stuff1014 Posted July 14, 2017 Share Posted July 14, 2017 Another question: How do I change the goal to be a rout chapter? Thanks for all your help, I really appreciate it. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 14, 2017 Author Share Posted July 14, 2017 do you mean the goal text, or make the chapter end on rout? for the former, use a text editing utility. for the latter, use DefeatAll Quote Link to comment Share on other sites More sharing options...
flingleforp Posted July 24, 2017 Share Posted July 24, 2017 How can I discreetly kill a character? I want a character to be playable in one gaiden chapter but never show up again, not in prep screen or anything else, how can I get rid of them without borking stuff up Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 24, 2017 Share Posted July 24, 2017 (edited) @flingleforp To make them go poof forever, turn them into an NPC or enemy. The game will delete them automatically when you save. If you want to be explicit about their death, there's the KILL command. If you want someone to disappear for a while, but then reappear later, you can do UNCM Character 0x04. Then, reverse it when the time comes with UNCR Character 0x04. Edited July 24, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
Rindille Posted July 30, 2017 Share Posted July 30, 2017 My prologue events keep crashing the game... Spoiler //Made by Camtech075 of SerenesForest //Modified by Nintenlord //FE8 Events #include EAstdlib.event EventPointerTable(0x07,ThisChapter)//Prolog event ORG 0x10C28D0 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN HardEnemy LunaticEnemy HardGood LunaticGood POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 TURN 0x0 EnemyWaveHard [4,0] 0x0 TURN 0x0 EnemyWaveOne [6,0] 0x0 //TurnEventPlayer(0x0,BeginningScene,0,0) //TurnEventPlayer(0x0,EnemyWaveHard,4,1) //TurnEventPlayer(0x0,EnemyWaveOne,6,1) END_MAIN EnemyWaveHard: //Check_Hard IFNE 0x1 0xC 0x0 //load units lance wyrn rider GOTO 0x2 LABEL 0x1 //Nothing LABEL 0x2 ENDA ALIGN 32 //For some reason, CharacterBasedEvents have to be 32-Aligned? CharacterBasedEvents: CharacterEventBothWays(0x07,KamGarm,Ross,Garcia) CharacterEventBothWays(0x08,AzelEllen,Eirika,Gilliam) END_MAIN KamGarm: TEXTSHOW 0x90A TEXTEND ENDA AzelEllen: TEXTSHOW 0x90B TEXTEND ENDA LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN Dunno: END_MAIN Tutorial: END_MAIN TrapData: ENDTRAP ALIGN 4 LunaticEnemy: UNIT LunaticGood: UNIT HardGood: UNIT Eirika EirikaLord 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x0 0x0 [Lightning,0x6B]NoAI UNIT Gilliam Knight 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Az [0x14,0xAE]NoAI UNIT Garcia Revenant 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ga [0xB1]NoAI UNIT Ross Bonewalker_Bow 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ka [0x2D,0x6B]NoAI UNIT Az: REDA [13,8] 0x0 0x0 0x0 0x0 Ga: REDA [12,8] 0x0 0x0 0x0 0x0 Ka: REDA [13,9] 0x0 0x0 0x0 0x0 HardEnemy: //Brgiand UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[8,2] 