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Are you running a version of .NET greater than or equal to 4.0.3? If you're not sure where to find the version, in Windows you can find it by going to the Control Panel -> Programs and Features and looking for 'Microsoft .NET Framework'.

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Are you running a version of .NET greater than or equal to 4.0.3? If you're not sure where to find the version, in Windows you can find it by going to the Control Panel -> Programs and Features and looking for 'Microsoft .NET Framework'.

Actually I went and downloaded the latest version of .Net from Microsoft (Version 4.6)

and now EA finally opens up.

Error v4.0.30319 seems quite popular with many videos. But ignore all of them shilling clickbait videos and sites.

Just get the latest version from MS...

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A more sure fire way is to:

1) Find enough free space to house a whole new set of events.

2) Remove all 'ORG $offset' lines in the event file you want to edit.

3) Move the PointerList to the top of the file.

4) Put a 'ORG $yourFreeSpaceOffset' before the PointerList

5) Put an ALIGN 4 after the trap data, or move the trap data to the end of the file (your choice).

6) Edit to your heart's content.

Example file of the prologue where I added Gilliam in, plus an extra fighter:

#include EAstdlib.event // this let's me use things like 'Eirika' and 'IronAxe', instead of '0x01' or '0x1F'

ORG 0xB2E800 // A free space offset I found, choose whatever is appropriate for you.
PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno1 Dunno2 Dunno3 Tutorial
POIN Traps1 Traps2
POIN Units1 Units1
POIN $0 $0 $0
POIN $0 $0 $0
POIN BeginningScene EndingScene

label35:
_0x1020 0x1
_0x0220 0x2
_0x0320 0x8
_SETCONDITION 0x0 0xC 0x0
FADU 16
ENIF 0x0
_0x1020 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET

label20:
_0x1020 0x4
ASMC 0x85375
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET

Units1:
UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT Gilliam Knight 0 0x8 [1,1] 0b 0x0 0x0 0x0000000 [IronLance,Vulnerary] NoAI
UNIT

label36:
UNIT 0x68 0x3F 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B3BFC [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0]
UNIT 0x82 0x3F 0x0 0xC [14,7] 0b 0x0 0x1 0x8B3C04 [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0]
UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x1 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0]
UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x0 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B3CA0 and the new ending offset is CURRENTOFFSET

label28:
UNIT 0xC5 0x73 0x0 0x8 [13,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1 0x2 0x0 0x8 [14,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x7 0x0 0x8 [15,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x5 0xB 0x0 0x8 [11,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x6 0xB 0x0 0x8 [15,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x3 0x9 0x0 0x8 [7,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xC0 0x9 0x0 0x8 [10,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x4 0x5 0x0 0x8 [11,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label29:
UNIT 0xF 0x4E 0x0 0x8 [9,15] 0b 0x0 0x3 0x8B3CA0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label32:
UNIT 0x6B 0xB 0x0 0xC [13,10] 0b 0x0 0x1 0x8B3CB8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x40 0x4F 0x0 0xC [12,11] 0b 0x0 0x1 0x8B3CC0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label30:
UNIT 0x80 0x2D 0x0 0xC [5,1] 0b 0x0 0x1 0x8B3CC8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x80 0x2D 0x0 0xC [5,2] 0b 0x0 0x1 0x8B3CD0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x80 0x2F 0x0 0xD [19,10] 0b 0x0 0x1 0x8B3CD8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x80 0x2F 0x0 0xD [20,10] 0b 0x0 0x1 0x8B3CE0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label31:
UNIT 0x83 0x35 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CE8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x83 0x35 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3CF0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x84 0x7 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CF8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x84 0x7 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D00 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x85 0x29 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3D08 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x85 0x29 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D10 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B3F20 and the new ending offset is CURRENTOFFSET

label33:
UNIT 0x2 0x7 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F20 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x4 0x5 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F30 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1 0x2 0x0 0x8 [6,5] 0b 0x0 0x1 0x8B3F40 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

label34:
UNIT 0x45 0x23 0x0 0x2C [14,5] 0b 0x0 0x2 0x8B3F48 [0x17,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x80 0x1F 0x0 0xD [14,4] 0b 0x0 0x1 0x8B3F58 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x1 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x0 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $8B4008 and the new ending offset is CURRENTOFFSET

TurnBasedEvents:
TURN 0x0 label15 [1,0] 0x8
TURN 0x0 label16 [2,0] 0x0
TURN 0x0 label17 [3,0] 0x0
TURN 0x8 label18 [1,255] 0x8
END_MAIN

