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| tutorial:learning-how-to-use-emevd [2025/02/24 22:23] – created admin | tutorial:learning-how-to-use-emevd [2026/03/12 17:11] (current) – positroncannon | ||
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| ====== Learning How To Use EMEVD ====== | ====== Learning How To Use EMEVD ====== | ||
| + | Author: Geeeeeorge/ | ||
| ===== Preamble ===== | ===== Preamble ===== | ||
| This tutorial is mostly based off of Dark Souls 1 EMEVD, however it is extremely compatible with the other Soulsborne games. Later titles will have access to commands and systems that allow for more complex tasks or easier implementation, | This tutorial is mostly based off of Dark Souls 1 EMEVD, however it is extremely compatible with the other Soulsborne games. Later titles will have access to commands and systems that allow for more complex tasks or easier implementation, | ||
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| Example of an basic event template: | Example of an basic event template: | ||
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| Event(1231231, | Event(1231231, | ||
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| When adding a new event, you must initialize it, otherwise it will never be run. In most cases you can initialize it at the very bottom of Event 0, but if desired you can initialize it under specific conditions or even from other events. | When adding a new event, you must initialize it, otherwise it will never be run. In most cases you can initialize it at the very bottom of Event 0, but if desired you can initialize it under specific conditions or even from other events. | ||
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| InitializeEvent(0, | InitializeEvent(0, | ||
| </ | </ | ||
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| The first value (I.E. the 0 in X0_4) identifies the parameter. With vanilla events this value increments by 4 for each additional parameter (0, 4, 8, 12). The second value (I.E. the 4 in X0_4) determines how much data it can store (bit length), but in 99% of cases " | The first value (I.E. the 0 in X0_4) identifies the parameter. With vanilla events this value increments by 4 for each additional parameter (0, 4, 8, 12). The second value (I.E. the 4 in X0_4) determines how much data it can store (bit length), but in 99% of cases " | ||
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| InitializeEvent(1, | InitializeEvent(1, | ||
| InitializeEvent(2, | InitializeEvent(2, | ||
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| The EndUnconditionally() command immediately ends or restarts the event when run. Unconditionally restarting events is very useful in a lot of situations, as it allows events to run repeatedly without restarting the event system. | The EndUnconditionally() command immediately ends or restarts the event when run. Unconditionally restarting events is very useful in a lot of situations, as it allows events to run repeatedly without restarting the event system. | ||
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| Event(1231231, | Event(1231231, | ||
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| The Skip commands skip over other commands, allowing for some more complex behavior. | The Skip commands skip over other commands, allowing for some more complex behavior. | ||
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| Event(1231231, | Event(1231231, | ||
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| MAIN is special, and will halt the event and repeatedly check all conditions until they are true. | MAIN is special, and will halt the event and repeatedly check all conditions until they are true. | ||
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| Event(1231231, | Event(1231231, | ||
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| AND | AND | ||
| Flag 222333 OR flag 666777 is true | Flag 222333 OR flag 666777 is true | ||
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| Event(1231231, | Event(1231231, | ||
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| Additionally, | Additionally, | ||
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| Event(1231231, | Event(1231231, | ||
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| When player no longer has special effect 1122 OR 2233, remove special effect 4455 | When player no longer has special effect 1122 OR 2233, remove special effect 4455 | ||
| Restart once the end has been reached. | Restart once the end has been reached. | ||
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| Event(123123, | Event(123123, | ||
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| If player is within 30 units of the character with Entity ID 3500312, wait 3 seconds and enable AI for the 3 enemies. | If player is within 30 units of the character with Entity ID 3500312, wait 3 seconds and enable AI for the 3 enemies. | ||
| If player rests at a bonfire, restart the event (immediately disabling AI until the player is close enough again). | If player rests at a bonfire, restart the event (immediately disabling AI until the player is close enough again). | ||
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| Event(13506000, | Event(13506000, | ||
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| If special effect 1 is lost at any point, special effect 2 is removed. | If special effect 1 is lost at any point, special effect 2 is removed. | ||
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| Event(51321060, | Event(51321060, | ||
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