Noob question: trying to make an event for FE6 ROM Hack, but text plays during the wrong scene despite the event being different

So I was working on a personal hack for FE6, and I’ve run into a snag while rewriting the cutscenes. For some reason (and I split the conversation between Roy and Eliwood in half), despite having tagged the second half to play with the MORETEXT command, the event that plays on Damas’s first turn plays instead of that cut scene, and I dunno if I’m doing something wrong or I’m not implementing the right code. Here’s what the event script looks like, by the way:

3600000027000000 //[music:0x27 Triumph]BGM playing(MUSC)
4300000010000000470000000300000005000000440000001000000048000000 //Background image readingBackground:0x5
070000001000000008000000 //To next conversation[Conversation:0x10 Father! Lilina! We’]
0800000011000000 //MORETEXT[Text_to_show:0x11 Now, with that out o]
2000000000000000A5C10608 //Branch_if_ASM_routine_returns_ 0[Conditional ID:0x0]ASM:0x806C1A5 IsSurvival UnitID 0x09 Bors
0800000012000000 //MORETEXT[Text_to_show:0x12 Mmmm… Hello there]
1B00000000000000 //LABEL[Conditional ID:0x0]
0800000013000000 //MORETEXT[Text_to_show:0x13 Take care, Roy. I w]
0A000000 //_0A
05000000 //Conversation end command(REMA)
0200000040000000 //[Duration (1/60 second):64 frame sec(1.0667 sec)]Wait(STAL)
3D00000002000000 //[Next Map:0x2 ]Next chapter Call up save screen(MNCH)
0200000001000000010000000600000000000000 //End part of event call2

Sorry if this is a stupid question, this is just new to me. Thank you!

Hmmm, l am unsure what your issue is. Are you saying the Damas event is playing or the text? Your provided event looks fine, so l can only assume you’ve accidentally pointed to the wrong event somewhere. Double-check your end event and castle-seize event for what they’re pointing to.

If you’re still not sure, you might need to upload a Report.7z if you’re using FEBuilder so we can look through it ourselves. (You might not be allowed to since you’re new to the site, though)

Edit: Wait, what is “To next conversation”? l know FEBuilder lists it as a command, but it also lists type 07 as having only one parameter. Try changing the first text command to Shows_text_normally[TEXT:Text_to_show](TEXT).

Okay, thanks. I’ve uploaded the Report.7z on Google Docs. How do I share it? It’s not letting me upload it, despite me having the Basic status.

FE6 is a bit tricky to work with, because it will produce random nonsense if the events are set incorrectly. In this example, it runs one of Damas’ textstrings arbitrarily for a reason nobody seems to know(I also don’t).

Here’s a thing: More text to show seems to only work if the eventcode that innitialized the text was “Conversation display(Text)(LOW)”(Correct me if I am wrong). And a neat cheat is to just always use this when in doubt because while there are other commands for text, this always seems to work without any known drawback. However, of note, FEBuilder from my experience will try to “simplify” it into something incorrect if these two commands are right next to each other.(Also happens with a few other command-pairs) An easy fix is to just place a null-command(I personally use Conditional Labels that aren’t jumped to in the event) between them if there is nothing else.

Also little bit of trivia: There is a “more text”-command that doesn’t seem to be properly recognized by Builder(Is just listed as a useless word-command when it actually does something), which can easily mess up event edits. That is how I actually got the habit of using the earlier combination.

Ahhh, that may actually help! I’ll try that. Though how do I implement it in either the Text Box or the Event Scripter?

I don’t think it’s random nonsense, it’s doing exactly what it thinks it should be doing. l think 7743 made a mistake with one of the event command templates. The reason the example event is giving a Damas dialogue is because it’s executing an erroneously extra MORETEXT, thus causing it to read the following MORETEXT right after as a parameter.

l spoke too soon and l should have erased my message when l found out what was wrong. Try changing the first text command to Shows_text_normally[TEXT:Text_to_show](TEXT). That should fix it. The rest of your text commands are correct.

I also had the same issue with other commands. While other games would throw less strange errors with improperly set events, FE6 always seemed to give me some random text, most of the time related to damas. That is why I said “random nonsense”, because I can seriously not imagine what’s going on.(Though it doesn’t really matter because one should always try to have stable events anyhow)

Didn’t work. It just messed up the event altogether.

3600000027000000 //[music:0x27 Triumph]BGM playing(MUSC)
4300000010000000470000000300000005000000440000001000000048000000 //Background image readingBackground:0x5
070000001000000008000000 //To next conversation[Conversation:0x10 Father! Lilina! We’]
110000002000000000000000 //Move Setting[Character A:0x20 Astolfo]toCharacter B:0x0
A5C10608 //WORD
0800000012000000 //MORETEXT[Text_to_show:0x12 Mmmm… Hello there]
1B00000000000000 //LABEL[Conditional ID:0x0]
0800000013000000 //MORETEXT[Text_to_show:0x13 Take care, Roy. I w]
0A000000 //_0A
05000000 //Conversation end command(REMA)
0200000040000000 //[Duration (1/60 second):64 frame sec(1.0667 sec)]Wait(STAL)
3D00000002000000 //[Next Map:0x2 ]Next chapter Call up save screen(MNCH)
0200000001000000010000000600000000000000 //End part of event call2

The numbers look correct, so it should work fine in-game. l have reported this issue to 7743, so it should look sensible once the FEbuilder update goes through.

Thanks. It’s really kinda frustrating given that I’m trying to work out a scene but hit a huge rut. You’re a life-saver, lol.