CharacterBasedEvents:
END_MAIN

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
AFEV 0x3 EndingScene 0x2
AFEV 0x7 label19 0x0
AFEV 0x0 label20 0x65
END_MAIN

Dunno1:
END_MAIN

Dunno2:
END_MAIN

Dunno3:
END_MAIN

Tutorial:
WORD 0x89EF2B0 0x89EF328 0x89EF388 0x89EF398
WORD 0x89EF46C 0x89EF4EC 0x89EF50C 0x89EF53C
WORD 0x89EF56C 0x89EF5A8 0x89EF6E0 0x89EF758
WORD 0x89EF7B8 0x89EF7C8 0x89EF7FC
END_MAIN



label24:
_0x1927
_SETCONDITION 0x0 0xC 0x0
_CALL_HELL
ENIF 0x0
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET

label22:
_0x0320 0x8
_SETCONDITION2 0x80BD 0xC 0x0
FADI 16
ENIF 0x80BD
TEXTSTART
_0x2220
FADU 16
ENDA

label21:
_0x0320 0x8
_SETCONDITION2 0x80D2 0xC 0x0
FADI 16
ENIF 0x80D2
_0x1A21
_0x2140 0xFFFF 0x0 0x0
FADU 16
ENDA

label25:
CALL label21
_0x0620 0x32
TEXTSHOW 0xFFFF
TEXTEND
CALL label22
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET

BeginningScene:
CALL label23
_SETVAL 0x2 0x89EF1BC
CALL label24
_0x1927
_SETCONDITION2 0x0 0xC 0x0
ASMC 0xCF461
ENIF 0x0
_0x0229 0x8
_LOAD1 0x1 Units1
ENUN
_SETVAL 0x1 0xD
_0x3425 0x2
CUMO 0x1
STAL 60
CURE
MUNO
_SETVAL 0x2 0x1D
_SETVAL 0x3 0x90D
CALL label25
MUSI
_MOVE 0x18 0x2 [4,4]
ENUN
CUMO 0x2
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x90E
TEXTEND
REMA
_SETVAL 0x2 0x89EF27C
CALL label24
_WARP 0x0 0x1 [4,5]
ENUN
CALL label26
CALL label27
_0x0228 0x7
ENDA

label23:
_SETVAL 0xB 0xA000E
LOMA 0x10
_LOAD2 0x1 label28
ENUN
FADU 16
MUS1 0x26
TEX8 0x664 [8,8]
_LOAD1 0x1 label29
ENUN
_0x2620 0xE
CUMO 0xF
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x903
TEXTEND
REMA
MOVE 0xF [13,11]
ENUN
DISA 0xF
_MOVE2 0x0 0x1 0x0
ENUN
CUMO 0x1
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x904
TEXTEND
REMA
_MOVE1 0x0 0x2 0x1
ENUN
DISA 0x1
CUMO 0x2
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x905
TEXTEND
REMA
MOVE 0x2 [13,11]
_SETVAL 0xD 0x0
_SETVAL 0x1 0x10C
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x2CC
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_MOVE3 0x0 0x4 0x0
ENUN
DISA 0x2
DISA 0x4
MOVE 0x5 [11,4]
MOVE 0x6 [15,4]
ENUN
_MOVE2 0x0 0x5 0x1
_MOVE2 0x0 0x6 0x0
ENUN
_LOAD1 0x1 label30
ENUN
_LOAD1 0x1 label31
ENUN
_LOAD1 0x1 label32
ENUN
CUMO 0xC5
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x906
TEXTEND
FADI 2
REMA
_0x0220 0x2
_0x342A 0x0
_0x342C 0x0
_0x342B 0x0
_SETVAL 0xB 0x0
LOMA 0x40
FADU 16
_LOAD2 0x1 label33
ENUN
CUMO 0x2
STAL 60
CURE
_SETVAL 0x2 0x1D
_SETVAL 0x3 0x907
CALL label25
_SETVAL 0xD 0x0
_SETVAL 0x1 0x104
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x84
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x80
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_MOVE3 0x0 0x4 0x0
ENUN
DISA 0x4
CUMO 0x2
STAL 60
CURE
_SETVAL 0x2 0x1D
_SETVAL 0x3 0x908
CALL label25
_LOAD1 0x1 label34
ENUN
_MOVE2 0x0 0x2 0x1
ENUN
_MOVE2 0x0 0x1 0x0
ENUN
CUMO 0x45
STAL 60
CURE
_SETVAL 0x2 0x1D
_SETVAL 0x3 0x909
CALL label25
_MOVE2 0x0 0x45 0x0
ENUN
_SETVAL 0xD 0x0
_SETVAL 0x1 0x20000
_SAVEFORBATTLE
_SETVAL 0x1 0x1
_SAVEFORBATTLE
_SETVAL 0x1 0xFFFFFFFF
_SAVEFORBATTLE
FIG1 0x2 0x45 0x0
CUMO 0x2
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x90B
TEXTEND
REMA
_MOVE2 0x8 0x2 0x0
ENUN
DISA 0x1
_SETVAL 0xD 0x0
_SETVAL 0x1 0x18104
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x18084
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_SETVAL 0x1 0x18080
_SAVEFORBATTLE
_SETVAL 0x1 0x0
_SAVEFORBATTLE
_MOVE3 0x0 0x2 0x0
ENUN
DISA 0x2
CUMO 0x45
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x90C
TEXTEND
REMA
FADI 16
_0x0220 0x2
_0x342A 0x0
_0x342C 0x0
_0x342B 0x0
_SETVAL 0xB 0x0
LOMA 0x0
FADU 16
ENDA

