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Does anyone know how levelling up Merlinus works?

I used the "LevelMerlinus" command at the end of the first chapter where he appears and he went from level 1 to 2, but on every subsequent chapter he stayed on level 2 whenever I used the "LevelMerlinus" command, despite the game saying he levelled up.

Is there something else to it or am I just being dumb and missing something obvious?

The raw code for LevelMerlinus is ASMC 0x79B5D. Not really sure why he stays level 2, other than if he doesn't survive. I wouldn't think you'd need to use LevelMerlinus in the subsequent chapters since merlinus levls up with ASMC 0x79B5D at the beginning of each ending event to begin with. Try using one or the other?

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Is there an easy and convenient way to change how many levels an autoleveled promoted unit gets? In the prologue map, I want to spawn a couple of promoted enemies as well as some level 15 units, but the level 15 units and promoted are coming out with about equivalent stats, which I don't want, because the promoted units are autoleveling only 9 times or so. I manually changed the mode HHM, so would there be something in Nightmare to edit Hard Mode bonuses or something like that?

Apologies for missing this. The way to do this is via events and setting the autolevel flag to "true" - if you're on HHM then the promoted units SHOULD be autolevelling 20 levels, not 9, as is the case in EHM.

What I do to control particular units' stats is make a new character for them and manually input flat stat bonuses in there.

if they're autoleveling at least 9 times, the change in stat variance from having a flat boost and 9 level ups compared to 15 level ups shouldn't be too big.

This is literally the worst way you could do this as you will find you run out of character slots very quickly. It's a lot of manual work for something that should take 5 seconds. Do NOT do this. Use the autolevel system. If the autolevel system isn't working the way it should, then make a topic about it so we can help fix it.

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I'm being difficult and making a "2 part chapter" using loma to load another chapter/map. When using loma, it finishes executing the events after the loma code in chapter A events before executing chapter B events, correct? Does it start with chapter B's opening event?

My chapter A code is fine; it loads chapter B map and finishes the line of commands after loma. When (i'm assuming) it changes to chapter B's events, it goes straight to the ending event instead of continuing with the player phase. Not sure what's wrong. Only defeating the boss should trigger the ending event.

[spoiler=Chapter A events (important parts)]

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN BallistaEliwoodMode BallistaHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsENM
POIN BeginningScene EndingScene
Bad:
UNIT
Good:
UNIT
TurnBasedEvents:
TURN 0x0 Black [1,0] 0x0 0x0
TURN 0x0 label14 [6,15] 0x8 0x0
TURN 0x0 ValterArrives [2,0] 0x0 0x0
TURN 0x0 EaglerArrives [7,0] 0x0 0x0
TURN 0x0 ValterLeaves [8,0] 0x0 0x0
TURN
CharacterBasedEvents:
CHAR 0x30 LynEagler [0x03,0xBE] 0x0
CHAR 0x30 LynEagler [0xBE,0x03] 0x0
CHAR 0x31 WallaceEagler [0x2C,0xBE] 0x0
CHAR 0x31 WallaceEagler [0xBE,0x2C] 0x0
CHAR 0x32 KentEagler [0x17,0xBE] 0x0
CHAR 0x32 KentEagler [0xBE,0x17] 0x0
CHAR 0x33 SainEagler [0x18,0xBE] 0x0
CHAR 0x33 SainEagler [0xBE,0x18] 0x0
CHAR 0x34 WallaceDorcas [0x2C,0x8] 0x0
CHAR 0x34 WallaceDorcas [0x8,0x2C] 0x0
CHAR 0x35 MoulderErk [0x11,0x13] 0x0
CHAR 0x35 MoulderErk [0x13,0x11] 0x0
CHAR
LocationBasedEvents:
VILL 0x1 label20 [21,12] 0xE
LOCA 0x0 [21,11] 0x1D
LOCA 0x0 label21 [9,1] 0xE
LOCA 0x0 label22 [19,16] 0xE
LOCA 0x0 label23 [22,2] 0xE
Seize(0x3,SeizeCastle,8,16)
SHOP 0x0 label24 [18,15] 0x13
SHOP 0x0 label25 [17,15] 0x14
LOCA
MiscBasedEvents:
AREA 0xB LundgrenLeave [5,15] [11,18]
AFEV 0x0 label26 0x65
AFEV
EndingScene:
ENDA
label24:
SHLI 0x2D 0xE 0x94 0x26
label25:
SHLI 0x6B 0x4A 0x37 0x38 0x3E
BallistaEliwoodMode:
BLST
BallistaHectorMode:
BLST
Black:
OOBB
ENDA
SeizeCastle:
STAL 30
FADI 5
HIDEMAP
BACG 0x0F
FADU 5
TEX1 0x9E7
MAC1 0x0 0x0
STAL 64
FADI 4
HIDEMAP
UnitClear
LOMA 0xD [18,34]
LOU1 label987
STAL 64
FADU 4
SHOWMAP
STAL 16
LOU1 label123
STAL 4
LOU1 label456
ENUN
STAL 128
CURF 0x3
STAL 16
FADI 8
HIDEMAP
BACG 0x11
FADU 8
SHOWMAP
TEX1 0x9E7
REMA
CAM1 0xC5
STAL 16
CURF 0xC5
STAL 16
FADI 8
HIDEMAP
BACG 0x11
FADU 8
SHOWMAP
TEX1 0x9E7
REMA
STAL 32
CAM1 0x23
CURF 0x3
STAL 16
TEX1 0x9E7
REMA
MUS1 0xA8
ENDA

