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Event Assembler Questions Thread


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So my condition event of "If Erik is dead do all this" isn't working. Idk, I kept trying to fix it but I give up, -.-

#define DISABLE_TUTORIALS

#include EAstdlib.event
EventPointerTable(0x15,Pointers)
ORG 0x10A3810
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 Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [5,21] [5,19] [0x00] NoAI
UNIT Lyn_t LynLord 0x00 Level(1, Ally, 0) [5,21] [6,18] [0x00] NoAI
UNIT Heath WyvernKnight 0x00 Level(1, Ally, 0) [5,21] [7,19] [0x00] NoAI
UNIT Erk Mage 0x00 Level(1, Ally, 0) [5,21] [8,19] [0x00] NoAI
UNIT Matthew Thief 0x00 Level(1, Ally, 0) [5,21] [3,18] [0x00] NoAI
UNIT Dorcas Fighter 0x00 Level(1, Ally, 0) [5,21] [4,18] [0x00] NoAI
UNIT
Bad:
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [11,2] [11,2] [shortBow] AttackInRange
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [11,4] [11,4] [PoisonBow] AttackInRange
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [13,4] [13,4] [shortBow] AttackInRange
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [13,2] [13,2] [ironBow] AttackInRange
UNIT 0x6A Mercenary Vaida Level(1, Enemy, 0) [4,15] [4,15] [ironSword] NoAI
UNIT 0x6C Soldier Vaida Level(3, Enemy, 0) [6,14] [6,14] [steelSpear] NoAI
UNIT 0x6A Brigand Vaida Level(5, Enemy, 0) [8,15] [8,15] [ironAxe] NoAI
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [15,17] [15,17] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [16,10] [16,10] [Javelin] AttackInRange
UNIT 0x6C PegasusKnight Vaida Level(5, Enemy, 0) [17,6] [17,6] [ironSpear] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [0,9] [0,9] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [1,3] [1,3] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [5,2] [5,2] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [1,6] [1,6] [ironSpear] AttackInRange
UNIT 0x6C PegasusKnight Vaida Level(5, Enemy, 0) [15,12] [15,12] [ironSpear] AttackInRange
UNIT 0x6C Mage Vaida Level(5, Enemy, 0) [9,2] [9,2] [Thunder] Guard
UNIT 0x6B Mage Vaida Level(4, Enemy, 0) [10,3] [10,3] [Thunder] Guard
UNIT 0x6C Shaman Vaida Level(6, Enemy, 0) [12,5] [12,5] [Flux] Guard
UNIT 0x6C Shaman Vaida Level(5, Enemy, 0) [13,7] [13,7] [Flux] Guard
UNIT Vaida_Boss WyvernKnight Vaida Level(7, Enemy, 0) [7,11] [7,11] [shortBow, Longbow, SteelBow] AttackInRange
UNIT Erik Cavalier Vaida Level(2, Enemy, 0) [6,8] [6,8] [ironSpear] NoAI
UNIT 0x6A Cavalier Vaida Level(2, Enemy, 0) [8,9] [8,9] [ironSpear] NoAI
UNIT 0x6A Myrmidon Vaida Level(3, Enemy, 0) [6,13] [6,13] [ironSword] AttackInRange
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
TURN 0x06 Baddies [01, 99] 0x8 0x00 //This is the event I am trying to get to happen.
TURN 0x07 SecondWave [03, 99] 0x8 0x00
End_MAIN
Character_events:
End_MAIN
Location_events:
End_MAIN
Misc_events:
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
End_MAIN
TrapData:
End_MAIN
Opening_event:
HIDEMAP
