,00] 0x809 _ASM0x42 0x83181 IFYN 0x01 MOVE Lowen [00,00] ENUN DISA Lowen ENUN LOU1 DialogueDeploymentLowen ENUN CUMO [01,19] STAL 60 CURE TEX1 0x83F ELSE 0x01 ENIF 0x01 ENUF 0x01 ENIF 0x01 ENDA Ending_event: ENDA Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,00] [03,02] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00] UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,00] [02,02] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,00] [01,02] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,00] [04,02] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,00] [03,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20] UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,00] [02,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20] UNIT Erk Mage 0x00 Level(1,Ally,False) [00,00] [02,03] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Bad: UNIT Jerme Thief 0x00 Level(20,Enemy,False) [17,18] [16,15] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20] UNIT Erik Cavalier 0x00 Level(15,Enemy,False) [17,18] [16,14] [Javelin,SteelSword,Vulnerary,0x00] [0x00,0x03,0x00,0x20] UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [15,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [16,17] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [17,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,18] [11,18] [ironSword,0x00,0x00,0x00] [0x00,0x03,0x09,0x00] UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,17] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,19] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT ExtraBaddies: UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [12,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [16,08] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [13,04] [Javelin,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,07] [11,07] [LongSword,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT DatThief: UNIT 0xA4 Thief 0x00 Level(3,Enemy,False) [00,14] [01,10] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00] UNIT ShrineGuards: UNIT Lucius Monk 0x00 Level(5,NPC,False) [00,19] [02,18] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Oswin Knight 0x00 Level(4,NPC,False) [00,19] [03,19] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Shriners: UNIT Marcus TransporterHorse 0x00 Level(1,NPC,False) [00,19] [08,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [00,19] [07,18] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [00,19] [07,17] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT DialogueDeploymentLowen: UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,20] [01,19] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Reinforcements1: UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [06,12] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [08,11] [Halberd,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [07,13] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,05] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [14,06] [Javelin,0x00,0x00,0x00] PursueWithoutHeed UNIT Reinforcements2: UNIT 0xA4 Thief 0x00 Level(3,Enemy,True) [10,00] [10,00] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00] UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [06,02] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [05,01] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Reinforcements2x: UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,17] [13,17] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,19] [13,19] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Reinforcements3: UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,07] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [15,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeed UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,19] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,17] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Reinforcements4: UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [01,01] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [03,00] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [00,02] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [04,01] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [02,03] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Reinforcements4x: UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [01,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [02,20] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [03,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] Turn_events: TurnEventPlayer(0x05,Opening_event,1) TURN 0x00 ReinforcementsLoad1 [3,3] 0x00 0x00 TURN 0x00 ReinforcementsLoad2 [4,4] 0x00 0x00 TURN 0x00 ReinforcementsLoad3 [5,5] 0x00 0x00 TURN 0x00 ReinforcementsLoad4 [8,8] 0x00 0x00 TURN Character_events: CHAR 0x0E DaltontoPaul Lyn_t Lucius 0x000000 CHAR 0x0F PaultoBrigham Lucius Oswin 0x000000 CHAR Location_events: Door(17,04) Chest(KillingEdge,17,02) ChestMoney(2500,12,12) LOCA Misc_events: DefeatAll(Ending_event) CauseGameOverIfLordDies AFEV BallistaData: BLST ALIGN 4 ReinforcementsLoad1: LOU1 Reinforcements1 ENUN ENDA ReinforcementsLoad2: LOU1 Reinforcements2x ENUN CAM1 [08,07] STAL 30 LOU1 Reinforcements2 ENUN ENDA ReinforcementsLoad3: LOU1 Reinforcements3 ENUN ENDA ReinforcementsLoad4: LOU1 Reinforcements4 ENUN CAM1 [04,15] LOU1 Reinforcements4x ENUN ENDA GothamFight: AttackerCritical(30,True) BLDT DaltontoPaul: MUS1 TogetherWeRide TEX1 0x841 REMA MUEN 2 CUSI Lucius Ally ENDA PaultoBrigham: MUS1 TogetherWeRide TEX1 0x840 REMA MUEN 2 CUSI Oswin Ally ENDA
  12. Agro mentioned a reposition macro somewhere, but I couldn't find it in Unit Helpers. Does anyone know where it is? I have a similar problem as Avril just had except I have a conditional statement for the character that triggered it so AFEV events won't work.
  13. Hmmm... I think I'll try and rip the script from an archer class and then just replace the frames with my own. I'll see what happens. Edit: Worked like a charm! I'm excited that I finally made a custom animation (I suck at art). Thanks!