label26:
CUMO 0x2
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x90F
TEXTEND
REMA
CALL label35
_SETVAL 0x3 0x9
_GIVEITEMTO 0x1
_SETVAL 0x2 0x89EF828
CALL label24
ENDA

label27:
_LOAD1 0x1 label36
ENUN
CUMO 0x68
STAL 60
CURE
MUS1 0x13
TEXTSTART
TEXTSHOW 0x910
TEXTEND
REMA
_0x0221 0x4
ENDA

label19:
_0x1924
_SETVAL 0x7 0x1
_SETCONDITION2 0x0 0xC 0x7
CUMO 0x2
STAL 60
CURE
TEXTSTART
TEXTSHOW 0x913
TEXTEND
REMA
_0x0221 0x8
ELSE 0x1
ENIF 0x0
_0x1929
_0x0620 0xC2
_0x0221 0xFFFF
ENIF 0x1
_0x0228 0x7
ENDA

label18:
MUS1 0x13
TEXTSTART
TEXTSHOW 0x914
TEXTEND
REMA
_0x1927
_SETCONDITION2 0x0 0xC 0x0
_SETVAL 0x1 0x0
_0x3920 0x68
ENIF 0x0
_0x0228 0x7
ENDA

EndingScene:
MUS1 0x31
_SETVAL 0x2 0x1D
CALL label21
TEXTSHOW 0x918
TEXTEND
FADI 16
REMA
_0x0229 0xE0
_0x0229 0xE1
_0x0229 0xB7
_0x0229 0xB4
_0x0229 0xB5
_0x0229 0xDC
_0x0229 0xB9
_0x0229 0xC2
_0x0229 0xC3
_0x0229 0xE7
_0x0229 0xC9
MNC2 0x1
ENDA

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EF1BC and the new ending offset is CURRENTOFFSET

label15:
_SETVAL 0x2 0x89EF0A4
CALL label24
_SETVAL 0x2 0x89EF3B4
CALL label24
_0x0228 0x7
ENDA

label16:
_SETVAL 0x2 0x89EF3D8
CALL label24
_0x0228 0x7
ENDA

label17:
_SETVAL 0x2 0x89EF610
CALL label24
_SETVAL 0x2 0x89EF670
CALL label24
_0x0228 0x7
ENDA

Traps1:
ENDTRAP

Traps2:
ENDTRAP

//The next line is for re-assembling purposes. Do not delete!
MESSAGE Original ending offset is $9EF27C and the new ending offset is CURRENTOFFSET
 

Oh, and you can take out those comments about not deleting certain lines. I was too lazy to delete them all.

Sorry I forgot to respond, this worked perfectly for me and since i've been caught up doing work! Thank you very much for your help!

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Hi!

I would like to move generic enemy units after they have been loaded in FE8, but I'm having difficulty figuring out what I should use to specify which one I would like to move. Moving units that are bosses or player characters is easier because I don't get that problem (just specifying which character number they are seems to do the trick) but I am totally lost as to how I am supposed to tell the game which of the generic units generated from char 0x8E I want to move.

I looked at an earlier chapter where after the units were loaded and moved via REDA; they were then moved again. The code for it looks like this:

MOVE 0x46 [2,2] // This is the boss moving.
_SETVAL 0xB 0x60001       // This is what moves the other units post-REDA
_MOVE 0x18 0xFFFE [1,4]   
_SETVAL 0xB 0x60003
_MOVE 0x18 0xFFFE [3,3]
_SETVAL 0xB 0x80001
_MOVE 0x18 0xFFFE [9,5]
_SETVAL 0xB 0x70002
_MOVE 0x18 0xFFFE [8,3]
_SETVAL 0xB 0x80003
_MOVE 0x18 0xFFFE [5,6]
_SETVAL 0xB 0x90002
_MOVE 0x18 0xFFFE [3,6]
ENUN

How do I specify which unit I want to move?

