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Event Assembler Questions Thread


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  • 2 weeks later...

So I'm very new to the whole hacking thing, but I'm determined to do it and am learning a lot in the process. However I've run into an issue that I have no idea how to deal with. When the lord dies, the game doesn't end...
Here is the code:

#define DISABLE_TUTORIALS
#define BACKWARDS_COMPATIBILITY
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD80000

Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Good:
UNIT Lyn LynLord Lyn Level(1, Ally, 0) [10,9] [10,9] [Flux, Nosferatu, Vulnerary] NoAI
UNIT Matthew Thief Lyn Level(1, Ally, 0) [11,7] [11,7] [IronSword, LockPick, Vulnerary] NoAI
UNIT

Bad:

UNIT Bandit Soldier 0x00 Level(3, Enemy, 0) [0,0] [0,0] [IronSpear, Vulnerary] [0x00,0x03,0x09,0x00]
UNIT Bandit Archer 0x00 Level(2, Enemy, 0) [6,1] [6,1] [IronBow] [0x00,0x03,0x09,0x00]
UNIT Bandit Archer 0x00 Level(2, Enemy, 0) [2,5] [2,5] [IronBow] [0x00,0x03,0x09,0x00]
UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [9,0] [9,0] [IronAxe] [0x00,0x02,0x02,0x00]
UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [1,2] [1,2] [IronAxe] [0x00,0x02,0x02,0x00]
UNIT Bandit Brigand 0x00 Level(1, Enemy, 0) [0,7] [0,7] [IronAxe] [0x00,0x02,0x02,0x00]
UNIT Bandit Soldier 0x00 Level(1, Enemy, 0) [12,5] [12,5] [IronSpear] [0x00,0x03,0x09,0x00]
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA

Ending_event:
MNCH 0x01
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

Thank you in advance for any help!

Edited by Erk The Mage
fixed
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I'm confused, why does this happen? 

oKMrngF.png

Events:

Spoiler

  //////////////////////////////////////////////////////////////////
 ///                      <3 REWARDS  <3                        ///
//////////////////////////////////////////////////////////////////
IFET 0x10 0x39 // CORSOLA
MORETEXT 0x85A                 //if anyone escaped
ENIF 0x10
STAL 10
  ////////////////////////
 ///     Javelin <3   ///
////////////////////////
IFET 0x20 0x28 // CORSOLA
ITGC Eliwood Javelin
ENIF 0x20
  ////////////////////////////
 ///     Master Seal <3   ///
////////////////////////////
IFET 0x21 0x29 // CORSOLA
ITGC Eliwood ElysianWhip
ENIF 0x21
  ///////////////////////////
 ///    Emblem Seal <3   ///
///////////////////////////
IFET 0x22 0x2A // CORSOLA
ITGC Eliwood EmblemSeal
ENIF 0x22
  ///////////////////////////
 ///     Killer Bow <3   ///
///////////////////////////
IFET 0x23 0x2B // CORSOLA
ITGC Eliwood KillerBow
ENUT 0x69 // CORSOLA
ENIF 0x23
  ///////////////////////
 ///     Elixir <3   ///
///////////////////////
IFET 0x25 0x33 // CORSOLA
ITGC Eliwood Elixir
ENIF 0x25
  ////////////////////////
 ///      Hammer <3   ///
////////////////////////
IFET 0x26 0x35 // CORSOLA
ITGC Eliwood Hammer
ENIF 0x26
  ////////////////////////////
 ///    <3 Decisions <3   ///
////////////////////////////
TEX1 0x844
FADI 10
BACG 0x5B
FADU 10
TEX6 7 [0,0] 0x859            //Ask about route split
_ASM0x42 0x83181
TEX6 7 [0,0] 0x0B6E            //Go to Roseacre
_ASM0x42 0x83181
IFYN 0x3A  // CORSOLA  
FADI 10
BACG 0x3E
FADU 10
TEX1 0x846
FADI 10
BACG 0x5E
FADU 10
STAL 200
FADI 10
BACG 0x5B
FADU 10
TEX1 0x89D //LuvDisc
MNCH 0x2E
ELSE 0x3B // CORSOLA
ENIF 0x3A
TEX6 7 [0,0] 0x0B8E           //Go to Vervain Temple?
_ASM0x42 0x83181
IFYN 0x3B
FADI 10
BACG 0x3E
FADU 10
TEX1 0x845
MORETEXT 0x847
FADI 10
BACG 0x5E
FADU 10
STAL 200
FADI 10
BACG 0x5B
FADU 10
TEX1 0x89D //LuvDisc
MNCH 0x2E
ELSE 0x3C // CORSOLA
ENIF 0x3B
TEX6 7 [0,0] 0x0849            //Go to Roseare Village
_ASM0x42 0x83181
FADI 10
BACG 0x3E
FADU 10
TEX1 0x846
FADI 10
BACG 0x5E
FADU 10
STAL 200
FADI 10
BACG 0x5B
FADU 10
TEX1 0x89D //LuvDisc
MNCH 0x2E
ENIF 0x3C
UnitClear
ENDA


Full Events:

Spoiler

     ////////////////////////////////
    ///    Chapter Goal: BOSS    /// 
   ////////////////////////////////                        
             

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include Teehee.txt

EventPointerTable(0x2C,Pointers)


ORG 0xD86C80             //This is just a practice offset, change it later ^w^
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event


  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

Good:   //[4,24] for Merlinus
UNIT Eliwood Fighter 0x00 Level(7,Ally,False) [3,23] [3,23] [SteelAxe,Vulnerary] NoAI 
UNIT Dorcas Mercenary_F 0x01 Level(4,Ally,False) [2,22] [2,22] [IronBlade] NoAI
UNIT Wil Archer 0x01 Level(6,Ally,False) [2,24] [2,24] [LongBow] NoAI
UNIT Matthew Thief 0x01 Level(5,Ally,False) [4,22] [4,22] [IronSword,LockPick] NoAI
UNIT Empty