0x0 0x0 0x0 0x0 [0x1F] AttackInRange //Archer UNIT 0x80 Archer 0x0 Level(1,Enemy,0)[6,1] 0x0 0x0 0x0 0x0 [0x2D] AttackInRange //Lance Cava M UNIT 0x80 0x05 0x0 Level(1,Enemy,0)[0,9] 0x0 0x0 0x0 0x0 [0x14] AttackIfClose //Boss UNIT ONeill Fighter 0x0 Level(1,Ally,0)[3,5] 0x0 0x0 0x0 0x0 [0x2C,0x1F]GuardTileAI //Cutscene brigand UNIT 0x82 Brigand 0x0 Level(1,Enemy,0)[3,5] 0x0 0x0 0x0 0x0 [0x1F]NoAI //Cutscene Civilian UNIT 0x6E 0x6D 0x0 Level(1,Enemy,0)[3,4] 0x0 0x0 0x0 0x0 [0x00]NoAI//Father UNIT 0x6F 0x6F 0x0 Level(1,Enemy,0)[2,5] 0x0 0x0 0x0 0x0 [0x00]NoAI//Riku UNIT Bad_Two: //Brigand UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitA [0x1F]AttackInRange //Merc UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitB [0x01]AttackInRange UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[7,6] 0x0 0x0 0x0 0x0 [0x01]AttackIfClose //Shaman UNIT 0x80 Shaman 0x0 Level(1,Enemy,0)[4,5] 0x0 0x0 0x0 0x0 [EvilEye]GuardTileAI UNIT SplitA: REDA [10,7] 0x0 0x0 0x0 0x0 SplitB: REDA [12,6] 0x0 0x0 0x0 0x0 EnemyWaveOne://Both modes have this //Cava F Sword UNIT 0x80 WyvernRider_F 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitC [0x01]PursueWithoutHeedAI //Cava M Axe UNIT 0x80 Tarvos 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitD [0x1F]PursueWithoutHeedAI ENDA SplitC: REDA [14,8] 0x0 0x0 0x0 0x0 SplitD: REDA [13,9] 0x0 0x0 0x0 0x0 EnemyWaveHard: //Axe wyrn rider in Lunatic UNIT 0x80 Bael 0x0 Level(1,Enemy,0)[13,0] 0x0 0x0 0x0 0x0 [0x1F] NoAI ENDA BeginningScene:(I doubt it even goes here. The screen just stuck in black after world map events) FADI 10 SETVAL 0x2 0x0E FADU 10 TEXTSHOW 0x903 TEXTSHOW 0x904 TEXTEND FADI 10 CALL $9EE2C4 SETVAL 0x2 0x0A CALL $9EE2E8 TEXTSHOW 0x905 TEXTEND FADI 10 CALL $9EE2C4 SETVAL 0x2 0x13 CALL $9EE2E8 //CMOF LOAD1 0x1 HardEnemy ENUN FADU 10 TEXTSHOW 0x906 REMA STAL 20 //CMON //SHOWMAP FlashCursor(0x6E,20) FADI 10 SETVAL 0x2 0x18 CALL $9EE2E8 FADU 10 TEXTSHOW 0x907 REMA FIG1 0x82 0x6E 0x0 DISA 0x6E STAL 20 FADI 10 SETVAL 0x2 0x18 CALL $9EE2E8 FADU 10 TEXTSHOW 0x908 REMA MOVE 0x0 0x82 [1,9] MOVE 0x0 0x6F [1,9] ENUN DISA 0x82 DISA 0x6F STAL 20 LOAD1 0x1 HardGood ENUN STAL 20 FlashCursor(0x01,20) FADI 10 SETVAL 0x2 0x18 CALL $9EE2E8 FADU 10 TEXTSHOW 0x909 REMA LOAD1 0x1 Bad_Two ENUN STAL 20 ENDA EndingScene: MoveToChapter(0x01) ENDA MESSAGE Events end at offset CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
Stanツ_ Posted July 30, 2017 Share Posted July 30, 2017 1 hour ago, Rindille said: POIN HardEnemy LunaticEnemy HardGood LunaticGood You should only have 2 enemy groups here. If you add 2 others you'll shift everything and the game will not like it at all (it probably was reading one of the $0s (which are the skirmish unit groups normally) as the beginning events of your chapter, and fail horribly). You shouldn't need Enemy groups at all here (you load them yourself in the beginning events (most of the time)). Quote Link to comment Share on other sites More sharing options...
