Shamison Posted March 2, 2014 Share Posted March 2, 2014 you justload them normally? So for example you have village code and whatnot then (LOU1 Good3)with Good3 leading to the unit? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 2, 2014 Author Share Posted March 2, 2014 yes Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 2, 2014 Share Posted March 2, 2014 If you're in lyn's mode you need to have tutorial (_t) characters eg Kent_t, Sain_t, Wil_t Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 2, 2014 Share Posted March 2, 2014 If you're in lyn's mode you need to have tutorial (_t) characters eg Kent_t, Sain_t, Wil_t Okay but regular characters have been working fine other then palettes that needed to be fixed. Quote Link to comment Share on other sites More sharing options...
ghast Posted March 5, 2014 Share Posted March 5, 2014 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 Quote Link to comment Share on other sites More sharing options...
Agro Posted March 5, 2014 Share Posted March 5, 2014 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. Quote Link to comment Share on other sites More sharing options...
ghast Posted March 5, 2014 Share Posted March 5, 2014 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: 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 Quote Link to comment Share on other sites More sharing options...
Agro Posted March 5, 2014 Share Posted March 5, 2014 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 Quote Link to comment Share on other sites More sharing options...
ghast Posted March 5, 2014 Share Posted March 5, 2014 yahoo! it is fixed! Thank you!! :D Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 10, 2014 Share Posted March 10, 2014 Error is "incorrect parameters in cod IFCA Atom Atom." My parameters are 0x01 and Matthew. What did I do wrong? Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 10, 2014 Share Posted March 10, 2014 You need a 0x00 after the ifca I think Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 10, 2014 Author Share Posted March 10, 2014 IFCA has three parameters Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 10, 2014 Share Posted March 10, 2014 I fixed it already it needed a 0 after IFCA Quote Link to comment Share on other sites More sharing options...
0 - The Fool Posted March 11, 2014 Share Posted March 11, 2014 (edited) 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 March 11, 2014 by 0 - The Fool Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 11, 2014 Author Share Posted March 11, 2014 it's NoAI, not [NoAI] this is a dumb result of the way the macros were defined and i really think it should be fixed Quote Link to comment Share on other sites More sharing options...
0 - The Fool Posted March 11, 2014 Share Posted March 11, 2014 (edited) 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 March 11, 2014 by 0 - The Fool Quote Link to comment Share on other sites More sharing options...
BoxMulder Posted March 11, 2014 Share Posted March 11, 2014 You need a Turn 1 Player Phase event that calls the Out of Black (OOBB) event. if you don't have a prep screen then you should have one by default, and if you do have a prep screen you need to add one in. Quote Link to comment Share on other sites More sharing options...
blyegg Posted March 11, 2014 Share Posted March 11, 2014 Alternatively, you can change Fade to black -> fade to map in the Chapter Data Editor nightmare module, I think. Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 12, 2014 Share Posted March 12, 2014 (edited) I'm pretty sure that doesn't do anything significant Edited March 12, 2014 by Brendor the Barbarian Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 15, 2014 Share Posted March 15, 2014 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. And is there a list of all the commands and what they do somewhere? Quote Link to comment Share on other sites More sharing options...
Agro Posted March 15, 2014 Share Posted March 15, 2014 (edited) 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 March 15, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 15, 2014 Share Posted March 15, 2014 (edited) 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 March 15, 2014 by Shamison Quote Link to comment Share on other sites More sharing options...
Agro Posted March 15, 2014 Share Posted March 15, 2014 (edited) 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 March 15, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 15, 2014 Share Posted March 15, 2014 Thanks but how do I fix the fog? Quote Link to comment Share on other sites More sharing options...
Lamia Posted March 16, 2014 Share Posted March 16, 2014 just a question for future use, is there a function for a certain event to happen every turn? (player and/or enemy) Quote Link to comment Share on other sites More sharing options...
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