Bad:     //(8) 34 Base enemies + 5 Reinforcements = 39
UNIT Erik Warrior 0x00 Level(3,Enemy,False) [17,1][17,1] [Halberd] [0x03,0x03,0x01,0x00] //Boss AI 
UNIT BloodFangsBase Archer_F 0x00 Level(4,Enemy,True) [16,0] [16,0] [IronBow] [0x0,0x3,0x9,0x0] 
UNIT BloodFangsBase Mercenary 0x00 Level(5,Enemy,False) [18,0] [18,0] [IronSword] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsHp Knight 0x00 Level(6,Enemy,True) [16,2] [16,2] [IronSpear] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsHp Knight 0x00 Level(7,Enemy,True) [18,2] [18,2] [IronSpear] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsBase Soldier 0x00 Level(4,Enemy,True) [14,3] [14,3] [IronSpear] [0x0,0x3,0x9,0x0]     //Make him break the wall
UNIT BloodFangsBase Archer 0x00 Level(4,Enemy,True) [16,5] [16,5] [SteelBow] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [18,7] [18,7] [IronSpear] NoAI 
//Top Left Area (5)
UNIT BloodFangsBase Mercenary 0x00 Level(3,Enemy,True) [1,0][1,0] [KillingEdge] [0x03,0x03,0x01,0x00] //Boss AI
UNIT BloodFangsBase Mercenary_F 0x00 Level(6,Enemy,True) [3,2] [3,2] [IronSword] [0x0,0x3,0x9,0x0]       //make her break the wall
UNIT BloodFangsBase Mercenary 0x00 Level(4,Enemy,True) [0,4] [0,4] [SteelSword] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsBase Soldier 0x00 Level(7,Enemy,True) [3,5] [3,5] [IronSpear] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsBase Archer 0x00 Level(5,Enemy,True) [1,8] [1,8] [IronBow] [0x0,0x3,0x9,0x0]  //nearby attack
//Mid room (12)
UNIT BloodFangsDrop Knight 0x00 Level(7,Enemy,True) [7,6] [7,6] [SilverSword] [0x03,0x03,0x01,0x00] //Boss AI
UNIT BloodFangsDrop Knight 0x00 Level(7,Enemy,True) [9,6][9,6] [SilverSpear] [0x03,0x03,0x01,0x00]  //Boss AI
UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [13,8][13,8] [IronSpear] [0x0,0x3,0x9,0x0]  
UNIT BloodFangsBase Archer 0x00 Level(5,Enemy,True) [17,10][17,10] [IronBow] [0x0,0x3,0x9,0x0]  
UNIT BloodFangsBase Mercenary_F 0x00 Level(6,Enemy,True) [5,11][5,11] [SteelSword] [0x0,0x3,0x9,0x0]  
UNIT BloodFangsBase Soldier 0x00 Level(6,Enemy,True) [9,11][9,11] [IronSpear] [0x0,0x3,0x9,0x0]  
UNIT BloodFangsBase Archer 0x00 Level(4,Enemy,True) [12,11][12,11] [IronBow] [0x0,0x3,0x9,0x0]  //nearby attack
UNIT BloodFangsBase Mercenary 0x00 Level(4,Enemy,True) [13,16][13,16] [IronSword,Vulnerary] NoAI 
UNIT BloodFangsBase Archer 0x00 Level(3,Enemy,True) [9,21][9,21] [IronBow] [0x0,0x3,0x9,0x0] //Nearby Attack
UNIT BloodFangsBase Soldier 0x00 Level(3,Enemy,True) [14,21][14,21] [IronSpear,Vulnerary] [0x03,0x03,0x01,0x00] 
UNIT BloodFangsBase Mercenary 0x00 Level(4,Enemy,True) [17,22][17,22] [IronSword] [0x03,0x03,0x01,0x00] 
UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [18,23][18,23] [Javelin] [0x0,0x3,0x9,0x0] //Nearby Attack
// Right Room (3)
UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [15,13][15,13] [SteelSpear] [0x0,0x3,0x9,0x0] //Nearby Attack
UNIT BloodFangsBase Mercenary_F 0x00 Level(6,Enemy,True) [18,12][18,12] [IronSword] [0x0,0x3,0x9,0x0] //Nearby Attack
UNIT BloodFangsBase Knight 0x00 Level(7,Enemy,True) [16,16][16,16] [HandAxe] [0x0,0x3,0x9,0x0] //Nearby Attack
// Near Room (6)
UNIT BloodFangsHp Knight 0x00 Level(7,Enemy,True) [2,11][2,11] [IronBlade] [0x0,0x3,0x9,0x0] //Nearby Attack
UNIT BloodFangsDrop Mercenary 0x00 Level(5,Enemy,True) [8,13][8,13] [IronSword,ChestKey] [0x0,0x3,0x9,0x0] //Nearby Attack           //dropable
UNIT BloodFangsDrop Archer_F 0x00 Level(6,Enemy,True) [0,15][0,15] [SteelBow,DoorKey] NoAI                           //dropable
UNIT BloodFangsBase Soldier 0x00 Level(7,Enemy,True) [8,18][8,18] [IronSpear] [0x0,0x3,0x9,0x0]
UNIT BloodFangsBase Soldier 0x00 Level(5,Enemy,True) [4,19][4,19] [IronSpear,Vulnerary] [0x0,0x3,0x9,0x0]
UNIT BloodFangsBase Soldier 0x00 Level(6,Enemy,True) [2,17][2,17] [HeavySpear] NoAI 
//NPCs
UNIT Wallace Knight 0x00 Level(9,NPC,False) [8,2][8,2] [0x00] [0x03,0x03,0x01,0x00]
UNIT Lloyd_FFO Bard 0x00 Level(7,NPC,False) [7,1][7,1] [0x00] [0x03,0x03,0x01,0x00] 
UNIT Paul Civilian_2 0x00 Level(6,NPC,False) [9,1][9,1] [0x00] [0x03,0x03,0x01,0x00]
UNIT Jasmine Civilian_2_F 0x00 Level(5,NPC,False) [6,2][6,2] [0x00] [0x03,0x03,0x01,0x00] 
UNIT Sonia Child_2 0x00 Level(4,NPC,False) [8,4][8,4] [0x00] [0x03,0x03,0x01,0x00]     //Replace with permanent Id
UNIT Limstella Queen 0x00 Level(3,NPC,False) [7,3][7,3] [0x00] [0x03,0x03,0x01,0x00] 
UNIT Batta Civilian_2 0x00 Level(2,NPC,False) [9,3][9,3] [0x00] [0x03,0x03,0x01,0x00]        //Replace with permanent Id
UNIT Ursula Civilian_2_F 0x00 Level(1,NPC,False) [10,2][10,2] [0x00] [0x03,0x03,0x01,0x00]      
UNIT Empty