[spoiler=Chapter B events]

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x3D,PointerList)
org 0x1687480
PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN BallistaEliwoodMode BallistaHectorMode
POIN EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM EnemyUnitsENM
POIN AllyUnitsENM AllyUnitsEHM AllyUnitsENM AllyUnitsENM
POIN BeginningScene EndingScene
TurnBasedEvents:
TURN 0x0 Tact [1,0] 0x0 0x0
TURN
CharacterBasedEvents:
CHAR 0x30 LynEagler [0x03,0xBE] 0x0
CHAR 0x30 LynEagler [0xBE,0x03] 0x0
CHAR
LocationBasedEvents:
Chest(0x42,33,26)
Chest(0x60,1,26)
Chest(0x6C,4,26)
Chest(0x00,30,26)
LOCA
MiscBasedEvents:
DefeatBoss(EndingScene)
AFEV
BallistaEliwoodMode:
BLST
BallistaHectorMode:
BLST
ALIGN 4
BeginningScene:
ENDA
Tact:
MOVE 0xCD [17,30]
DISA 0xCD
ENDA
LynEagler:
MUS2 0x43
TEX1 0x9DC
REMA
MURE 0x6
CUSI 0xBE 0x0
ENDA
ALIGN 4
KentEagler:
MUSI
TEX1 0x9DC
REMA
MUNO
ENDA
ALIGN 4
EndingScene:
_0xA3
MUEN 2
STAL 30
MUS1 0x38
FADI 4
HIDEMAP
ASMC 0x7A869
BACG 0x10
FADU 4
SHOWMAP
TEX1 0x9E7
MUEN 4
FADI 4
HIDEMAP
STAL 60
SOUN 0x2DB
STAL 32
BACG 0x13
FADU 4
SHOWMAP
TEX1 0x9E8
MUS1 0x54
MORETEXT 0x9E9
ASMC 0xECB1
STAL 0
_0xDA 0x8 0x2
STAL 60
TEX5 0x9EA
_TEXTCG 0x9EB 0x1
_TEXTCG 0x9EC 0x1
_0xD9 0x13 0x2
TEX1 0x9ED
MUEN 2
STAL 30
MUS1 0x4B
MORETEXT 0x9EE
FADI 16
HIDEMAP
BACG 0x17
STAL 32
FADU 16
SHOWMAP
TEX1 0x9EF
MORETEXT 0x9F0
MUEN 6
FADI 4
HIDEMAP
STAL 32
BACG 0x1E
MUS1 0x5B
FADU 4
SHOWMAP
TEX1 0x9F1
ASMC 0xECB1
STAL 0
_0xDA 0x9 0x4
STAL 60
TEX5 0x9F2
_0x4 0x3C
FADI 2
HIDEMAP
STAL 50
ASMC 0x7A95D
STAL 100
JUMP label35
ENDA
label35:
ENUF 0x83
_0x83
_0x1
ASMC 0xB85D5
STAL 0
STAL 0
ENDA
AllyUnitsENM:
UNIT
AllyUnitsEHM:
UNIT
EnemyUnitsENM:
UNIT 0xC5 0x16 0x0 0x2C [8,16] [8,16] [0x17,0x1C,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT 0xC6 0x39 0xC5 0x15 [7,9] [7,9] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0]
UNIT 0xC6 0x38 0xC5 0x1D [15,1] [15,1] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xC6 0x14 0xC5 0x1D [13,2] [13,2] [0x14,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xC6 0x20 0xC5 0xD [14,3] [14,3] [0x37,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x24 0xC5 0x1D [21,14] [21,14] [0x44,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x18 0xC5 0x1D [20,8] [20,8] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xC6 0x18 0xC5 0x1D [13,13] [13,13] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xC6 0x18 0xC5 0x1D [18,6] [18,6] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xC6 0xA 0xC5 0x15 [14,9] [14,9] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0xC6 0xA 0xC5 0x15 [15,10] [15,10] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x24 0xC5 0x1D [10,3] [10,3] [0x44,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x1D [2,11] [2,11] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x14 0xC5 0x1D [2,13] [2,13] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x14 0xC5 0x1D [3,13] [3,13] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [4,15] [4,15] [0x14,0x1,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [1,16] [1,16] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [15,14] [15,14] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x1D [1,10] [1,10] [0x14,0x1,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [13,12] [13,12] [0x14,0x1,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [14,13] [14,13] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [12,11] [12,11] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [4,18] [4,18] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x28 0xC5 0x15 [5,16] [5,16] [0x1,0x14,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC7 0x14 0xC5 0x1D [8,17] [8,17] [0x14,0x0,0x0,0x0] [0x0,0x3,0x0,0x20]
UNIT 0xC6 0x14 0xC5 0x1D [11,13] [11,13] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT 0xC6 0x14 0xC5 0x1D [12,14] [12,14] [0x14,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]
UNIT
//Castle Units
label987:
UNIT 0xC5 0x16 0xC5 0x2C [17,3] [17,3] [0x17,0x1C,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT
label123:
UNIT 0x2C 0x16 0x3 0x8 [15,32] [15,32] [0x1F,0x2C,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x8 0x12 0x3 0x18 [19,32] [19,32] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3 0x2 0x0 0x8 [17,30] [17,30] [0x1,0xA,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x17 0x28 0x3 0x8 [16,31] [16,31] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x18 0x28 0x3 0x8 [18,31] [18,31] [0x1,0x14,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1D 0x32 0x3 0x8 [16,33] [16,33] [0x15,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xD 0x18 0x3 0x10 [18,33] [18,33] [0x2C,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
label456:
UNIT 0x23 0x3C 0x3 0x10 [17,34] [17,34] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x26 0x41 0x3 0x8 [14,34] [14,34] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xCD 0x51 0x0 0xA [15,34] [15,34] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x1D 0x3 0x8 [19,34] [19,34] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x20 0x3 0x8 [20,34] [20,34] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT
label456eagler:
UNIT 0x23 0x3C 0x3 0x10 [17,34] [17,34] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x26 0x41 0x3 0x8 [14,34] [14,34] [0x6B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xCD 0x51 0x0 0xA [15,34] [15,34] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x1D 0x3 0x8 [19,34] [19,34] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x13 0x20 0x3 0x8 [20,34] [20,34] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xBE 0x2A 0x3 0x8 [17,33] [17,31] [0x07,0x1C,0x28,0x0] [0x0,0x0,0x0,0x0]
UNIT

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you'll want to reset event ID 0x3 (and probably 0x1 and 0x2 as well)

0x2 is "boss killed" and 0x3 is "seize". when you LOMA, it doesn't reset any event IDs set during the map, so the game checks whether "seize" has been triggered and decides "welp"

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Ah, yes. Works perfectly now. Thanks.

EDIT: Nevermind, gotsa new problem. Because the map switch occurs when Lyn seizes the gate, it occurs mid turn, and when the seize gate event ends and the turn continues on the new map, Lyn is sent back to the throne's coordinates on the previous map and is grayed out (since she already took her turn seizing the gate.)

