Is there a way to make it so that an area event can only be triggered after a certain event? For example, after the throne is seized, a chest that was opened previously closes again and has another item placed in it.
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Area Events/Resetting Chests
Started by dlamey8015, May 22 2014 12:55 AM
1 reply to this topic
#1
Posted 22 May 2014 - 12:55 AM
#2
Posted 22 May 2014 - 01:24 AM
Sure!
You just have to be sort of witty with event IDs.
You can set a temporary event ID--let's say 0x17 (keeping track of which are used and which aren't in any given chapter is important--I believe 0x01-0x05 are all taken, and 0x06-0x40 or so are all pretty safe to use as temporary event IDs, or ones that get wiped clean after the chapter ends) to having been triggered using some event code
I think it's like
ENUT or ENUN
Check the EA doc for more info.
So, upon seizing, set this event ID to be triggered. Then do the map change you want to do. Then, make the other event only happen if that ID has been triggered, e.g.
IFET 0x05 0x17
or something
again, look up the code--be sure not to confuse conditional ID's (used in conditional statements like "IFET") and event ID's (used to flag whether an event has happened or not).
As far as chests specifically go, those might be a bit trickier, but IIRC you can make a chest have a specific "chest event" if you use another version of the code (I don't know if the EA supports this exactly but it's worth looking into). Chest events can also have event ID's, so you could have a chest event with ID say, 0x10--this means that once event ID 0x10 has been triggered, this chest event can no longer happen.
Sadly I can't give too many specifics because I don't really hack anymore and it's been ages but it should be possible if you're witty with event IDs, conditional statements, and the events that use them, so do some trial and error and hopefully you'll have some luck--and if not, tell us what you tried, what did/didn't work, etc. and hopefully someone can help you further.
You just have to be sort of witty with event IDs.
You can set a temporary event ID--let's say 0x17 (keeping track of which are used and which aren't in any given chapter is important--I believe 0x01-0x05 are all taken, and 0x06-0x40 or so are all pretty safe to use as temporary event IDs, or ones that get wiped clean after the chapter ends) to having been triggered using some event code
I think it's like
ENUT or ENUN
Check the EA doc for more info.
So, upon seizing, set this event ID to be triggered. Then do the map change you want to do. Then, make the other event only happen if that ID has been triggered, e.g.
IFET 0x05 0x17
or something
again, look up the code--be sure not to confuse conditional ID's (used in conditional statements like "IFET") and event ID's (used to flag whether an event has happened or not).
As far as chests specifically go, those might be a bit trickier, but IIRC you can make a chest have a specific "chest event" if you use another version of the code (I don't know if the EA supports this exactly but it's worth looking into). Chest events can also have event ID's, so you could have a chest event with ID say, 0x10--this means that once event ID 0x10 has been triggered, this chest event can no longer happen.
Sadly I can't give too many specifics because I don't really hack anymore and it's been ages but it should be possible if you're witty with event IDs, conditional statements, and the events that use them, so do some trial and error and hopefully you'll have some luck--and if not, tell us what you tried, what did/didn't work, etc. and hopefully someone can help you further.
Signature thanks to Shu.
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