MidCenter1:
UNIT BloodFangsBase Soldier 0x00 Level(2,Enemy,True) [18,13][18,13] [SteelSword,LockPick] [0x00,0x1A,0x09,0x00] //Treasure
UNIT Empty

MidCenter3:
UNIT BloodFangsBase Mercenary 0x00 Level(2,Enemy,True) [18,13][18,13] [SteelSword] NoAI 
UNIT Empty

MidCenter2:
UNIT BloodFangsSkl Soldier 0x00 Level(2,Enemy,True) [18,23][18,23] [IronSpear] [0x00,0x1A,0x00,0x00]
UNIT Empty

MidCenter4:
UNIT BloodFangsDrop Thief 0x00 Level(5,Enemy,True) [0,6][0,6] [IronSword,LockPick] [0x06,0x05,0x09,0x00] 
UNIT BloodFangsDrop2 Thief 0x00 Level(5,Enemy,True) [18,24][18,24] [IronSword,LockPick] [0x06,0x05,0x09,0x00] 
UNIT Empty

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

ConvoyLady:
UNIT Marcus TransporterHorse 0x00 Level(1,Ally,False) [4,24] [4,24] [EmblemBow] [0x03,0x03,0x01,0x00]
UNIT Empty

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

SceneG:
UNIT Eliwood Fighter 0x00 Level(7,Ally,False) [3,24][3,22] [SteelAxe,Vulnerary] NoAI 
UNIT Marcus TransporterHorse 0x01 Level(4,Ally,False) [2,24][2,23] [EmblemBow] NoAI
UNIT Wil Archer 0x01 Level(6,Ally,False) [4,24][4,23] [LongBow] NoAI
UNIT Dorcas Mercenary_F 0x01 Level(5,Ally,False) [3,24][3,23] [IronBlade,Vulnerary] NoAI
UNIT Matthew Thief 0x01 Level(5,Ally,False) [3,24][3,24] [IronSword,LockPick] NoAI
UNIT Empty

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

Turn_events:
//OpeningTurnEvent(Opening_event)
TURN 0x00 Turne1 [01,00] 0x00 0x00
TURN 0x00 Turne6 [06,00] 0x00 0x00   //2
TURN 0x00 Turne8 [08,00] 0x00 0x00   //2
TURN 0x00 Turne10 [10,00] 0x00 0x00  //4
TURN 0x00 Turne15 [12,00] 0x00 0x00  //4
AFEV 0x14 BossTalks 0x1C // CORSOLA
AFEV 0x07 EnemyReinforcement 0x1B // CORSOLA
END_MAIN

Character_events:
CHAR 0x1A WallaceRecruit [Eliwood,Wallace] 0x0     // CORSOLA 
CHAR 0x1A WallaceRecruit2 [Marcus,Wallace] 0x0          
CHAR 0x00 CivilianHalt1 [Eliwood,Batta] 0x0               //Halt Eliwood
CHAR 0x00 CivilianHalt2 [Eliwood,Ursula] 0x0
CHAR 0x00 CivilianHalt3 [Eliwood,Limstella] 0x0
CHAR 0x00 CivilianHalt4 [Eliwood,Sonia] 0x0
CHAR 0x00 CivilianHalt5 [Eliwood,Lloyd_FFO] 0x0
CHAR 0x00 CivilianHalt6 [Eliwood,Jasmine] 0x0
CHAR 0x00 CivilianHalt7 [Eliwood,Paul] 0x0
CHAR 0x00 CivilianHalt1 [Marcus,Batta] 0x0               //Halt  Marcus
CHAR 0x00 CivilianHalt2 [Marcus,Ursula] 0x0
CHAR 0x00 CivilianHalt3 [Marcus,Limstella] 0x0
CHAR 0x00 CivilianHalt4 [Marcus,Sonia] 0x0
CHAR 0x00 CivilianHalt5 [Marcus,Lloyd_FFO] 0x0
CHAR 0x00 CivilianHalt6 [Marcus,Jasmine] 0x0
CHAR 0x00 CivilianHalt7 [Marcus,Paul] 0x0
CHAR 0x00 CivilianGo1 [Wallace,Batta] 0x0               //Go   Wallace
CHAR 0x00 CivilianGo2 [Wallace,Ursula] 0x0
CHAR 0x00 CivilianGo3 [Wallace,Limstella] 0x0
CHAR 0x00 CivilianGo4 [Wallace,Sonia] 0x0
CHAR 0x00 CivilianGo5 [Wallace,Lloyd_FFO] 0x0
CHAR 0x00 CivilianGo6 [Wallace,Jasmine] 0x0
CHAR 0x00 CivilianGo7 [Wallace,Paul] 0x0
CHAR 0x00 CivilianGo1 [Dorcas,Batta] 0x0               //Go   Dorcas
CHAR 0x00 CivilianGo2 [Dorcas,Ursula] 0x0
CHAR 0x00 CivilianGo3 [Dorcas,Limstella] 0x0
CHAR 0x00 CivilianGo4 [Dorcas,Sonia] 0x0
CHAR 0x00 CivilianGo5 [Dorcas,Lloyd_FFO] 0x0
CHAR 0x00 CivilianGo6 [Dorcas,Jasmine] 0x0
CHAR 0x00 CivilianGo7 [Dorcas,Paul] 0x0
CHAR 0x00 CivilianGo1 [Matthew,Batta] 0x0               //Go  Matthew/Wil
CHAR 0x00 CivilianGo2 [Matthew,Ursula] 0x0
CHAR 0x00 CivilianGo3 [Matthew,Limstella] 0x0
CHAR 0x00 CivilianGo4 [Matthew,Sonia] 0x0
CHAR 0x00 CivilianGo5 [Matthew,Lloyd_FFO] 0x0
CHAR 0x00 CivilianGo6 [Matthew,Jasmine] 0x0
CHAR 0x00 CivilianGo7 [Matthew,Paul] 0x0
CHAR 0x00 CivilianGo1 [Wil,Batta] 0x0               //Go   Wil
CHAR 0x00 CivilianGo2 [Wil,Ursula] 0x0
CHAR 0x00 CivilianGo3 [Wil,Limstella] 0x0
CHAR 0x00 CivilianGo4 [Wil,Sonia] 0x0
CHAR 0x00 CivilianGo5 [Wil,Lloyd_FFO] 0x0
CHAR 0x00 CivilianGo6 [Wil,Jasmine] 0x0
CHAR 0x00 CivilianGo7 [Wil,Paul] 0x0
END_MAIN

