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Alright, now my events won't work properly. Crashes continue.


Tactician Aria
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Ugh, I don't know what i did this time but i probably messed something up. Long story short: When i apply the events of chapter 1, chapter 2 crashes and vice versa. Iv'e included the event files in the thread so if anyone can find the mistake it would be appreciated.

Also: just a bonus pointer: If anyone can tell me how to not have events repeat (Like the text event in character events) it would also be appreciated. thanks.

Map3.txt

Map2.txt

Edited by Tactician Duel
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If you could post the events in a spoiler with just normal text rather than attachments that would be great. However, I'm willing to bet you're overwriting each one because you didn't change the address of the events or didn't put enough room between them

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Alright I'll do that when I get home. I know I'm not over writing the event so because I used to have that problem but I fixed it. C2s events still happen in C2 and C1s events still happen in C1. What happens is if I try to load C1s code, C1 works and it brings me to the save screen when finished. If I try to continue it crashes. If I load C2 and start a new file the prologue still loads but when I get to C1 it just goes black when I try to load. If I use the old file it loads C2 fine. Hope this make the problem a bit more clear. Thanks for your help! :)

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Heres the code:

C1:

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x09,Pointers)

ORG 0x1CA0974

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_t Cavalier 0x00 Level(1, Ally, 0) [9,0] [9,0] [0x00] NoAI
UNIT Raven Cleric 0x00 Level(3, Ally, 0) [10,0] [10,0] [Heal, Mend, Lightning, Vulnerary] NoAI
UNIT

Bad:
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [9,29] [9,25] [ironSpear] AttackInRange
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [10,29] [10,25] [ironSpear] AttackInRange
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [9,29] [9,26] [ironSpear] AttackInRange
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [10,29] [10,26] [ironSpear] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [9,29] [8,22] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [9,29] [9,22] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [10,29] [10,22] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [10,29] [11,22] [Flux] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [9,29] [8,18] [Lightning] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [9,29] [9,18] [Lightning] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [10,29] [10,18] [Lightning] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [10,29] [11,18] [Lightning] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [9,29] [4,12] [steelSpear] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [9,29] [5,13] [steelSpear] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [10,29] [13,12] [steelSpear] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [10,29] [12,13] [steelSpear] AttackInRange
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [11,7] [11,7] [steelSpear] Guard
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [10,7] [10,7] [steelSpear] Guard
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [9,7] [9,7] [steelSpear] Guard
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [8,7] [8,7] [steelSpear] Guard
UNIT

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

Character_events:
CharacterEventBothWays(0x0,Talk1,0x03,0x04)
End_MAIN

Location_events:
Armory(Armory1,8,18)
Vendor(Vendor1,8,18)
End_MAIN

Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
End_MAIN

Opening_event:
OOBB
LOU1 Good
FADI 10
MUS1 0x03
BACG 0x4C
TEX1 0x818
REMA
ENUN
LOU1 Bad
ENUN
ENDA

TrapData:

Ending_event:
MNCH 0x02
ENDA

// Events
Talk1:
TEX1 0x819
ENUN
MONE 0x1 3000
ENUN
ENDA

// Manual Movement

// Scripted Fights

// Units

// Shop Data
Armory1:
SHLI 0x01 0x03 0x14 0x16 0x1C 0x1F 0x20 0x28 0x3E 0x3F
Vendor1:
SHLI 0x20 0x4A 0x68 0x69 0x6B


MESSAGE Events end at offset currentOffset

C2:


#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x0F,Pointers)

ORG 0x1CA0B08

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_t Cavalier 0x00 Level(1, Ally, 0) [0,8] [0,8] [0x00] NoAI
UNIT Raven Cleric 0x00 Level(1, Ally, 0) [0,9] [0,9] [0x00] NoAI
UNIT Guy Thief 0x00 Level(3, NPC, 0) [29,6] [9,5] [ironSword, Vulnerary, LockPick] StealFromUnits
UNIT

Bad:
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [22,4] [22,4] [ironSword] AttackInRange
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [22,11] [22,11] [ironSword] AttackInRange
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [27,11] [27,11] [steelSword] AttackInRange
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [27,4] [27,4] [steelSword] AttackInRange
UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,8] [13,8] [steelAxe] AttackInRange
UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,6] [13,6] [ironAxe] AttackInRange
UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,10] [13,10] [ironAxe] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [21,10] [21,10] [Lightning, Shine] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [21,5] [21,5] [Lightning, Shine] AttackInRange
UNIT Merc Mage 0x00 Level(3, Enemy, 0) [22,6] [22,6] [Fire] AttackInRange
UNIT Merc Mage 0x00 Level(3, Enemy, 0) [22,9] [22,9] [Fire] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [21,7] [21,7] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [21,8] [21,8] [Flux] AttackInRange
UNIT Merc Myrmidon 0x00 Level(3, Enemy, 0) [27,9] [27,9] [ironSword, SteelSword] AttackInRange
UNIT Merc Myrmidon 0x00 Level(3, Enemy, 0) [27,7] [27,7] [ironSword, SteelSword] AttackInRange
UNIT Dorcas Archer 0x00 Level(3, Enemy, 0) [26,8] [26,8] [ironBow, SteelBow, Vulnerary] AttackInRange
UNIT Zugu WyvernKnight 0x00 Level(3, Enemy, 0) [29,8] [29,8] [Javelin, SteelSpear, Vulnerary] AttackInRange
UNIT

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

Character_events:
CharacterEvent(0x0,Recruit1,Raven,Guy)
CharacterEvent(0x0,Recruit2,Lyn_t,Dorcas)
CharacterEvent(0x0,Talk1,Raven,Guy)
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 0x03
ENDA

// Events
Recruit1:
TEX1 0x822
TurnAlly(Guy)
ENUN
ENDA

Recruit2:
TEX1 0x823
TurnAlly(Dorcas)
ENUN
ENDA

Talk1:
TEX1 0x824
ENUN
ENDA

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

Edited by Tactician Duel
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in the future can you please use the pinned thread that was made precisely to answer question like these

Sorry. I'm new to the fan projects section and didn't see the thread. I'll make sure to post any other questions i have in there instead from now on. Thanks for informing me about it.

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