LOU1 Bad
ENUN
LOU1 Sisters
ENUN
SHOWMAP
OOBB
STAL 10
LOU1 Good
ENUN
CURF Lyn_t
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0840
REMA
MOVE [4,15] Mercy
MOVE [6,14] Soldyr
MOVE [8,15] Briggy
ENUN
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0841
REMA
MOVE [6,13] Myrmy
ENUN
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0842
REMA
MOVE Vaida_Boss Kadven
ENUN
FIGH Vaida_Boss Heath Vaida_BossHeath $00000000
ENUN
STAL 10
TEX1 0x843
REMA
MOVE Vaida_Boss Kadven2
ENUN
ENDA
Ending_event:
MoveToChapter(0x04)
DefeatBoss(Ending_event)
ENDA
// Events //This shit never works. Its either Erik dies and the event does not get triggered or the event triggers regardless of the condition.
Baddies:
IFCD 0x05 Erik
CAM1 Lyn_t
CURF Lyn_t
STAL 10
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0845
REMA
CAM1 Vaida_Boss
CURF Vaida_Boss
TEX1 0x0846
REMA
STAL 10
LOU1 EnemyDudes1
ENUN
ELSE 0x02
ENIF 0x05
ENUF 0x06
ENIF 0x02
ENDA
SecondWave: // I wouldn't be surprised if the same thing happened here, too.
IFCD 0x02 Bug
CAM1 Vaida_Boss
CURF Vaida_Boss
TEX1 0x0847
REMA
STAL 10
LOU1 EnemyDudes2
ENUN
CHAI [11,2] PursueWithoutHeed
ENUN
CHAI [11,4] PursueWithoutHeed
ENUN
CHAI [12,3] PursueWithoutHeed
ENUN
CHAI [13,3] PursueWithoutHeed
ENUN
CHAI [13,4] PursueWithoutHeed
ENUN
ELSE 0x09
ENIF 0x02
ENUF 0x07
ENIF 0x09
ENDA
// Manual Movement
Briggy:
MOMA down left
ALIGN 4
Soldyr:
MOMA down down
ALIGN 4
Mercy:
MOMA down right
ALIGN 4
Myrmy:
MOMA up up
ALIGN 4
Kadven:
MOMA down down down down down down down
ALIGN 4
Kadven2:
MOMA up up up up up up up up up up right right right right up up up up up right
ALIGN 4
// Scripted Fights
Vaida_BossHeath:
AttackerMiss(00)
EndOfBattle
// Units
Sisters:
UNIT Guy Shaman_F 0x00 Level(4, Ally, 0) [15,19] [12,21] [Flux, Vulnerary] NoAI
UNIT Fiora Troubadour 0x00 Level(4, Ally, 0) [15,19] [13,21] [Heal, Vulnerary] NoAI
UNIT
EnemyDudes1:
UNIT 0x6A Nomad Kadven Level(4, Enemy, 0) [9,0] [9,0] [ironBow] PursueWithoutHeed
UNIT 0x6A Nomad Kadven Level(4, Enemy, 0) [10,0] [10,0] [ironBow] PursueWithoutHeed
UNIT 0x6A Cavalier Kadven Level(5, Enemy, 0) [9,0] [9,1] [Javelin] PursueWithoutHeed
UNIT Bug Soldier Kadven Level(6, Enemy, 0) [9,0] [10,1] [slimSpear, Javelin] PursueWithoutHeed
UNIT 0x6C Knight Kadven Level(4, Enemy, 0) [9,0] [8,1] [steelSpear] PursueWithoutHeed
UNIT 0x6C Knight Kadven Level(4, Enemy, 0) [9,0] [11,1] [steelSpear] PursueWithoutHeed
UNIT 0x6A Fighter Kadven Level(4, Enemy, 0) [0,21] [1,20] [ironAxe] PursueWithoutHeed
UNIT 0x6A Archer Kadven Level(4, Enemy, 0) [0,21] [1,18] [shortBow] PursueWithoutHeed
UNIT 0x6B Archer Kadven Level(4, Enemy, 0) [0,21] [3,21] [shortBow] PursueWithoutHeed
UNIT
EnemyDudes2:
UNIT 0x6C PegasusKnight Kadven Level(3, Enemy, 0) [17,21] [17,21] [Javelin] PursueWithoutHeed
UNIT 0x6C PegasusKnight Kadven Level(3, Enemy, 0) [16,19] [15,21] [Javelin] PursueWithoutHeed
UNIT 0x6C PegasusKnight Kadven Level(3, Enemy, 0) [16,19] [16,20] [slimSpear] PursueWithoutHeed
UNIT
// Shop Data
MESSAGE Events end at offset currentOffset