Rindille Posted July 30, 2017 Share Posted July 30, 2017 (edited) 2 hours ago, Stanツ_ said: You should only have 2 enemy groups here. If you add 2 others you'll shift everything and the game will not like it at all (it probably was reading one of the $0s (which are the skirmish unit groups normally) as the beginning events of your chapter, and fail horribly). You shouldn't need Enemy groups at all here (you load them yourself in the beginning events (most of the time)). Thank you! It works. But now I have a new issue: When it reaches the end of the beginning scene, the game immediately jumps back to the scripted fight scene and keeps looping. Spoiler //Made by Camtech075 of SerenesForest //Modified by Nintenlord //FE8 Events //Prolog map: 0x81B76F4//Rpoint to B2A610 //Prolgoe events:0x89E863C #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0x10C28D0 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN 0x0 BeginningScene [1,0] 0x0 TURN 0x0 EnemyWaveHard [4,0] 0x0 TURN 0x0 EnemyWaveOne [6,0] 0x0 //TurnEventPlayer(0x0,BeginningScene,0,0) //TurnEventPlayer(0x0,EnemyWaveHard,4,1) //TurnEventPlayer(0x0,EnemyWaveOne,6,1) END_MAIN EnemyWaveHard: //Check_Hard IFNE 0x1 0xC 0x0 //load units lance wyrn rider GOTO 0x2 LABEL 0x1 //Nothing LABEL 0x2 ENDA ALIGN 32 //For some reason, CharacterBasedEvents have to be 32-Aligned? CharacterBasedEvents: CharacterEventBothWays(0x07,KamGarm,Ross,Garcia) CharacterEventBothWays(0x08,AzelEllen,Eirika,Gilliam) END_MAIN KamGarm: TEXTSHOW 0x90A TEXTEND ENDA AzelEllen: TEXTSHOW 0x90B TEXTEND ENDA LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN Dunno: END_MAIN Tutorial: END_MAIN TrapData: ENDTRAP ALIGN 4 LunaticEnemy: UNIT LunaticGood: UNIT Units: UNIT Eirika EirikaLord 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x0 0x0 [Lightning,0x6B]NoAI UNIT Gilliam Knight 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Az [0x14,0xAE]NoAI UNIT Garcia Revenant 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ga [0xB1]NoAI UNIT Ross Bonewalker_Bow 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ka [0x2D,0x6B]NoAI UNIT Az: REDA [13,8] 0x0 0x0 0x0 0x0 Ga: REDA [12,8] 0x0 0x0 0x0 0x0 Ka: REDA [13,9] 0x0 0x0 0x0 0x0 HardEnemy: //Brgiand UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[8,2] 0x0 0x0 0x0 0x0 [0x1F] AttackInRange //Archer UNIT 0x80 Archer 0x0 Level(1,Enemy,0)[6,1] 0x0 0x0 0x0 0x0 [0x2D] AttackInRange //Lance Cava M UNIT 0x80 0x05 0x0 Level(1,Enemy,0)[0,9] 0x0 0x0 0x0 0x0 [0x14] AttackIfClose //Boss UNIT ONeill Fighter 0x0 Level(1,Enemy,0)[2,2] 0x0 0x0 0x0 0x0 [0x2C,0x1F]GuardTileAI //Cutscene brigand UNIT 0x82 Brigand 0x0 Level(1,Enemy,0)[3,5] 0x0 0x0 0x0 0x0 [0x1F]NoAI //Cutscene Civilian UNIT 0x6E 0x6D 0x0 Level(1,NPC,0)[3,4] 0x0 0x0 0x0 0x0 [0x00]NoAI//Father UNIT 0x6F 0x6F 0x0 Level(1,NPC,0)[2,5] 0x0 0x0 0x0 0x0 [0x00]NoAI//Riku UNIT Bad_Two: //Brigand UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitA [0x1F]AttackInRange //Merc UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitB [0x01]AttackInRange UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[7,6] 0x0 0x0 0x0 0x0 [0x01]AttackIfClose //Shaman UNIT 0x80 Shaman 0x0 Level(1,Enemy,0)[4,5] 0x0 0x0 0x0 0x0 [EvilEye]GuardTileAI UNIT SplitA: REDA [10,7] 0x0 0x0 0x0 0x0 SplitB: REDA [12,6] 0x0 0x0 0x0 0x0 EnemyWaveOne://Both modes have this //Cava F Sword UNIT 0x80 WyvernRider_F 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitC [0x01]PursueWithoutHeedAI //Cava M Axe