Location_events:   
Door(7,5)
Door(9,5)
Door(2,10)
Door(6,15)
Door(7,15)
Door(16,19)
ChestMoney(1000,6,13)
Chest(HandAxe,7,13)  //0x00
Chest(Armourslayer,16,17)
Chest(SecretBook,2,12)   //HandAxe
END_MAIN

Misc_events:
CauseGameOverIfLordDies
AREA 0x00 VictimsEscape [0,24][9,24]
AREA 0x00 ThiefEscapes [17,0][17,0]
AREA 0x00 ChestNumber1 [2,12][2,12]
AREA 0x00 ChestNumber2 [16,17][16,17]
AREA 0x1B NPCsChange [3,0][13,6] // CORSOLA
AREA 0x1C Trigger1  [0,7][4,10] // CORSOLA
AREA 0x1C Trigger2  [13,0][18,10]
AREA 0x13 EnemyAI  [0,16][7,20] // CORSOLA
DefeatBoss(Ending_event)      
END_MAIN

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

Opening_event:
LOMA 0x05 [23,5]
MUS1 Stratagem                    
TEX8 0x05DA [85,7]           //Lantana Temple
STAL 100
RETB
CURF [19,4]
FADI 10
BACG 0x46
FADU 10
TEX1 0x82A   //Villains plotting
MUEN 10  
FADI 10 
BACG 0x5B 
FADU 10
LOU1 Bad
ENUN
STAL 10
FADI 10
BACG 0x1B   
FADU 10
TEX1 0x82B  //Priest casts sleep
SOUN 0x0085
MORETEXT 0x82C
FADI 10
BACG 0x5B
FADU 10
STAL 10
FADI 10
BACG 0x3E
FADU 10
MUS1 Safeguard
TEX1 0x82E
STAL 10
FADI 10
BACG 0x5B
FADU 10
LOMA 0x08 [17,1]
REMA
CURF [17,1]
TEX1 0x848   //Craig complains about Harvey
REMA
MUEN 0x01
MUS1 0x0032
LOU1 SceneG
ENUN
CURF Eliwood 
IFCD 0x3D Wil //Wil talks // CORSOLA
TEX1 0x82F
ELSE 0x3E
ENIF 0x3D
TEX1 0x82F
TEX1 0x830
ENIF 0x3E
REMA
CAM1 [11,1]
CURF [17,1]
TEX1 0x833  //alerting Craig
REMA
UNCM Marcus 0x04
ENDB

Turne1:
FADI 10
BACG 0x5B
FADU 10
TEX6 0x5 [0,0] 0x0FCC             //Marcus Joins
_ASM0x42 0x83181
IFYN 0x11     // CORSOLA
UNCR Marcus 0x04   
LOU1 ConvoyLady
ENUN
ELSE 0x12 // CORSOLA
ENIF 0x11
ENIF 0x12 
CAM1 Wallace
REMA
TEX6 0x5 [0,0] 0x06C5 //0x5
_ASM0x42 0x83181
ENDA

Turne2:
CAM1 Wallace
CURF Sonia
TEX1 0x82D
REMA
ENDA

EnemyReinforcement:
LOU1 MidCenter4
ENUN
ENDA

Turne8:
LOU1 MidCenter2
ENUN
ENDA

Turne10:
LOU1 MidCenter3
ENUN
ENDA

Turne15:
CHAI [18,24] [0x00,0x00,0x00,0x00]
CHAI [17,22] [0x00,0x00,0x00,0x00]
CHAI [14,21] [0x00,0x00,0x00,0x00]
CHAI [18,12] [0x00,0x00,0x00,0x00]
CHAI [15,13] [0x00,0x00,0x00,0x00]
ENDA

Turne6:
CHAI [1,0] [0x00,0x00,0x00,0x00]
CHAI [8,13] [0x00,0x00,0x00,0x00]
CHAI [9,21] [0x00,0x00,0x00,0x00]
CHAI [9,11] [0x00,0x00,0x00,0x00]
ENDA

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

WallaceRecruit:  //Eliwood
MUS1 0x32 
TEX1 0x836 //Recruitment ^.^
REMA
CUSI Wallace $00
ITGC Wallace SteelSword
ENDA

WallaceRecruit2:  //Marcus
MUS1 0x32 
TEX1 0x837 //Recruitment ^.^
REMA
CUSI Wallace $00
ITGC Wallace SteelSpear
ENDA

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

CivilianHalt1:  //Batta
TEX1 0x84B
REMA
CHAI Batta [0x03,0x03,0x01,0x00] //Boss AI
ENDA

CivilianHalt2:  //Ursula
TEX1 0x84C
REMA
CHAI Ursula [0x03,0x03,0x01,0x00] //Boss AI
ENDA

CivilianHalt3:  //Limstella
TEX1 0x84D
REMA
CHAI Limstella [0x03,0x03,0x01,0x00] //Boss AI
ENDA

CivilianHalt4:  //Sonia
TEX1 0x84E
REMA
CHAI Sonia [0x03,0x03,0x01,0x00] //Boss AI
ENDA

CivilianHalt5:  //Lloyd_FFO
TEX1 0x84F
REMA
CHAI Lloyd_FFO [0x03,0x03,0x01,0x00] //Boss AI
ENDA

CivilianHalt6:  //Jasmine
TEX1 0x850 
REMA
CHAI Jasmine [0x03,0x03,0x01,0x00] //Boss AI
ENDA

CivilianHalt7:  //Paul
TEX1 0x851
REMA
CHAI Paul [0x03,0x03,0x01,0x00] //Boss AI
ENDA

/////////////////////////////////////////GO////////////////////////////////////

CivilianGo1:   //Batta
TEX1 0x852
REMA
CHAI Batta [0x06,0x13,0x00,0x00]
ENDA

CivilianGo2:  //Ursula
TEX1 0x853
REMA
CHAI Ursula [0x06,0x13,0x00,0x00]
ENDA

CivilianGo3:  //Limstella
TEX1 0x854
REMA
CHAI Limstella [0x06,0x13,0x00,0x00]
ENDA

CivilianGo4:  //Sonia
TEX1 0x855
REMA
CHAI Sonia [0x06,0x13,0x00,0x00]
ENDA

CivilianGo5:  //Lloyd_FFO
TEX1 0x856
REMA
CHAI Lloyd_FFO [0x06,0x13,0x00,0x00]
ENDA