She, and all the other units, are cleared off the old map and loaded on the new map, but right as the event ends, she is warped the the old throne spot and grayed out. Only her. Other units, even if previously moved, are refreshed and loaded fine.

Edited by Master Awesome
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Well, I didn't solve the dreaded active unit dilemma, but I did fix what I wanted.

So I used the LOCA command (or the Seize macro) used for seizing to load an event other than the ending event (LOCA 0x3 SeizeCastle [8,17] 0xF). Because of this, Lyn seizes the gate and the event SeizeCastle runs, but Lyn is still active (her map sprite runs in place). If the LOCA command is used for seizing but an event isn't specified (LOCA 0x3 [X,Y] 0xF), it loads the ending event by default, but the lord will end his/her movement/turn (become inactive) before the event plays. This is what the game does by default. Eliwood, Hector or Lyn all become inactive before the events play.

So I cheated my way around working with an active unit. :newyears:

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  • 2 weeks later...

So I was redesigning map 1 for my hack, Fire Emblem: Book of Necros (Previously known as FE: Eternal night) and the assembly decided to bug out. What happens is that a level 0 hector with an iron sword just randomly decides to show up. I had repointed some palettes on accident so i thought that may have ruined something. i decided "oh, i'll just use a clean ROM. Not optimal but the best solution i could find.". I load up the new ROM and insert the maps, but to my surprise the bug is still there in a clean ROM. It doesn't appear if you load lyns mode so i assume it has something to do with the eventing. I've looked through the events upward of 10 times and I can't pick out the error. Could someone see something i can't?

Spoiler

 

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD00000

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 Eliwood EliwoodLord Eliwood Level(1, Ally, 0) [5,3] [5,3] [ironSword, Armourslayer, Vulnerary] NoAI
UNIT

Bad:
UNIT Batta Soldier 0x00 Level(1, Enemy, 0) [14,15] [14,15] [ironSpear, Javelin] AttackInRange 
UNIT 0x3E Fighter 0x00 Level(1, Enemy, 0) [3,7] [3,7] [ironAxe] AttackInRange
UNIT 0x3E Fighter 0x00 Level(1, Enemy, 0) [8,5] [8,5] [ironAxe] AttackInRange 
UNIT 0x3E Soldier 0x00 Level(1, Enemy, 0) [9,11] [9,11] [ironSpear] AttackInRange 
UNIT 0x3E Soldier 0x00 Level(1, Enemy, 0) [14,5] [14,5] [ironSpear] AttackInRange 
UNIT 0x3E Soldier 0x00 Level(1, Enemy, 0) [1,8] [1,8] [ironSpear] AttackInRange 
UNIT 0x3E Troubadour 0x00 Level(1, Enemy, 0) [15,13] [15,13] [Fire, Heal] Guard 

Turn_events:
TurnEventPlayer(0x1,Opening_event,1)
End_MAIN

Character_events:
End_MAIN

Location_events:
End_MAIN

Misc_events:
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
End_MAIN

TrapData:
End_MAIN

Opening_event:
OOBB
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA

Ending_event:
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

 

Thank you in advance!

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4 minutes ago, StanH_ said:

You forgot a blank UNIT code at the end of your Bad Unit list. The game was probably interpreting your turn Event as a Unit code (hence the level 0 Iron Sword Hector).

Can't believe i missed something so simple! Thank's for you help, i really appreciate it! :D

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Thanks I'll look into that. Any maybe ask for a more detailed answer if I can't figure it out.

 

On a related note, I'm having another problem.

I'm trying to have it so that stepping on four switches will cause a gate to open. It's not working out. I initially thought the problem was in my conditionals, but as a test I changed it so that stepping on ANY of the four switches will open the gate. And that doesn't work either. Here are the relevant parts of the events:

Quote

Misc_events:
CauseGameOverIfLordDies
AREA 0x15 TopRightSw1 [35,1] [35,1]
AREA 0x16 TopRightSw2 [41,1] [41,1]
AREA 0x17 MidLeftSw [1,13] [1,13]
AREA 0x18 BottomLeftSw [6,28] [6,28]
AFEV 0x19 GatesOpen 0x15
AFEV 0x19 GatesOpen 0x16
AFEV 0x19 GatesOpen 0x17
AFEV 0x19 GatesOpen 0x18
End_MAIN