UNIT 0x80 Tarvos 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitD [0x1F]PursueWithoutHeedAI UNIT SplitC: REDA [14,8] 0x0 0x0 0x0 0x0 SplitD: REDA [13,9] 0x0 0x0 0x0 0x0 EnemyWaveHard: //Axe wyrn rider in Lunatic UNIT 0x80 Bael 0x0 Level(1,Enemy,0)[13,0] 0x0 0x0 0x0 0x0 [0x1F] NoAI UNIT BeginningScene: LOAD1 0x1 HardEnemy ENUN //Ellen and Loann in the castle SETVAL 0x2 0x0E CALL $9EE2E8 FADU 10 TEXTSHOW 0x903 TEXTEND REMA TEXTSHOW 0x904 TEXTEND REMA SETVAL 0x2 0x0A CALL $9EE2E8 TEXTSHOW 0x905 TEXTEND REMA SETVAL 0x2 0x13 CALL $9EE2E8 TEXTSHOW 0x906 TEXTEND CALL $9EE2C4 STAL 56 FlashCursor(0x6E,20) SETVAL 0x2 0x18 CALL $9EE2E8 TEXTSHOW 0x907 TEXTEND CALL $9EE2C4 STAL 20 StartBattle NormalDamage(0,30) EndAttack FIG2 0x82 0x6E 0x0 DISA 0x6E STAL 20 SETVAL 0x2 0x18 CALL $9EE2E8 STAL 20 TEXTSHOW 0x908 TEXTEND CALL $9EE2C4 STAL 6 MOVE 0x0 0x82 [1,9] MOVE 0x0 0x6F [1,9] ENUN DISA 0x82 DISA 0x6F STAL 20 LOAD1 0x1 Units ENUN STAL 20 FlashCursor(0x01,20) SETVAL 0x2 0x18 CALL $9EE2E8 TEXTSHOW 0x909 TEXTEND REMA CALL $9EE2C4 LOAD1 0x1 Bad_Two ENUN STAL 20 EVBIT_T 0x7 ENDA EndingScene: MoveToChapter(0x01)//To chapter 3 ENDA MESSAGE Events end at offset CURRENTOFFSET EDIT: Nevermind I fixed it. The problem was this line 'TURN 0x0 BeginningScene [1,0] 0x0'. It should be [0,0] Edited July 30, 2017 by Rindille Quote Link to comment Share on other sites More sharing options...
Rindille Posted July 30, 2017 Share Posted July 30, 2017 (edited) Ok I don't know where go wrong. But the game just froze at the beginning of the character events. It didn't even load portraits. Spoiler //Made by Camtech075 of SerenesForest //Modified by Nintenlord //FE8 Events //Prolog map: 0x81B76F4//Rpoint to B2A610 //Prolgoe events:0x89E863C #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0x10C28D0 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN 0x0 BeginningScene [0,0] 0x0 TURN 0x0 EnemyWaveHard [4,0] 0x0 TURN 0x0 EnemyWaveOne [6,0] 0x0 END_MAIN EnemyWaveHard: //Check_Hard IFNE 0x1 0xC 0x0 LOAD1 0x1 LunaticRefor ENUN GOTO 0x2 LABEL 0x1 //Nothing LABEL 0x2 ENDA //ALIGN 32 //For some reason, CharacterBasedEvents have to be 32-Aligned? CharacterBasedEvents: CHAR 0x8 KamGarm [Ross,Garcia] 0x0 CHAR 0x8 KamGarm [Garcia,Ross] 0x0 CHAR 0x9 AzelEllen [Eirika,Gilliam] 0x0 CHAR 0x9 AzelEllen [Gilliam,Eirika] 0x0 END_MAIN KamGarm:(Froze) MUSI TEXTSTART TEXTSHOW 0x90A TEXTEND REMA MUNO EVBIT_T 0x7 ENDA AzelEllen:(Froze) MUSI TEXTSTART TEXTSHOW 0x90B TEXTEND REMA MUNO EVBIT_T 0x7 ENDA LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN Dunno: END_MAIN Tutorial: END_MAIN TrapData: ENDTRAP ALIGN 4 LunaticEnemy: UNIT LunaticGood: UNIT Units://Azel UNIT Gilliam 0x09 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Az [0x14,0xAE]NoAI UNIT Garcia Revenant 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ga [0xB1]NoAI UNIT Ross Bonewalker_Bow 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x1 Ka [0x2D,0x6C]NoAI UNIT Eirika EirikaLord 0x0 Level(1,Ally,0)[14,9] 0x0 0x0 0x0 0x0 [Lightning,0x6C]NoAI UNIT Az: REDA [13,8] 0x0 0x0 0x0 0x0 Ga: REDA [12,8] 0x0 0x0 0x0 0x0 Ka: REDA [13,9] 0x0 0x0 0x0 0x0 LunaticRefor: UNIT 0x80 Bael 0x0 Level(1,Enemy,0)[13,0] 0x0 0x0 0x0 0x0 [0x1F] NoAI UNIT HardEnemy: //Brgiand UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[8,2] 0x0 0x0 0x0 0x0 [0x1F] AttackInRange //Archer UNIT 0x80 Archer 0x0 Level(1,Enemy,0)[6,1] 0x0 0x0 0x0 0x0 [0x2D] AttackInRange //Lance Cava M UNIT 0x80 0x05 0x0 