CivilianGo6:  //Jasmine
TEX1 0x857
REMA
CHAI Jasmine [0x06,0x13,0x00,0x00]
ENDA

CivilianGo7: //Paul
TEX1 0x858
REMA
CHAI Paul [0x06,0x13,0x00,0x00]
ENDA

NPCsChange:  
IFAF 0x19 0x7A2F1  // CORSOLA
CHAI [7,1] [0x06,0x13,0x00,0x00]  //Lloyd_FFO
CHAI [6,2] [0x06,0x13,0x00,0x00] //Jasmine
CHAI [8,4] [0x06,0x13,0x00,0x00] //Sonia
CHAI [9,1] [0x06,0x13,0x00,0x00] //Paul
CHAI [7,3] [0x06,0x13,0x00,0x00] //Limstella
CHAI [9,3] [0x06,0x13,0x00,0x00] //BATTA
CHAI [10,2] [0x06,0x13,0x00,0x00] //Ursula
CHAI [8,2] [0x06,0x0E,0x00,0x00] //Wallace
ELSE 0x37 // CORSOLA
ENIF 0x19
ENUF 0x1B
ENIF 0x37
ENDA

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

BossTalks:
CAM1 Erik
CURF Erik
TEX1 0x834
REMA
IFET 0x1F 0x1D // CORSOLA
CHAI [14,3] [0x0,0x1B,0x2,0x0]//right
TEX1 0x835
REMA
ELSE 0x17 // CORSOLA
ENIF 0x1F
IFET 0x17 0x1E // CORSOLA
CHAI [3,2] [0x0,0x1B,0x2,0x0]//left
TEX1 0x835
REMA
ELSE 0x18 // CORSOLA
ENIF 0x17
ENIF 0x18
ENDA

Trigger1:  //Left ENUT 0x1D
IFAF 0x15 0x7A2F1 // CORSOLA
ENUT 0x1D // CORSOLA
ELSE 0x16 // CORSOLA
ENIF 0x15
ENUF 0x1C
ENIF 0x16
ENDA

Trigger2:   //Right ENUT 0x1E  
IFAF 0x27 0x7A2F1 // CORSOLA
ENUT 0x1E   // CORSOLA
ELSE 0x31 // CORSOLA
ENIF 0x27
ENUF 0x1C
ENIF 0x31
ENDA

EnemyAI:
IFCA 0x00 0x08 BloodFangsSkl // CORSOLA
CHAI BloodFangsSkl NoAI
ELSE 0x09 // CORSOLA
ENIF 0x08
ENUF 0x13
ENIF 0x09
ENDA

ChestNumber1:
IFCA 0x00 0x07 BloodFangsDrop // CORSOLA
CHAI [2,12] [0x06,0x14,0x00,0x00]
ELSE 0x08 // CORSOLA
ENIF 0x07
ENIF 0x08
ENDA

ChestNumber2:
IFCA 0x00 0x07 BloodFangsDrop2 // CORSOLA
CHAI [16,17] [0x06,0x14,0x00,0x00]
ELSE 0x08 // CORSOLA
ENIF 0x07
ENIF 0x08
ENDA

  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

ThiefEscapes:
IFCA 0x00 0x09 BloodFangsDrop // CORSOLA
DISA BloodFangsDrop
ELSE 0x10 
ENIF 0x09
IFCA 0x00 0x10 BloodFangsDrop2 // CORSOLA
DISA BloodFangsDrop2
ENIF 0x10
ENDA

VictimsEscape:
IFCA 0x00 0x2C Lloyd_FFO                     //0x2C Lloyd_FFO  Enut 0x28 
TEX1 0x838                                //Reward: Javelin  <3
REMA
DISA Lloyd_FFO
ENUT 0x28 // CORSOLA                                                       
ELSE 0x2D
ENIF 0x2C // CORSOLA
IFCA 0x00 0x2D Paul                     //0x2D Paul Enut 0x29
TEX1 0x839                                    //Reward: Master Seal
REMA
DISA Paul
ENUT 0x29 // CORSOLA                                  
ELSE 0x2E
ENIF 0x2D // CORSOLA    
IFCA 0x00 0x2E Jasmine                     //0x2E Jasmine Enut 0x2A
TEX1 0x83A                                    //Reward: Emblem Seal
REMA
DISA Jasmine
ENUT 0x2A // CORSOLA                                    
ELSE 0x2F
ENIF 0x2E // CORSOLA
IFCA 0x00 0x2F Sonia                        //0x2F Sonia Enut 0x2B
TEX1 0x83B                                     //Reward: Killer Bow
REMA
DISA Sonia
ENUT 0x2B // CORSOLA  
ELSE 0x30
ENIF 0x2F // CORSOLA                                   
IFCA 0x00 0x30 Batta                       //0x30 Batta Enut 0x31         
TEX1 0x83C                                    //Reward: Gaiden Chapter
REMA
DISA Batta
ENUT 0x68 // CORSOLA
ELSE 0x32
ENIF 0x30 // CORSOLA
IFCA 0x00 0x32 Ursula                       //0x32 Ursula Enut 0x33  
TEX1 0x83D                                   //Reward: Elixir
REMA
DISA Ursula
ENUT 0x33 // CORSOLA
ELSE 0x34
ENIF 0x32 // CORSOLA
IFCA 0x00 0x34 Limstella                       //0x34 Limstella 0x35         
TEX1 0x83E                                   //Reward: Halberd  <3
REMA
DISA Limstella
ENUT 0x35 // CORSOLA
ELSE 0x38
ENIF 0x34 // CORSOLA
IFAT 0x38 0x7A2F1                      //if non-player phase
ENUT 0x39 // CORSOLA
ENIF 0x38 // CORSOLA
ENDA
 
  //////////////////////////////////////////////////////////////////
 ///                     <3 Separator  <3                       ///
//////////////////////////////////////////////////////////////////