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Erik is an enemy unit, and therefore technically a Gen-Erik (haha). That means that his character data doesn't get loaded into the RAM the same way player characters do, and the game doesn't ever make a note of the fact that he's dead or alive. The best thing to do would be to attach an event ID to his death quote instead and use that, although this may sometimes not work as well (for unknown reasons).

If that is the case and the above doesn't work for you, you may have to turn his death quote into an event and flag an event ID as true through there. This is slightly more complicated so I'll give you instructions only if you need them. Try the first one first, though.

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Alright, well I tried to attach the event to the death quote. I don't really know what I'm doing but in Nightmare I did this:

Q2fMzwy.png

I pointed it to 0x06 because in the event script i set the event to that pointer.

as for the 0x10 I have no idea what I was supposed to put so I went to Paul's and used his idk =|

in events I switched things up to this

#define DISABLE_TUTORIALS

#include EAstdlib.event
EventPointerTable(0x15,Pointers)
ORG 0x10A3810
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 Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [5,21] [5,19] [0x00] NoAI
UNIT Lyn_t LynLord 0x00 Level(1, Ally, 0) [5,21] [6,18] [0x00] NoAI
UNIT Heath WyvernKnight 0x00 Level(1, Ally, 0) [5,21] [7,19] [0x00] NoAI
UNIT Erk Mage 0x00 Level(1, Ally, 0) [5,21] [8,19] [0x00] NoAI
UNIT Matthew Thief 0x00 Level(1, Ally, 0) [5,21] [3,18] [0x00] NoAI
UNIT Dorcas Fighter 0x00 Level(1, Ally, 0) [5,21] [4,18] [0x00] NoAI
UNIT
Bad:
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [11,2] [11,2] [shortBow] AttackInRange
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [11,4] [11,4] [PoisonBow] AttackInRange
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [13,4] [13,4] [shortBow] AttackInRange
UNIT 0x6C WyvernKnight Vaida Level(4, Enemy, 0) [13,2] [13,2] [ironBow] AttackInRange
UNIT 0x6A Mercenary Vaida Level(1, Enemy, 0) [4,15] [4,15] [ironSword] NoAI
UNIT 0x6C Soldier Vaida Level(3, Enemy, 0) [6,14] [6,14] [steelSpear] NoAI
UNIT 0x6A Brigand Vaida Level(5, Enemy, 0) [8,15] [8,15] [ironAxe] NoAI
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [15,17] [15,17] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [16,10] [16,10] [Javelin] AttackInRange
UNIT 0x6C PegasusKnight Vaida Level(5, Enemy, 0) [17,6] [17,6] [ironSpear] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [0,9] [0,9] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [1,3] [1,3] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [5,2] [5,2] [Javelin] AttackInRange
UNIT 0x6A PegasusKnight Vaida Level(3, Enemy, 0) [1,6] [1,6] [ironSpear] AttackInRange
UNIT 0x6C PegasusKnight Vaida Level(5, Enemy, 0) [15,12] [15,12] [ironSpear] AttackInRange
UNIT 0x6C Mage Vaida Level(5, Enemy, 0) [9,2] [9,2] [Thunder] Guard
UNIT 0x6B Mage Vaida Level(4, Enemy, 0) [10,3] [10,3] [Thunder] Guard
UNIT 0x6C Shaman Vaida Level(6, Enemy, 0) [12,5] [12,5] [Flux] Guard
UNIT 0x6C Shaman Vaida Level(5, Enemy, 0) [13,7] [13,7] [Flux] Guard
UNIT Vaida WyvernKnight Vaida Level(7, Enemy, 0) [7,11] [7,11] [shortBow, Longbow, SteelBow] AttackInRange
UNIT Erik Cavalier Vaida Level(2, Enemy, 0) [6,8] [6,8] [ironSpear] NoAI