  14. I made a custom animation. Below, I've bundled all the frames and the animation script (which at this point is just a test script that is slightly edited from Blazer's template). [spoiler=Animation Script]/// - Mode 1 C03 - C07 - 3 p- standing.png /// - Attack Frames C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - /// - Mode 3 C03 - C07 - 3 p- standing.png /// - Critical Frames C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 5 C03 - C07 - 10 p- standing.PNG 6 p- attack1.png 6 p- attack2.png 6 p- attack3.png 6 p- attack4.png 6 p- attack5.png 6 p- attack6.png C19 - 6 p- attack7.png C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 6 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 7 C02 2 p- standing.PNG C0E 3 p- dodge.PNG C01 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 8 C02 2 p- standing.PNG C0E 3 p- dodge.PNG C01 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 9 3 p- standing.png C01 - ~~~ - Mode 10 3 p- standing.png C01 - ~~~ - Mode 11 3 p- standing.png C01 - ~~~ - Mode 12 C03 - C07 - 5 p- standing.PNG 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5.png 3 p- attack6.png C19 - 3 p- attack7.png C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - End Animation Data Except on every single mode of the animation, I get this beautiful thing: What's weird is that when I just had a basic standing frame for the animation, it worked fine (it stood there like it was supposed to).
  15. Yes, that is exactly what I needed, thanks so much!
  16. Long story short, I tweaked the Transporter Horse into a Chariot. However, Merlinus, for some reason, only showed the map animation, so I switched Marcus into a Transporter Horse, and the animation worked fine. But something peculiar happened. Marcus the Transporter Horse did not have the Merch/Supply ability. So I figured that the Merch was somewhere in the Character Editor in Merlinus so I wanted to give that to Marcus. Except I see no Character Abilities in the Character Editor for Merlinus. I've looked at the unknowns and nothing seems different. So far, I've tried giving Marcus the abilities 0x03 (Ability 1), 0x06 (Ability 2), and 0x02 (Ability 2) in various combos to no avail. Anyone know what gives Merlinus his merchandise abilities? How could I transfer those to Marcus? Also, what's the reason why Merlinus was only showing map animations.
  17. Thanks! I'll insert him in right away. Thanks for the feedback! I'll fix up the backgrounds and add a little text box in the corner in each chapter. I'll also fix Alan's death quote. Thanks! Dalton's palette is really messed up anyway so I'll reset him back to a vanilla FE7 mercenary and palette fix him from there. I'll also add a little bit more darker blonde in the middle of Dave's hair. I'll make sure to fix up those class descriptions too. Thanks for the feedback everyone!
  18. I just released a patch with the first three chapters if anyone wants to leave any criticism of it so far. Unfortunately, it took a lot of time to make these first three because I had to redo all of them (since I realized they all sucked the first time I made them), learn a lot of basics, etc. The fourth chapter (Chapter 3) is technically "playable", but not even close to completion, so I recommend that you don't do it :D.
  19. Ok, I know the title is rather vague, so I'll explain it here. I read up on the GBAGE stuff in Blazer's tutorial and I fixed up the title background, Image 1369, to what I wanted it to be. That worked exactly as I wanted it to, fortunately. Now, I want to edit the text at the bottom, which is at Image 1371. Except I have no idea what the dimensions are for that one. I spent about fifteen minutes trying different sizes, but none of them have seemed to work. How do I find out the dimensions of that image? Is there a Nightmare Module that I can reference to like with all other things or is size just something that I have to keep testing and trying? I looked at the CG editors, Battle Background Editor, and Dialogue Background Editor, but none of them had anything of use for this. Also, what palette does Image 1135 (2003 Nintendo Presents) have? What dimensions?
  20. In my scripted fight sequence, the enemy dies, but then reappears and dies again. Anyone know how to fix it? [spoiler=EA Code] MOVE Merlinus [09,18] STAL 30 FIGH Merlinus 0xC1 GothamFight $00000000 KILL 0xC1 UNCR Merlinus 0x02 GothamFight: AttackerCritical(30,True) BLDT Also, does anyone know how to do that thing where a guy goes in to another character and disappears (like the Tact in FE7)? I tried doing... MOVE character DISA character ENUN and some other combos, but none of them had the desired effect.