Level(1,Enemy,0)[0,9] 0x0 0x0 0x0 0x0 [0x14] AttackInRange //Boss UNIT ONeill Fighter 0x0 Level(1,Enemy,0)[2,2] 0x0 0x0 0x0 0x0 [0x2C,0x1F]GuardTileAI //Cutscene brigand UNIT 0x82 Brigand 0x0 Level(1,Enemy,0)[3,5] 0x0 0x0 0x0 0x0 [0x1F]NoAI //Cutscene Civilian UNIT 0x6E 0x6D 0x0 Level(1,NPC,0)[3,4] 0x0 0x0 0x0 0x0 [0x00]NoAI//Father UNIT 0x6F 0x6F 0x0 Level(1,NPC,0)[2,5] 0x0 0x0 0x0 0x0 [0x00]NoAI//Riku UNIT Bad_Two: //Brigand UNIT 0x80 Brigand 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitA [0x1F]AttackInRange //Merc UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[11,5] 0x0 0x0 0x1 SplitB [0x01]AttackInRange UNIT 0x80 Mercenary 0x0 Level(1,Enemy,0)[7,6] 0x0 0x0 0x0 0x0 [0x01]AttackIfClose //Shaman UNIT 0x80 Shaman 0x0 Level(1,Enemy,0)[4,5] 0x0 0x0 0x0 0x0 [EvilEye]GuardTileAI UNIT SplitA: REDA [10,7] 0x0 0x0 0x0 0x0 SplitB: REDA [12,6] 0x0 0x0 0x0 0x0 EnemyWaveOne://Both modes have this //Cava F Sword UNIT 0x80 WyvernRider_F 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitC [0x01]PursueWithoutHeedAI //Cava M Axe UNIT 0x80 Tarvos 0x0 Level(1,Enemy,0)[14,9] 0x0 0x0 0x1 SplitD [0x1F]PursueWithoutHeedAI UNIT SplitC: REDA [14,8] 0x0 0x0 0x0 0x0 SplitD: REDA [13,9] 0x0 0x0 0x0 0x0 BeginningScene: LOAD1 0x1 HardEnemy ENUN SETVAL 0x2 0x0E CALL $9EE2E8 FADU 10 TEXTSHOW 0x903 TEXTEND REMA TEXTSHOW 0x904 TEXTEND REMA SETVAL 0x2 0x0A CALL $9EE2E8 TEXTSHOW 0x905 TEXTEND REMA SETVAL 0x2 0x13 CALL $9EE2E8 TEXTSHOW 0x906 TEXTEND REMA CALL $9EE2C4 STAL 56 FlashCursor(0x6E,20) SETVAL 0x2 0x18 CALL $9EE2E8 TEXTSHOW 0x907 TEXTEND REMA CALL $9EE2C4 STAL 20 StartBattle NormalDamage(0,30) EndAttack FIG2 0x82 0x6E 0x0 DISA 0x6E STAL 20 SETVAL 0x2 0x18 CALL $9EE2E8 STAL 20 TEXTSHOW 0x908 TEXTEND CALL $9EE2C4 STAL 6 MOVE 0x0 0x82 [1,9] MOVE 0x0 0x6F [1,9] ENUN DISA 0x82 DISA 0x6F STAL 20 LOAD1 0x1 Units ENUN STAL 20 FlashCursor(0x01,20) SETVAL 0x2 0x18 CALL $9EE2E8 TEXTSTART TEXTSHOW 0x909 TEXTEND REMA CALL $9EE2C4 LOAD1 0x1 Bad_Two ENUN STAL 20 EVBIT_T 0x7 ENDA EndingScene: MoveToChapter(0x01)//To chapter 3 ENDA MESSAGE Events end at offset CURRENTOFFSET EDIT: Turned out that I overwrote data somewhere Edited July 31, 2017 by Rindille Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted August 4, 2017 Share Posted August 4, 2017 (edited) Hello everyone, I'm having a problem inserting my events. I've confirmed that the game is reading the Chapter Data for Chapter 1, where I want it to be. However, even though I've pointed the Chapter Events to 0xD80A50, it doesn't seem to be reading them at all. The Game plays Precious Things as music instead of RoadOfTrials, as well as doesn't play any of the events. Could you look through my events and let me know what I'm missing? I'm suspicious one of my pointers is off. Here's a couple of pictures and my events to help. Event Reference and Chapter Data Editor: Spoiler Spoiler Events: Spoiler #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x09,Pointers) ORG 0xD80A50 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN IshtallSoldiers POIN MainGroup POIN Opening_event Ending_event MainGroup: UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [15,15] [10,11] [IronLance,Vulnerary] NoAI UNIT Hercules Mercenary Dante Level(10,Ally,False) [14,15] [9,11] [IronSword,Vulnerary] NoAI UNIT IshtallSoldiers: UNIT 0x73 Lancer 0 Level(12,NPC,False) [8,7] [8,7] [IronLance] NoAI UNIT 0x72 Fighter 0 Level(12,NPC,False) [7,8] [7,8] [IronAxe] NoAI UNIT OvertheHedge: UNIT