Ending_event: 
MUS1 Triumph
FADI 10
BACG 0x3E
FADU 10
TEX1 0x83F         //Ending Convo ^.^
IFCD 0x07 Wil //Wil // CORSOLA
ELSE 0x08 // CORSOLA
ENIF 0x07
MORETEXT 0x84A
ENIF 0x08
IFCD 0x09 Dorcas //Dorcas
ELSE 0x15 // CORSOLA
ENIF 0x09 // CORSOLA
MORETEXT 0x840
ENIF 0x15
IFCD 0x11 Matthew //Mathew
ELSE 0x12 // CORSOLA
ENIF 0x11 // CORSOLA
MORETEXT 0x841
ENIF 0x12
IFCD 0x13 Wallace //Wallace
ELSE 0x14 // CORSOLA
ENIF 0x13 // CORSOLA
MORETEXT 0x842 
ENIF 0x14
MORETEXT 0x843 //Priest talks

  //////////////////////////////////////////////////////////////////
 ///                      <3 REWARDS  <3                        ///
//////////////////////////////////////////////////////////////////
IFET 0x10 0x39 // CORSOLA
MORETEXT 0x85A                 //if anyone escaped
ENIF 0x10
STAL 10
  ////////////////////////
 ///     Javelin <3   ///
////////////////////////
IFET 0x20 0x28 // CORSOLA
ITGC Eliwood Javelin
ENIF 0x20
  ////////////////////////////
 ///     Master Seal <3   ///
////////////////////////////
IFET 0x21 0x29 // CORSOLA
ITGC Eliwood ElysianWhip
ENIF 0x21
  ///////////////////////////
 ///    Emblem Seal <3   ///
///////////////////////////
IFET 0x22 0x2A // CORSOLA
ITGC Eliwood EmblemSeal
ENIF 0x22
  ///////////////////////////
 ///     Killer Bow <3   ///
///////////////////////////
IFET 0x23 0x2B // CORSOLA
ITGC Eliwood KillerBow
ENUT 0x69 // CORSOLA
ENIF 0x23
  ///////////////////////
 ///     Elixir <3   ///
///////////////////////
IFET 0x25 0x33 // CORSOLA
ITGC Eliwood Elixir
ENIF 0x25
  ////////////////////////
 ///      Hammer <3   ///
////////////////////////
IFET 0x26 0x35 // CORSOLA
ITGC Eliwood Hammer
ENIF 0x26
  ////////////////////////////
 ///    <3 Decisions <3   ///
////////////////////////////
TEX1 0x844
FADI 10
BACG 0x5B
FADU 10
TEX6 7 [0,0] 0x859            //Ask about route split
_ASM0x42 0x83181
TEX6 7 [0,0] 0x0B6E            //Go to Roseacre
_ASM0x42 0x83181
IFYN 0x3A  // CORSOLA  
FADI 10
BACG 0x3E
FADU 10
TEX1 0x846
FADI 10
BACG 0x5E
FADU 10
STAL 200
FADI 10
BACG 0x5B
FADU 10
TEX1 0x89D //LuvDisc
MNCH 0x2E
ELSE 0x3B // CORSOLA
ENIF 0x3A
TEX6 7 [0,0] 0x0B8E           //Go to Vervain Temple?
_ASM0x42 0x83181
IFYN 0x3B
FADI 10
BACG 0x3E
FADU 10
TEX1 0x845
MORETEXT 0x847
FADI 10
BACG 0x5E
FADU 10
STAL 200
FADI 10
BACG 0x5B
FADU 10
TEX1 0x89D //LuvDisc
MNCH 0x2E
ELSE 0x3C // CORSOLA
ENIF 0x3B
TEX6 7 [0,0] 0x0849            //Go to Roseare Village
_ASM0x42 0x83181
FADI 10
BACG 0x3E
FADU 10
TEX1 0x846
FADI 10
BACG 0x5E
FADU 10
STAL 200
FADI 10
BACG 0x5B
FADU 10
TEX1 0x89D //LuvDisc
MNCH 0x2E
ENIF 0x3C
UnitClear
ENDA

TrapData:
ENDTRAP

 

Edited by Sweet_Basil
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REBU clears the textboxes. ClearFace in your text/dialogue will clear a portrait. You'll want to do it for every portrait.

IIRC, when items are given in conversations in vanilla FE7 and 8, they clear all the portraits before giving the item.

Edited by Primefusion
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  • 4 weeks later...

Am i just being stupid or does Event Assembler not come with a command for loading units in FE8? The only tutorial I could find for FE8 eventing claims that it should be LOAD1, but that returns an error because that code apparently doesn't exist, and I've tried poking around in the EA standart library but found nothing(even the place where LOU1 is defined for FE 6 and 7 has no equivalent for FE8)

I've been entertaining the idea of learning how to hack FE8, but eventing is pretty hard if you can't even load units on the map, and as far as I can find, nobody else seems to have had this problem, so, what gives?

Edited by Moliblazer
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4 hours ago, Moliblazer said:

Am i just being stupid or does Event Assembler not come with a command for loading units in FE8? The only tutorial I could find for FE8 eventing claims that it should be LOAD1, but that returns an error because that code apparently doesn't exist, and I've tried poking around in the EA standart library but found nothing(even the place where LOU1 is defined for FE 6 and 7 has no equivalent for FE8)

I've been entertaining the idea of learning how to hack FE8, but eventing is pretty hard if you can't even load units on the map, and as far as I can find, nobody else seems to have had this problem, so, what gives?

LOAD1 0x1 unitlabel

Dont forget to make sure you have the game set to fe8 in ea

Edited by Kirb1337
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On 07/10/2017 at 5:44 AM, Kirb1337 said:

LOAD1 0x1 unitlabel

Dont forget to make sure you have the game set to fe8 in ea

image.png.4402514e73ab11badc993ff99931a13e.png

As far as I can tell, I have the most recent version of Event Assembler.

Edit: So apparently '_LOAD1' works, weird.

Edited by Moliblazer
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  • 2 months later...

Okay, first off, I'm sorry for accidentally posting that image up there. I was trying to post this with the image inside a spoiler but I clearly don't understand how that works, so I messed it up. I was too late in editing it to delete, so if someone could do that, that'd be great. Anyway.

Hi everyone, I'm having two problems with my eventing that are baffling me, and I'd love it if one or more of you could help me out. Anyway, the first problem is annoying, and the second is more important because it inserts an extra event where I don't want there to be one.