  21. Woah the trailer looks nice, can't wait to see it once it comes out.
  22. [spoiler=EA File]#define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0xDD1DB0 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 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [15,00] [12,10] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00] UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [16,00] [13,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Neutral: UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [12,09] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Serra Cleric 0x00 Level(1,NPC,False) [08,12] [11,10] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT DeezNuts: UNIT Matthew Thief 0x00 Level(1,NPC,False) [19,19] [12,11] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT BadReinforcements1: UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT BadReinforcements2: UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [00,09] [05,10] [steelAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [00,10] [05,11] [HandAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT PeePants: UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,09] [15,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT GoodCutscene: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [08,12] [13,09] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00] UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [08,12] [14,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT Serra Cleric 0x00 Level(1,Ally,False) [08,12] [12,08] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00] UNIT Matthew Thief 0x00 Level(1,Ally,False) [08,12] [13,10] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00] UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [08,12] [12,09] [LightBrand,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [13,08] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00] UNIT Turn_events: TurnEventPlayer(0x05,Opening_event,1) TURN 0x00 Reinforcements1 [3,3] 0x00 0x00 TURN 0x00 Reinforcements2 [4,4] 0x00 0x00 TURN 0x00 Ending_event [5,5] 0x00 0x00 TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: MUS1 0x0026 Text(0x09,0x81D) LOU1 Good ENUN LOU1 Neutral ENUN CUMO [12,09] STAL 60 CURE MUS1 0x0032 Text(0x09,0x81E) MOVE 0xD3 [08,12] ENUN DISA 0xD3 CUMO [11,10] STAL 60 CURE Text(0x09,0x820) CUSI Serra Ally LOU1 DeezNuts ENUN CUMO [12,11] STAL 60 CURE Text(0x09,0x821) CUSI Matthew Ally MOVE Lowen [08,12] ENUN DISA Lowen MOVE Lyn_t [08,12] MOVE Matthew [07,11] MOVE Serra [09,11] ENUN LOU1 Bad MUEN 2 ENDA Ending_event: LOU1 PeePants ENUN CUMO [15,08] STAL 60 CURE TEX1 0x822 REMA FADI 0x10 STAL 100 UnitClear STAL 100 MUS1 0x0038 FADU 0x10 LOU1 GoodCutscene CUMO [13,09] STAL 60 CURE Text(0x09,0x824) ITGC Lyn_t WhiteGem WarpOut(MorphLloyd) WarpOut(0xD3) MOVE Lyn_t [12,09] MOVE Lowen [13,08] ENUN CUMO [12,09] STAL 60 CURE TEX1 0x825 REMA IFUF 0x00 0x01 Serra CUMO [12,08] STAL 60 CURE Text(0x09,0x826) ELSE 0x03 ENIF 0x01 ENUF 0x03 CUMO [13,08] STAL 60 CURE Text(0x09,0x828) ENIF 0x03 IFUF 0x00 0x02 Matthew MOVE Matthew [12,10] CUMO [12,10] STAL 60 CURE Text(0x09,0x827) ITGC Matthew LockPick ELSE 0x02 ENIF 0x02 ENUF 0x02 ENIF 0x02 MNCH 0x02 ENDA BallistaData: BLST ALIGN 4 VillageBreak: IFCA 0x0 0x01 0x3E GameOver ELSE 0x01 ENIF 0x01 ENUF 0x01 ENIF 0x01 IFCA 0x0 0x01 0x42 GameOver ELSE 0x01 ENIF 0x01 ENUF 0x01 ENIF 0x01 ENDA Reinforcements1: LOU1 BadReinforcements1 ENUN Reinforcements2: LOU1 BadReinforcements2 ENUN MESSAGE Events end at offset currentOffset
  23. Ah, that was what it was. Thanks Agro. ConditionIDs are still something I'm rather iffy on, unfortunately. Also, would anyone happen to know why when I run the code below, the units literally appear on the map for a split second before disappearing? Longer stalls haven't seemed to help. I tried to see if ENUN would have the same effect as it does on unit loading, but that didn't work. REMA FADI 0x10 STAL 100 UnitClear STAL 100 MUS1 0x0038 FADU 0x10 LOU1 GoodCutscene
  24. Strange. The first condition works perfectly, but the second condition, which is essentially a copy of the first, is going in some infinite loop in which my character gets like a million lockpicks. Anyone know why the second loop is going crazy? //First Condition IFUF 0x00 0x01 Serra CUMO [12,08] STAL 60 CURE Text(0x09,0x826) ELSE 0x01 CUMO [13,08] STAL 60 CURE Text(0x09,0x828) ENIF 0x01 ENUF 0x01 ENIF 0x01 //Second Condition IFUF 0x00 0x02 Matthew MOVE Matthew [12,10] CUMO [12,10] STAL 60 CURE Text(0x09,0x827) ITGC Matthew LockPick ELSE 0x01 ENIF 0x01 ENUF 0x01 ENIF 0x01
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