UNIT 0x6A Cavalier Vaida Level(2, Enemy, 0) [8,9] [8,9] [ironSpear] NoAI
UNIT 0x6A Myrmidon Vaida Level(3, Enemy, 0) [6,13] [6,13] [ironSword] AttackInRange
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
//TURN 0x06 Baddies [01, 99] 0x8 0x00
//TURN 0x07 SecondWave [03, 99] 0x8 0x00
End_MAIN
Character_events:
End_MAIN
Location_events:
End_MAIN
Misc_events:
AFEV 0x0 Baddies 0x06 // Its 0x06 because I pointed Erik's deathquote to 0x06 and yeah idk.
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
End_MAIN
TrapData:
End_MAIN
Opening_event:
HIDEMAP
LOU1 Bad
ENUN
LOU1 Sisters
ENUN
SHOWMAP
OOBB
STAL 10
LOU1 Good
ENUN
CURF Lyn_t
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0840
REMA
MOVE [4,15] Mercy
MOVE [6,14] Soldyr
MOVE [8,15] Briggy
ENUN
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0841
REMA
MOVE [6,13] Myrmy
ENUN
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0842
REMA
MOVE Vaida Kadven
ENUN
FIGH Vaida Heath VaidaHeath $00000000
ENUN
STAL 10
TEX1 0x843
REMA
MOVE Vaida Kadven2
ENUN
ENDA
Ending_event:
MoveToChapter(0x04)
DefeatBoss(Ending_event)
ENDA
// Events
Baddies: // I removed the condition event parts
CAM1 Lyn_t
CURF Lyn_t
STAL 10
FADI 10
BACG 0x1D
FADU 10
TEX1 0x0845
REMA
CAM1 Vaida
CURF Vaida
TEX1 0x0846
REMA
STAL 10
LOU1 EnemyDudes1
ENDA
//SecondWave:
CAM1 Vaida
CURF Vaida
TEX1 0x0847
REMA
STAL 10
LOU1 EnemyDudes2
ENUN
CHAI [11,2] PursueWithoutHeed
ENUN
CHAI [11,4] PursueWithoutHeed
ENUN
CHAI [12,3] PursueWithoutHeed
ENUN
CHAI [13,3] PursueWithoutHeed
ENUN
CHAI [13,4] PursueWithoutHeed
ENDA
// Manual Movement
Briggy:
MOMA down left
ALIGN 4
Soldyr:
MOMA down down
ALIGN 4
Mercy:
MOMA down right
ALIGN 4
Myrmy:
MOMA up up
ALIGN 4
Kadven:
MOMA down down down down down down down
ALIGN 4
Kadven2:
MOMA up up up up up up up up up up right right right right up up up up up right
ALIGN 4
// Scripted Fights
VaidaHeath:
AttackerMiss(00)
EndOfBattle
// Units
Sisters:
UNIT Guy Shaman_F 0x00 Level(4, Ally, 0) [15,19] [12,21] [Flux, Vulnerary] NoAI
UNIT Fiora Troubadour 0x00 Level(4, Ally, 0) [15,19] [13,21] [Heal, Vulnerary] NoAI
UNIT
EnemyDudes1:
UNIT 0x6A Nomad Vaida Level(4, Enemy, 0) [9,0] [9,0] [ironBow] PursueWithoutHeed
UNIT 0x6A Nomad Vaida Level(4, Enemy, 0) [10,0] [10,0] [ironBow] PursueWithoutHeed
UNIT 0x6A Cavalier Vaida Level(5, Enemy, 0) [9,0] [9,1] [Javelin] PursueWithoutHeed
UNIT Bug Soldier Vaida Level(6, Enemy, 0) [9,0] [10,1] [slimSpear, Javelin] PursueWithoutHeed
UNIT 0x6C Knight Vaida Level(4, Enemy, 0) [9,0] [8,1] [steelSpear] PursueWithoutHeed
UNIT 0x6C Knight Vaida Level(4, Enemy, 0) [9,0] [11,1] [steelSpear] PursueWithoutHeed
UNIT 0x6A Fighter Vaida Level(4, Enemy, 0) [0,21] [1,20] [ironAxe] PursueWithoutHeed
UNIT 0x6A Archer Vaida Level(4, Enemy, 0) [0,21] [1,18] [shortBow] PursueWithoutHeed
UNIT 0x6B Archer Vaida Level(4, Enemy, 0) [0,21] [3,21] [shortBow] PursueWithoutHeed
UNIT
EnemyDudes2:
UNIT 0x6C PegasusKnight Vaida Level(3, Enemy, 0) [17,21] [17,21] [Javelin] PursueWithoutHeed
UNIT 0x6C PegasusKnight Vaida Level(3, Enemy, 0) [16,19] [15,21] [Javelin] PursueWithoutHeed
UNIT 0x6C PegasusKnight Vaida Level(3, Enemy, 0) [16,19] [16,20] [slimSpear] PursueWithoutHeed
UNIT
// Shop Data
MESSAGE Events end at offset currentOffset

I'm really just winging this hahaha
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I pointed it to 0x06 because in the event script i set the event to that pointer.