Problem #1: Double Death Fade

Spoiler

I have a cutscene in which an ally kills two previous NPCs now enemies after those enemies killed a different NPC. First, one enemy has a y ,FIGH with the NPC, killing him, then the two previous NPCs sqitch  to become enemies, then the ally gets in separate FIGHs with each of them, killing both of them. With a manual KILL command after each FIGH , each enemy death fades twice, but without the KILL command, the enemies and NPC will just pop back up on the map after having been killed. So doing the manual KILL command works, but I know I'm doing something wrong. Here are the relevant events:

Spoiler

MORETEXT 0x823 //I'm sorry, kid    
REMA
MOVE [2,4] [1,4]
ENUN
TurnEnemy(0x72)
FIGH 0x72 Theodore DontHitKids $00000000
KILL Theodore
UNCR 0x72 0x02
MUS1 Nothing
STAL 20
TEX1 0x824 //No kill Theodore!
REMA
TurnEnemy(0x73)
MOVE Hercules [2,4]
ENUN
FIGH Hercules 0x72 HerculesFight [0x20,0x03,0x00,0x00]
KILL 0x72
FIGH Hercules 0x73 HerculesFight2 [0x20,0x03,0x00,0x00]
KILL 0x73

...

DontHitKids:
AttackerHit(25,00)
EndOfBattle

HerculesFight2:
AttackerCritical(30,00)
EndOfBattle

HerculesFight:
AttackerCritical(30,00)
EndOfBattle

 

While not completely necessary for a functional event, you can understand that it's just plain annoying to deal with.

 

While not completely necessary for a functional event, you can understand that it's just plain annoying to deal with.

Problem #2: Save FerrisNils

Spoiler

So Nils's death quote keeps popping up right before I start playing the chapter. This happens regardless of the events before it, the Chapter ID I'm using, really anything. I've moved stuff around in the ROM too, so it's location hasn't been constant, as if that would do anything. Anyway, yeah, Nils's "Forgive me...I'm done for" followed by Eliwood's "Nils!" plays right before the map starts. Not sure why, but I have the feeling it has something to do with my use of LOMA, but I've no idea why.

Here's my script(warning It's a long one)

Spoiler

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD80784
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) [14,7] [8,7] [IronLance] NoAI
UNIT 0x72 Fighter 0 Level(12,NPC,False) [13,8] [7,8] [IronAxe] NoAI
UNIT

OvertheHedge:
UNIT Theodore Child_2 0 Level(1,NPC,False) [0,3] [0,4] [0] NoAI
UNIT

Turn_events:
TURN 0x0 Opening_event [1,0] 0x0 0x0
TURN

Character_events:
ENDA

Location_events:
ENDA

Misc_events:
ENDA

TrapData:
ENDA

Opening_event:
MUS1 PreciousThings
OOBB
LOU1 MainGroup
ENUN
STAL 10
TEX1 0x81C //Yay, let's train!
REMA 
STAL 40
TEX1 0x81D //Wait
CAM1 [8,5]
STAL 50
CAM1 Dante
MORETEXT 0x81E //That wall. I've climbed it.
REMA
LOU1 IshtallSoldiers
ENUN
TEX1 0x81F //Hello soldiers!
REMA
MUS1 Nothing
LOU1 OvertheHedge
ENUN
STAL 30
TEX1 0x820 //Cloudy with a chance of Theo
MOVE [7,8] [2,4]
MOVE [8,7] [2,3]
ENUN
STAL 40
MORETEXT 0x821 //Kid. No jumpy over walls.
REMA
MOVE Dante [4,3]
MOVE Hercules [4,4]
ENUN
TEX1 0x822 //Whatcha doin'?
REMA
MUS1 DarknessComes   
MORETEXT 0x823 //I'm sorry, kid    
REMA
MOVE [2,4] [1,4]
ENUN
TurnEnemy(0x72)
FIGH 0x72 Theodore DontHitKids $00000000
KILL Theodore
UNCR 0x72 0x02
MUS1 Nothing
STAL 20
TEX1 0x824 //No kill Theodore!
REMA
TurnEnemy(0x73)
MOVE Hercules [2,4]
ENUN
FIGH Hercules 0x72 HerculesFight [0x20,0x03,0x00,0x00]
KILL 0x72
FIGH Hercules 0x73 HerculesFight2 [0x20,0x03,0x00,0x00]
KILL 0x73
UNCR Hercules 0x02
STAL 150
TEX1 0x825 //We need to get help...
UNCM Dante 0x10
MOVE Dante [8,9]
ENUN
MORETEXT 0x82C
REMA
STAL 20
UNCR Theodore 0x04
MOVE Dante [15,15]
ENUN
DISA Dante
STAL 50
FADI 5
STAL 50
DISA Hercules 
LOMA 0x30 [6,6]

LOU1 KingandTwo
ENUN
FADU 5
STAL 50
TEX1 0x826 //Talking about upcoming war, 
REMA
LOU1 La_Pieta
ENUN
UNCR Dante 0x10
UNCR Theodore 0x20
LOU1 La_Pieta2
ENUN
CAM1 [6,6]
TEX1 0x827 //You will help me!
MOVE Dante [7,6] //Dante moves closer to them
MORETEXT 0x828 //If you don't...
REMA
STAL 50
TEX1 0x829 //Fine. Help Him.
REMA
MOVE Thoromar [7,15]
MOVE Brythrant [9,8]
ENUN
STAL 15
DISA Theodore
UNCM Theodore 0x20
UNCM Brythrant 0x10
STAL 20
MOVE Brythrant [8,15]
ENUN
DISA Thoromar
DISA Brythrant
STAL 15
MOVE Dante [7,15]
ENUN
DISA Dante 
FADI 7
BACG 0x4B
MUS1 DragonsGateI
FADU 8
TEX1 0x82A //Actual Process
REMA
MUS1 Nothing
STAL 50
REMA
LOU1 PostRev
ENUN
CAM1 Dante
STAL 20
MOVE Dante [7,4]
ENUN
STAL 30
MUS1 RoadofTrials
TEX1 0x82B
REMA
FADI 2
UnitClear

STAL 100
BACG Ship
MUS1 DistantTravels
FADU 2
TEX1 0x82D //Dante talks w/Herc
STAL 15
LOMA 0x31 [9,7]
FADU 3
MUS1 Nothing
STAL 50
LOU1 EingangSoldiers
STAL 20
LOU1 MilesandCaptain
ENUN
STAL 50
BACG OutsideFortressGray
FADU 10
TEX1 0x82E //Soldiers talk
REMA
STAL 20
LOU1 IshtallSoldiers2
ENUN
STAL 20
LOU1 DanteGroup
STAL 50
ENUN
BACG Forest
MUS1 DragonsGateII
TEX1 0x82F //Let's move!
REMA
STAL 30
CAM1 Captain_Eingang
CURF Captain_Eingang
FADI 10
BACG InsideCastle2
FADU 10
TEX1 0x830 //Ishtallan soldiers sighted! Captain sends a scout
REMA
ENDA