Theodore Child_2 0 Level(1,NPC,False) [0,3] [0,4] [0] NoAI UNIT Turn_events: ENDA Character_events: ENDA Location_events: ENDA Misc_events: ENDA TrapData: ENDA Opening_event: MUS1 RoadofTrials TEX1 0x81C //Yay, let's train! REMA LOU1 MainGroupENUN STAL 30 TEX1 0x81D //That's a wall. Overwhelms me every time. REMA LOU1 IshtallSoldiersENUN TEX1 0x81E //Hello soldiers! REMA LOU1 OvertheHedgeENUN MOVE [7,8] [2,4] MOVE [8,7] [2,3]ENUN STAL 30 TEX1 0x81F //Kid. No jumpy over walls. REMA MOVE Dante [4,3] MOVE Hercules [4,4]ENUN TEX1 0x820 //Whatcha doin'? MUS1 DarknessComes MORETEXT 0x821 //I'm sorry, kid REMA MOVE [2,4] [1,4] FIGH 0x72 Theodore DontHitKids $00000000 MOVE Dante [3,3] MOVE Hercules [3,4]ENUN TEX1 0x822 //No kill Theodore! REMA FIGH Hercules 0x72 DanteFight $00000000 FIGH Dante 0x73 HerculesFight $00000000 STAL 150 TEX1 0x823 //We need to get help... REMA MOVE Dante [15,15] MOVE Hercules [14,15] DISA Dante DISA Hercules LOMA 0x02 [7,7] ENDA Ending_event: ENDA DontHitKids: AttackerHit(13,00) EndOfBattle DanteFight: AttackerHit(20,00) EndOfBattle HerculesFight: AttackerHit(20,00) EndOfBattle MESSAGE Events end at offset currentOffset Thanks a bunch in advance! Let me know if you want anything else. Also, side question for some future events I'm making: I know that 0x01,0x02, 0x03,0x04 are used, but I don't know what any of them are. I think 0x02 is something to do with the boss, but I'm not sure. Would one of you know? Thanks! EDIT: Nevermind, I found it. I needed a [TURN 0x0 Opening_event [1,0] 0x0 0x0 ] to start the events. Just needed to look at them again. Ugh. Edited August 4, 2017 by Bamstacks Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 5, 2017 Author Share Posted August 5, 2017 as far as used event ids go -- 0x1 -- Boss quote 0x2 -- Triggered on Defeat Boss? 0x3 -- Triggered on Seize 0x4 -- Switches map music to "alt" theme (used in Lyn 9) 0x5 -- Triggered on Rout? 0x6 -- Used for something, unknown Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted August 13, 2017 Share Posted August 13, 2017 Okay, thanks! That helps a lot! One more question: How does the LOMA code work? I'm trying to make an extended cutscene spanning a couple of maps, and my events aren't working the way I want them to work. When I use the LOMA code, does it bring up just the map associated with the code, and then it reads on after the LOMA code? Or does it play the events associated with the chapter ID as well? For example, with my events: LOMA 0x03 [12,7] Does it play Chapter 3's events on Chapter 3's map? Or only Chapter 3's map, and the events on that map need to follow the LOMA code? Thanks! Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 13, 2017 Share Posted August 13, 2017 When you use LOMA, the game will keep running the current event until that event ends. Then, it will use the newly loaded map's events. If you use several LOMAs, just make sure to go back to the original map before the event ends so you can run all of the other stuff in that chapter. Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted August 17, 2017 Share Posted August 17, 2017 Huh. Okay, I didn't realize it went back to the original afterward. Initially, I thought it worked exactly like an MNCH but without the chapter name flashing across. Something you would use for flashbacks, etc. Thanks! Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted August 20, 2017 Share Posted August 20, 2017 (edited) I'm confused so idk if i'm doing this right. there's a unit that is supposed to join at the end of chapter 2 or start of chapter 3 (both openings end with ENDB). I tried several solutions but idk which one is the right one. 1. I added him (LOU1) at Ending_event (chapter 2), he showed up once but every other time I re-assembled he didn't 2. I combined the LOU1 with UNCR Renault 0x04 at both Ending_event for chapter 2 and/or Opening_event at Chapter 3, didn't work. 3. I deleted him altogether from Chapter 2 and just put in the Good label for Chapter 3, he shows up at the opening scene but not in the menu. 4. I added him to the bad label as both NPC/Ally and he does show up, but if he's an Ally he doesn't get the free deployment. 5. I put him under both Bad and Good label and it works, he shows up and gets free deployment. I just want to know if this is the right way, or am I doing it wrong? I'm confused because for another character I just did the LOU1 thing at the end and they showed up the next chapter, but his recruitment was based on a permanent id so idk if that made a difference. Edited August 20, 2017 by Sweet_Basil Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 20, 2017 Share Posted August 20, 2017 1 hour ago, Sweet_Basil said: I just want to know if this is the right way, or am I doing it wrong? #1 is a good way to go about it. If it only works some of the time, something might be wonky with your event scripts. #4 is a good alternative. Just make the character an NPC and on turn 1, turn them into an ally. #2 is pretty complicated and probably not the route to take. #3's behavior is normal because ENDB opening scenes are weird. I'm surprised #5 worked. Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted August 20, 2017 Share Posted August 20, 2017 Thank you for the reply <3 I was going to go with #5 but I think i'll stay with #4 to be safe. Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted August 22, 2017 Share Posted August 22, 2017 Something I just can't get right: Getting my extended cutscene to function properly. I've isolated the problem - the game isn't reading Ch2's events for some reason. I've proven that is reading the Ch2 Chapter Data Editor, as the map works, and changing the palette works. However, the usual suspects all check out. Ch2 Events Reference: Spoiler Chapter Data Editor for Ch2: Spoiler A look at my hex editor at 0x8D80D40: Spoiler Now, I know this isn't part of the problem, since nothing I change with the events is changing anything, but here is my event text file: Spoiler #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0xD80D40 Pointers: POIN Turn_Events POIN Character_Events POIN Location_Events POIN Misc_Events POIN Trap_Data Trap_Data POIN KingandTwo POIN La_Pieta POIN Opening_Event Ending_Event La_Pieta: UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [7,13] [7,8] [IronLance,Vulnerary] NoAI UNIT KingandTwo: UNIT Macbeth Deacon 0 Level(20,Ally,False) [7,2] [7,2] [Purge,Elixir] NoAI UNIT Thoromar Sage 0 Level(5,Ally,False) [6,4] [6,4] [Forblaze] NoAI UNIT Brythrant Sage 0 Level(5,Ally,False) [9,4] [9,4] [Excalibur] NoAI UNIT Turn_Events: TURN 0x0 Opening_Event [1,0] 0x0 0x0 TURN Opening_Event: MUS1 Nothing LOU1 KingandTwo ENUN OOBB TEX1 0x826 //Talking about upcoming war, REMA LOU1 La_Pieta ENUN TEX1 0x827 //You will help me! REMA MOVE Dante [7,5] //Dante moves closer to them MORETEXT 0x828 //If you don't... REMA STAL 50 MORETEXT 0x829 //Fine. Help Him. MOVE Thoromar [6,5] MOVE Brythrant [8,5] ENUN FADI 10 BACG 0x4B MUS1 DragonsGateI FADU 10 TEX1 0x82A //Actual Process FADI 3 REMA MUS1 Nothing FADU 3 MOVE Dante [7,4] ENUN MUS1 DestinyEnlacedbyFear TEX1 0x82B REMA FADI 5 ENDA Character_Events: ENDA Location_Events: ENDA Misc_Events: ENDA Trap_Data: ENDA Ending_Event: ENDA MESSAGE Events end at offset currentOffset 2 Could one of you help me out? Anything is appreciated! Thanks in advanced! Quote Link to comment Share on other sites More sharing options...