Edited by TytoCorvus
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In my scripted fight sequence, the enemy dies, but then reappears and dies again. Anyone know how to fix it?

[spoiler=EA Code]
MOVE Merlinus [09,18]
STAL 30
FIGH Merlinus 0xC1 GothamFight $00000000
KILL 0xC1
UNCR Merlinus 0x02

GothamFight:
AttackerCritical(30,True)
BLDT

Also, does anyone know how to do that thing where a guy goes in to another character and disappears (like the Tact in FE7)?

I tried doing...

MOVE character

DISA character

ENUN

and some other combos, but none of them had the desired effect.

Edited by Arjun
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  • 2 weeks later...

It has to be done the turn after the character finishes their action. Active units can't be moved, unfortunately. This is why "Escape" chapters don't quite work at the moment. You can place AFEV events under Turn Events and they'll activate the turn after, rather than while the unit is still active.

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  • 2 weeks later...

Hey, I think something in my EA Std Library is incorrect somehow. I'm getting this error when trying to assemble a chapter :

Finished.
Messages:
Original ending offset is 0x591F88 and the new ending offset is 0xE49088
Blah blah blah, all the offset stuff is normal.

1 errors encountered:
File Ch4.txt, Line 108, Column 1: Symbol Mage_F isn't in scope

No data written to output.

1 warnings encountered:
#ifdef's are missing at the end

I'm pretty sure that my EAstdlib files are fine, and I just looked through my "FE8 Definitions.txt" file and everything seems to be in order.

I've never encountered this error before, if anyone else has and could tell me what's going on I would greatly appreciate it!

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can you please, for god's sake, post the entire event text

I didn't post it originally because I thought it was a problem with my library files or something. Here are the events:

#include EAstdlib.event

ORG $E48FF0

PointerList:

POIN TurnBasedEvents

POIN CharacterBasedEvents

POIN LocationBasedEvents

POIN MiscBasedEvents

POIN Dunno1 Dunno2 Dunno3 Tutorial

POIN Traps1 Traps2

POIN Units1 Units1

POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3

POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3

POIN BeginningScene EndingScene

label30:

EVBIT_MODIFY 0x1

EVBIT_F 0x2

EVBIT_CHECK 0x8

IFNOTEQUAL 0x0 0xC 0x0

FADU 16

ENIF 0x0

EVBIT_MODIFY 0x0

ENDA

label21:

EVBIT_MODIFY 0x1

EVBIT_F 0x2

EVBIT_CHECK 0x8

IFEQUAL 0x0 0xC 0x0

FADI 16

ENIF 0x0

EVBIT_MODIFY 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET

label37:

CALL label21

_0x2220

_0x3E20

_0x2220

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET

label28:

EVBIT_MODIFY 0x4

ASMC 0x85375

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET

Units1:

UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x13 0x44 0x0 0x10 [7,3] 0b 0x0 0x0 0x0 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x5 0x45 0x0 0x8 [5,1] 0b 0x0 0x0 0x0 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x0 0x0 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

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UNIT 0x3 0x9 0x0 0x8 [3,3] 0b 0x0 0x0 0x0 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x8 0x1A 0x0 0x8 [3,1] 0b 0x0 0x0 0x0 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

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UNIT 0x7 0x3D 0x0 0x10 [2,2] 0b 0x0 0x0 0x0 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label33:

UNIT 0x1 0x2 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B4834 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x5 0x45 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B483C [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B4844 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x6 0x48 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B484C [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x3 0x9 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B4854 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x8 0x1A 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B485C [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x0 0x8 [6,0] 0b 0x0 0x1 0x8B4864 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x7 0x3D 0x0 0x10 [2,0] 0b 0x0 0x1 0x8B486C [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label34:

UNIT 0xB7 0x5F 0x0 0xD [11,6] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x1D [8,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [5,8] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xB7 0x5F 0x0 0x15 [13,7] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAC 0x54 0x0 0x15 [2,7] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAC 0x54 0x0 0x1D [3,10] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0xD [0,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xB7 0x5F 0x0 0xD [12,8] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x15 [5,13] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [11,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAC 0x54 0x0 0x1D [1,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x15 [10,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0x1D [11,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0x49 0x53 0x0 0xC [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB7 0x5F 0x0 0xD [13,11] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

LoadLute:

UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

LuteMoves:

