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Whatevs-4

Member Since 02 Jul 2015
Offline Last Active Jul 16 2015 03:15 PM

Posts I've Made

In Topic: Event issues

09 July 2015 - 09:23 PM

I meant the Visit option never popped up. And the level and allegiance are both contained in the 0x14 bit; the available level/allegiance combinations have their own hex IDs which you can look up using Nightmare. I think that one's Level 2, enemy, not auto-leveled.

 

My code works now. How'd I fix it? Used the template and copy pasta'd my events into it. I have no flipping clue why that solved the issues, since my syntax had all been correct before. I'm guessing there's some aspect of the syntax that I was missing, like the order in which my events were present in the code and the lay-out and number of pointers I had mattered. If anyone knows more specific details about this sort of thing, I'd be interested in learning them.


In Topic: Event issues

08 July 2015 - 03:18 AM

This thread is becoming my live journal. If you have any solutions to anything I ask about, I'd appreciate your input!

I got rid of the freezing by giving my AREA events their own pointer. Everything's going swimmingly now except for two new things. My house event won't happen. At all. It works as an AREA event triggered by waiting in that square. It works as a TURN event. It just doesn't work as a LOCA event. And I very much want to use LOCA events instead of macros, since LOCA events seem way more powerful and customizable.

Also, DefeatAll(Ending_event) is not working. When I defeat all the enemies, it just continues business as usual with no enemy phase. The problem isn't with the Ending_event itself, as it works fine when I trigger it with different event types. DefeatAll just doesn't seem to be working (even when I have it go to other events I know work).

Any ideas? Everything else is going better than I ever imagined though. Hacking is so cool; I feel so powerful.

 

Here's my script:

//Test script.

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)


ORG 0x00D80000
Pointers:
POIN Turn_events 
POIN Location_events
POIN Misc_events Area_events
POIN Opening_event Ending_event

Turn_events:
TURN 0x00 Opening_event [01,00] 0x00 0x00
TURN

Location_events:
LOCA 0x0A House [09,01] 0x10D6
LOCA


Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
AFEV

Area_events:
AREA 0x08 Item1 [0,0][0,0]
AREA 0x09 Item2 [14,9][14,9]
AREA

Opening_event:
MUS1 0x0001
OOBB
LOU1 Good
ENUN
STAL 0x40
CURF [09,03]
ENUN
TEX1 0x813
REMA
STAL 0x20
MOVE 0x03 [09,01]
ENUN
UNCM 0x03 0x01
ENUN
MOVE 0x17 [09,01]
ENUN
UNCM 0x17 0x01
STAL 0x30
FADI 0x010
BACG 0x01
FADU 0x10
TEX1 0x814
REMA
UNCR 0x03 0x01
MOVE 0x03 [13,7]
STAL 0x10
UNCR 0x17 0x01
MOVE 0x17 [11,8]
ENUN
STAL 0x40
TEX1 0x815
REMA
LOU1 Bad
ENUN
CURF [1,0]
ENUN
TEX1 0x816
ENDA

Ending_event:
TEX1 0x818
ENDA

House:
FADI 0x10
BACG 0x01
FADU 0x10
TEX1 0x816
REMA
ENDA

Item1:
TEX1 0x817
REMA
ITGV 0x22
ENDA

Item2:
Tex1 0x818
REMA
ITGV 0x27
ENDA

Good:
UNIT 0x3 0x12 0x0 0x9 [2,9] [9,3] [0x1F,0x6B,0x6B,0x0] [00000000]
UNIT 0x17 0x39 0x0 0x8 [4,9] [8,4] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Bad:
UNIT 0x87 0x39 0x0 0x14 [1,0] [1,0] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]
UNIT 0x88 0x39 0x87 0xC [0,0] [0,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT 0x8A 0x39 0x87 0xC [0,1] [0,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]
UNIT

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: ????????

In Topic: Event issues

07 July 2015 - 02:29 PM

I switched END_MAIN to TURN and LOCA under their respective headings and I changed ENDA to AFEV under Misc_events. Now when I move a unit, the action menu pops up again! But after I select Wait, the unit freezes and does not proceed to become grayed out/actually wait so that the game ends up in another immovable state.

 

What's this CODE 0x00 command I've been seeing? It produces errors when I include it in my scripts.


In Topic: Event issues

07 July 2015 - 05:09 AM

Thanks! Half of these issues were fixed by not using DISA. I clearly didn't understand that one. But I still have the (much more gamebreaking) issue of the freezing. I now have player phases, and if I move any of my characters, they freeze in place before their action menu pops up, just like the enemies from before. I can't figure this one out, as it seems like the sort of thing the game itself would be handling rather than my code. (I'm betting I accidentally overwrote some important code).


In Topic: Map insertion issues.

04 July 2015 - 02:08 PM

I created another map with Mappy and inserted it and it looked fine but kept freezing. I changed it a bit so the terrain the tactician moves over was traversable and the freezing stopped. That last bit makes sense (though I'm surprised the tactician collision detects, considering all its movement is scripted), but I have no idea what's up with the former. Regardless, problem solved.