flingleforp Posted August 22, 2017 Share Posted August 22, 2017 Are the world map events working properly for the chapter? Quote Link to comment Share on other sites More sharing options...
Bamstacks Posted August 23, 2017 Share Posted August 23, 2017 I haven't done anything with them yet, so right now it's just the default FE7 Pre-Ch2 World Map Events. They work just fine. Quote Link to comment Share on other sites More sharing options...
Arjay The foolish fool Posted August 25, 2017 Share Posted August 25, 2017 Noob question, so I'm new to this and I don't know why assembler says errors were encountered in these lines UNIT Raven Fighter Lyn_t Level(1, NPC, 0) [14,9] [10,7] [IronAxe, Vulnerary] AttackInRange UNIT Bad: UNIT Rebecca Soldier 0x00 Level(1, Enemy, 0) [7,1] [7,1] [IronSpear] Guard UNIT Eliwood Thief 0x00 Level(1, Enemy, 0) [3,4] [3,4] [0x00] AttackInRange I don't see anything wrong with them and I've tried countless other ways of writing them but the result's the same. If anyone could help me I'd appreciate it Quote Link to comment Share on other sites More sharing options...
Tequila Posted August 26, 2017 Share Posted August 26, 2017 Does it say something like 'incorrect form of Atom Atom Atom...'? (I don't remember the exact message). If so, the issue is probably that those AI definitions are old. You can either update them (AttackInRange becomes AttackInRangeAI, Guard is GuardTileAI) or put #define BACKWARDS_COMPATIBILITY at the top of the events file, before the #include EAstdlib.event. Hope that helps! Quote Link to comment Share on other sites More sharing options...
Arjay The foolish fool Posted August 26, 2017 Share Posted August 26, 2017 Thx a bunch, updating the AI definitions seemed to work since there's only 1 error now and it's on the rebecca soldier line from the previous post, but I can't figure out what that error is. Quote Link to comment Share on other sites More sharing options...
Tequila Posted August 26, 2017 Share Posted August 26, 2017 (edited) What does the error say? Also, the Bad group should also end in UNIT in case you didn't know. Edited August 26, 2017 by Tequila Quote Link to comment Share on other sites More sharing options...
Arjay The foolish fool Posted August 26, 2017 Share Posted August 26, 2017 Oh right I forgot to tell, the error says : 1 errors encountered: File new 1.txt, Line 25, Column 1: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom] Atom and yes I made sure that the bad group ends in UNIT Quote Link to comment Share on other sites More sharing options...
flingleforp Posted August 26, 2017 Share Posted August 26, 2017 (edited) Is IronSpear a custom definition? If it's not, replace that with IronLance, IronSpear is an old definition Edit: Whoops I didn't see the error message Edited August 26, 2017 by flingleforp Quote Link to comment Share on other sites More sharing options...
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