Ending_event:
ENDA

DontHitKids:
AttackerHit(25,00)
EndOfBattle

HerculesFight2:
AttackerCritical(30,00)
EndOfBattle

HerculesFight:
AttackerCritical(30,00)
EndOfBattle

La_Pieta:
UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [7,15] [7,8] [IronLance,Vulnerary] NoAI
UNIT

La_Pieta2:
UNIT Theodore Child_2 0 Level(1,NPC,False) [8,8] [8,8] [0] NoAI
UNIT

PostRev:
UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [7,15] [7,11] [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) [6,5] [6,5] [Forblaze] NoAI
UNIT Brythrant Sage 0 Level(5,Ally,False) [9,5] [9,5] [Excalibur] NoAI
UNIT

DanteGroup:
UNIT Dante Cavalier_Paladin 0 Level(10,Ally,False) [24,12] [20,12] [IronLance,Vulnerary] NoAI
UNIT Hercules Mercenary Dante Level(10,Ally,False) [24,11] [21,11] [IronSword,Vulnerary] NoAI
UNIT

IshtallSoldiers2:
UNIT IshtallB Knight_General Dante Level(15,Ally,True) [20,13] [20,13] [SteelAxe,SteelLance] NoAI
UNIT IshtallB Mage Dante Level(15,Ally,True) [22,13] [22,13] [Bolting] NoAI
UNIT IshtallB Myrmidon Dante Level(15,Ally,True) [22,11] [22,11] [SilverSword] NoAI
UNIT IshtallB Pirate Dante Level(15,Ally,True) [24,11] [24,11] [SteelAxe] NoAI
UNIT Gaston GreatKnight_Knight Dante Level(5,Ally,False) [23,10] [23,10] [SilverAxe,SilverLance] NoAI

EingangSoldiers:
UNIT MilltonnteA Knight_General 0 Level(11,Enemy,True) [14,7] [14,7] [SteelLance] GuardTile
UNIT MilltonnteA Knight_General 0 Level(11,Enemy,True) [14,9] [14,9] [SteelAxe] GuardTile
UNIT MilltonnteA Knight_General 0 Level(12,Enemy,True) [12,8] [12,8] [SteelLance,SteelAxe] GuardTile
UNIT MilltonnteA Lancer 0 Level(12,Enemy,True) [13,7] [13,7] [SteelLance] AttackInRange
UNIT MilltonnteA Lancer 0 Level(11,Enemy,True) [13,9] [13,9] [SteelLance] AttackInRange
UNIT MilltonnteA Archer_Sniper 0 Level(11,Enemy,True) [12,7] [12,7] [SteelBow] AttackInRange
UNIT MilltonnteA Cavalier_GreatKnight 0 Level(11,Enemy,True) [9,6] [9,6] [SteelLance] PursueWithoutHeed
UNIT MilltonnteA Cavalier_GreatKnight 0 Level(12,Enemy,True) [7,6] [7,6] [Javelin] PursueWithoutHeed
UNIT MilltonnteA Knight_General 0 Level(12,Enemy,True) [2,5] [2,5] [SteelLance,Javelin] GuardTile
UNIT MilltonnteA Knight_General 0 Level(13,Enemy,True) [2,6] [2,6] [SteelAxe,HandAxe] GuardTile
UNIT

MilesandCaptain:
UNIT MilltonnteC Lancer 0 Level(16,Enemy,True) [9,11] [9,11] [SilverLance] NoAI
UNIT Captain_Eingang WyvernLord 0 Level(1,Enemy,True) [9,9] [9,9] [SilverAxe] GuardTile
UNIT 


MESSAGE Events end at offset currentOffset

8

Any help on this is massively appreciated!

8

Thank you to anyone who looks this over! I've been trying to fix these problems for at least a month now to no avail. To whoever helps out, I thank you so much in advance.

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  • 4 weeks later...

Hi, noob hacker here. I've managed to learn quite a bit about Event Assembler, but I seem to have come across a slight issue that I'm not sure how to fix. In rout (and kill boss, I'm assuming) maps, if the unit who kills the last enemy does so on the player phase, that unit's map "running" animation that plays over combat continues displaying into the ending event. (Video included) From what I can see, the unit seems to be "locked" somehow in a way that makes them immune to codes. I tired both using the disappear and reappear codes and the move code, but neither worked. Is there any code in EA that can fix this somehow?

 

Jogging in place during ending.mp4

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@marlon0024 As far as I know, CUSI only works with unit names. What you could do is load the units you want to change as a separate character (Say: "Bandit") and tell EA to change that character (if you have multiple of the same unit it'll change all of them)

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On 20/1/2018 at 12:44 PM, TheArbiterK said:

@marlon0024 As far as I know, CUSI only works with unit names. What you could do is load the units you want to change as a separate character (Say: "Bandit") and tell EA to change that character (if you have multiple of the same unit it'll change all of them)

Thanks, but, that is not exactly what i was looking for, i was looking for a way to...lets say i pick 10 units on the prep screen, from unit 6 to 10 i want them to become NPC, so the player can choose witch ones become NPC, is there any way to do this?

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Hey dudes, anyone know if theres any way to make it so that a specific character can seize the throne? Like, say I want Sain to be able to complete chapters instead of Eliwood, can it be done, and if so, how? If it is not possible, is there any way to change seize chapters into defeat the boss or kill all enemy chapters? Thanks!

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  • 1 month later...

I'm having some trouble with opening events. I have:

 

Opening_event:
BACG 0x51
TEX1 0x853
REMA
ITGC 0x1B 0x4A
ITGC 0x0B 0xA0
ENDB

EventAfterExitingPrepScreen:
ENDA

 

For some reason, the text cutscene and item events happen twice, first in the chapter opening like they should, but they happen again after exiting the prepscreen. Does anyone know why?

 

 

EDIT: never mind, I'm dumb.

need 

Turn_events:
TurnEventPlayer(0x0,EventAfterExitingPrepScreen,1)
End_MAIN

where the opening event was there again instead

Edited by Galap
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