as for the 0x10 I have no idea what I was supposed to put so I went to Paul's and used his idk =|

Gold star for effort, but "Pointer to event" isn't used in this case. "Trigger event ID" is the one that you want to change to 0x06 as that flags 0x06 as "true" and will thus allow your event to happen :):

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When trying to assemble, I get these errors:

2 errors encountered:
File Testevents1.txt, Line 22, Column 2: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom, Atom, Atom, Atom] [[Atom, Atom, Atom, Atom]]
File Testevents1.txt, Line 26, Column 2: Incorrect parameters in code UNIT Atom Atom Atom Atom [Atom, Atom] [Atom, Atom] [Atom, Atom, Atom, Atom] [[Atom, Atom, Atom, Atom]]

As you can guess, those are my units. Here's their respective declarations:

    UNIT Eliwood EliwoodLord 0x00 Level(1,Enemy,False) [4,4] [4,4] [0x00, 0x00, 0x00, 0x00] [NoAI]
    UNIT Hector HectorLord 0x00 Level(1,Ally,False) [5,5] [5,5] [0x00, 0x00, 0x00, 0x00] [NoAI]

What am I doing wrong?

Edited by 0 - The Fool
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Thanks! Fixing that got the event to compile correctly. However, when the chapter starts, everything's black. It's still playable, just impossible to see. It fixes itself if you close the game and repoen it, though. Here's a link to my events, and I've already tried putting the fade in/out from black commands in Opening_event to no success. What should I do now?

Edited by 0 - The Fool
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House3:

IFCA 0 0x01 Matthew

JUMP MatthewVisits

ELSE 0x02

ENIF 0x01

FADI 10

BACG 0x02

FADU 10

TEX1 0x0817

VCWF 1

LOU1 FogSneakAttack

ENUN

ENIF 0x02

ENDA


When using this code it works fine until the fog activates. Then all of my Units go invisible unless the cursor is on them and they haven't moved yet. Also i cant look around the map only what is on screen and stuff like this happens.WGbbxso.png


And is there a list of all the commands and what they do somewhere?
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And is there a list of all the commands and what they do somewhere?

Your best bet is EAstdlib Macro and Command List.txt and/or Event assembler language.txt

Can you please post the whole events file? It doesn't help us much to post only one section if it has pointers to other possibly erroneous sections

Also, you never REMA'd out of your TEX1 which may cause some issues

Edited by Agro
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Here is the whole code

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech
 
#define DISABLE_TUTORIALS
#include EAstdlib.event
//#define MAP_OFFS 0xDA0000
// Write a pointer to the map for you so you don't have to do it yourself
 
//EventPointerTable(0x06,MAP_OFFS)
 
//EventPointerTable(0x01,Chapter)
 
ORG 0xD80000
Chapter:
POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event EndingEvent
 
Bad:
UNIT
 
Good:
UNIT Eliwood Cavalier 0x00 Level(1,Ally,False) [0,3] [0,3] [SlimSword] [0x00,0x00,0x00,0x00]
UNIT
 
BadBecomeGood: 
UNIT Nergal Shaman 0x01 Level(1,Ally,False) [0,1] [1,2] [Flux] [0x00,0x00,0x00,0x00]
UNIT
 
AntiSerrA:
UNIT Matthew Bishop 0x01 Level(4,Ally,False) [12,1] [10,1] [Silence] [0x00,0x00,0x00,0x00]
UNIT
 
YOUMUSTDIE:
UNIT Bandit General 0x00 Level(20,Enemy,False) [3,1] [3,1] [0x19] [0x00,0x03,0x09,0x00]
UNIT Bandit General 0x00 Level(20,Enemy,False) [1,1] [1,1] [0x19] [0x00,0x03,0x09,0x00]
UNIT Bandit General 0x00 Level(20,Enemy,False) [2,0] [2,0] [0x19] [0x00,0x03,0x09,0x00]
UNIT Bandit General 0x00 Level(20,Enemy,False) [2,2] [2,2] [0x19] [0x00,0x03,0x09,0x00]
UNIT
 
DatPain:
UNIT Marcus Soldier 0x01 Level(20,Ally,False) [16,1] [16,2] [SilverSpear] [0x00,0x00,0x00,0x00]
UNIT
 