// Events

TopRightSw1:
MAC1 0x02 0x0
SOUN 0xAB
ENDA

TopRightSw2:
MAC1 0x03 0x0
SOUN 0xAB
ENDA

MidLeftSw:
MAC1 0x0A 0x0
SOUN 0xAB
ENDA

BottomLeftSw:
MAC1 0x13 0x0
SOUN 0xAB
ENDA

GatesOpen:
CAM1 [7,4]
MAC1 0x08 0x0
SOUN 0xB1
ENDA

 

The switch events happen correctly, but GatesOpen does not occur. Any ideas why?

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I think it has something to do with how AREA events work. I just tried doing an AFEV after an AREA and nothing happened. However, if I had one of my units wait after triggering the AREA, the AFEV would kick in. Stuff like talk events or death quote IDs seem to trigger AFEVs how we'd expect, but AREAs are weird.

You might just have to do a set of conditionals for each AREA event you have, and use JUMP if all the conditions are met (this seems to be how Ch 25H does it). Something like:

Spoiler

Misc_events:
CauseGameOverIfLordDies
AREA 0x15 TopRightSw1 [35,1] [35,1]
AREA 0x16 TopRightSw2 [41,1] [41,1]
AREA 0x17 MidLeftSw [1,13] [1,13]
AREA 0x18 BottomLeftSw [6,28] [6,28]
End_MAIN			

TopRightSw1:
MAC1 0x02 0x0
SOUN 0xAB
IFET 0x01 0x16
	IFET 0x02 0x17
		IFET 0x03 0x18
			JUMP GatesOpen
		ENIF 0x03
	ENIF 0x02
ENIF 0x01
ENDA

// Other AREA events here

GatesOpen:
// Do a thing
ENDA				

 

Hope this helps.

Edited by Primefusion
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Yeah I see the same behavior. It will happen after another unit waits, but strangely enough it won't happen if the next unit to wait triggers an AREA event itself. I guess AREA events are weird like you said haha.

 

the JUMP way works though, thanks!

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I want to have it so that if the lord goes into a house, a character is recruited, but if another character goes in, a different conversation occurs (essentially telling the player to visit with the lord).

Here's what I have:

Quote

Location_events:
House(0x5,RecruitHouse,14,5)
End_MAIN

RecruitHouse:
IFCA 0x01 0x03
FADI 0x10
BACG 0x101
MUS1 0x42
TEX1 0x855
REMA
LOU1 HouseREcruit
ENUN
ELSE 0x02
ENIF 0x01
FADI 0x10
BACG 0x01
TEX1 0x854
REMA
ENUT 0x5
ENIF 0x02
ENDA
 

When I try to assemble the event, I get the error:

"Incorrect parameters in code IFCA Atom Atom"

I really don't see what I'm doing wrong here.

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From Event Assembler Language.txt:

Quote

   IFCA Unknown *Conditional ID* Character

   Executes events if character is active.

   Parameters:
    Unknown
    Conditional ID
    Character = Character to check.

Your "IFCA 0x01 0x03" is missing one parameter, probably the Unknown one. I don't really known about it, but I'd try with simply "IFCA 0x00 0x01 0x03". The rest seems to be fine.

Side note: you seem to be using an older version of Event Assembler, not that it is a problem, but the newer version of the raws replaces some conditional events names by things more explicit (IFCA -> GOTO_IFCNA; ELSE -> GOTO; ENIF -> LABEL; IFX -> GOTO_IFNX) that I think can help prevent confusions.

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Thank you, works. It's always something like that.

 

Now the ENUT seems to not be working. If a nonlord visits the house, the nonlord convo happens, but a lord cannot subsequently visit. Any ideas on that one?

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7 hours ago, Galap said:

Now the ENUT seems to not be working. If a nonlord visits the house, the nonlord convo happens, but a lord cannot subsequently visit. Any ideas on that one?

Wouldn't you want to use ENUF here ? ENUT marks an event as used, which would not be what you want and also be redundant in that case. ENUF marks it unused, and thus allows it to be re-executed (I believe this is how this works).

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