//Elf:
//UNIT Sain Archer 0x01 Level(1,Ally,False) [] [] [] [0x00,0x00,0x00,0x00]
 
Troll:
UNIT Kent Berserker 0x00 Level(20,Enemy,False) [15,10] [15,10] [0x23] [0x00,0x03,0x00,0x20]
UNIT
 
NergRecru1t:
UNIT MorphUrsula Valkyrie 0x00 Level(8, Enemy, 0) [6,1] [6,3] [Purge, Berserk] AttackInRange
END_MAIN
 
FogSneakAttack:
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [1,19] [1,19] [HandAxe] [0x00,0x03,0x09,0x00]
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [3,19] [3,19] [HandAxe] [0x00,0x03,0x09,0x00]
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [5,19] [5,19] [HandAxe] [0x00,0x03,0x09,0x00]
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [7,19] [7,19] [HandAxe] [0x00,0x03,0x09,0x00]
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [9,19] [9,19] [HandAxe] [0x00,0x03,0x09,0x00]
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [11,19] [11,19] [HandAxe] [0x00,0x03,0x09,0x00]
UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [13,19] [13,19] [HandAxe] [0x00,0x03,0x09,0x00]
 
TurnEvents:
// Comment out or remove this line if you have a prep screen.
TURN 0x0 Opening_event [1,0] 0x0 0x0
TURN
 
CharacterEvents:
//CHAR
//CharacterEvent(0x0,Talk,Nergal:0x44,MorphUrsula:0xF8) 
END_MAIN
 
LocationEvents:
House(0x05,House1,0,1)
House(0x06,House2,2,1)
House(0x07,House3,4,1)
House(0x08,House4,8,1)
House(0x09,House5,12,1)
House(0x0A,House6,14,1)
House(0x0B,House7,16,1)
House(0x0C,TrollBridgeHouse,14,11)
House(0x0D,Urshouse,6,3)
//LOCA
END_MAIN
 
MiscEvents:
CauseGameOverIfLordDies
//AFEV
END_MAIN
 
Opening_event:
// Change to ENDB if you have prep screen.
LOU1 Good
ENUN
FADI 10
BACG 0x02
FADU 10
TEX1 0x0809
REMA
OOBB
ENDA
 
House1:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0810
REMA
LOU1 BadBecomeGood
ENUN
ENDA
 
House2:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0811
REMA 
LOU1 YOUMUSTDIE
ENUN
ENDA
 
House3:
IFCA 0 0x01  Matthew
JUMP MatthewVisits
ELSE 0x02
ENIF 0x01
FADI 10
BACG 0x02
FADU 10
TEX1 0x0817
REMA
VCWF 1
LOU1 FogSneakAttack
ENUN
ENIF 0x02
ENDA
 
House4:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0813
REMA 
ITGV 0x88
ENDA
 
House5:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0813
REMA 
LOU1 AntiSerrA
ENUN 
ENDA
 
House6:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0814
REMA 
ENDA
 
House7:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0815
REMA 
LOU1 DatPain
ENUN
ENDA
 
TrollBridgeHouse:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0816
REMA 
STAl 10
MAC1 0x01 0x0
STAL 10
ENUN
LOU1 Troll
ENUN
ENDA
 
Urshouse:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0818
REMA
LOU1 NergRecru1t
ENUN 
ENDA
 
MatthewVisits:
FADI 10
BACG 0x02
FADU 10
TEX1 0x0812
REMA 
ENDA
 
 
EndingEvent:
//MNCH 0x__
//STAL 1
//_0x1
//ENDA
 
BallistaData:
//BLST
FIRE [14,1] 0x0 [1,1]
ALIGN 4
ENDA
 
 
 
//MESSAGE Events end at offset currentOffset
//MESSAGE The map for this chapter is at offset MAP_OFFS

Edited by Shamison
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FogSneakAttack:

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [1,19] [1,19] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [3,19] [3,19] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [5,19] [5,19] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [7,19] [7,19] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [9,19] [9,19] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [11,19] [11,19] [HandAxe] [0x00,0x03,0x09,0x00]

UNIT BlackFang Fighter 0x00 Level(10,Enemy,False) [13,19] [13,19] [HandAxe] [0x00,0x03,0x09,0x00]

You need an empty "UNIT" at the bottom of this :): Edited by Agro
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