REDA [3,12] 0x0 0x2 0x0 0x10

label36:

UNIT 0x13 0x44 0x0 0x10 [9,10] 0b 0x0 0x3 0x8B4874 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label39:

UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 0x8B488C [0x38,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $8B4C24 and the new ending offset is CURRENTOFFSET

label38:

UNIT 0x19 0x4B 0x1 0xB [13,0] 0b 0x0 0x1 0x8B48CC [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1C 0x33 0x1 0xB [14,0] 0b 0x0 0x1 0x8B48D4 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1A 0x43 0x1 0xB [12,0] 0b 0x0 0x1 0x8B48DC [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label40:

UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x0 0x8 [8,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label41:

UNIT 0x19 0x4B 0x1 0xB [14,5] 0b 0x0 0x2 0x8B48E4 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1A 0x43 0x1 0xB [14,5] 0b 0x0 0x1 0x8B48F4 [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1C 0x33 0x1 0xB [14,6] 0b 0x0 0x1 0x8B48FC [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsAlly1:

UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsEnemy1:

UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAD 0x55 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x54 0x0 0x3D [13,12] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

SkirmishUnitsAlly2:

UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsEnemy2:

UNIT 0x5F 0x53 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

SkirmishUnitsAlly3:

UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsEnemy3:

UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET

TurnBasedEvents:

TURN 0x0 label22 [2,0] 0x4

TURN 0x0 label23 [2,0] 0x0

TURN 0x8 label24 [1,255] 0x0

END_MAIN

CharacterBasedEvents:

END_MAIN

LocationBasedEvents:

Village(0x0,label25,1,11)

Village(0x0,label26,8,2)

END_MAIN

MiscBasedEvents:

AFEV 0x3 EndingScene 0x6

AREA 0x7 Swarming [0,5] [14,14]

AFEV 0x0 label28 0x65

END_MAIN

Swarming:

CAM1 [7,10]

LOAD1 0x1 Swarm

STAL 70

Write_Short(0x0202,0x8B4BA9)

ENDA

Swarm:

UNIT 0xAA 0x52 0x0 0xD [14,11] 0b 0x0 0x1 Zmove1 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [14,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [10,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [12,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [14,13] 0b 0x0 0x1 Zmove2 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT

Zmove1:

REDA [12,12] 0x0 0x3 0x0 0x10

Zmove2:

REDA [11,13] 0x0 0x3 0x0 0x10

Dunno1:

END_MAIN

Dunno2:

END_MAIN

Dunno3:

END_MAIN

Tutorial:

END_MAIN

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET

label35:

CHECK_TUTORIAL

IFNOTEQUAL 0x0 0xC 0x0

TUTORIAL_CALL

ENIF 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET

label44:

CHECK_ALLEGIANCE 0xFFFF

IFNOTEQUAL 0x0 0xC 0x2

CALL label29

ENIF 0x0

ENDA

label29:

CHECK_EVENTID

SLOTS_ADD 0xC2

ENUF_SLOT2

EVBIT_T 0x7

ENDB

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET

label43:

EVBIT_MODIFY 0x4

CALL label30

EVBIT_T 0x9

LOAD_SLOT1 0x1

ENUN

EVBIT_F 0x9

EVBIT_MODIFY 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET

label32:

EVBIT_CHECK 0x8

IFEQUAL 0x80BD 0xC 0x0

FADI 16

ENIF 0x80BD

TEXTSTART

_0x2220

FADU 16

ENDA

label31:

EVBIT_CHECK 0x8

IFEQUAL 0x80D2 0xC 0x0

FADI 16

ENIF 0x80D2

_0x1A21

_0x2140 0xFFFF 0x0 0x0

FADU 16

ENDA

label42:

CALL label31

SLOTS_ADD 0x32

TEXTSHOW 0xFFFF

TEXTEND

CALL label32

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET

BeginningScene:

LOAD2 0x1 label33

ENUN

MUS1 0x52

CUMO 0x1

STAL 60

CURE

SETVAL 0x2 0x23

CALL label31

TEXTSHOW 0x9A3

TEXTEND

REMA

FADI 16

_0x2220

LOAD1 0x1 label34

ENUN

FADU 16

MUS1 0x25

CUMO 0x1

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A4

TEXTEND

REMA

FADI 16

_0x2620 0xE00

FADU 16

MUNO

CUMO [1,11]

STAL 60

CURE

SETVAL 0x2 0x2

CALL label31

TEXTSHOW 0x9A5

TEXTEND

REMA

MUSI

SETVAL 0x2 0x89F1C60

CALL label35

FADI 16

_0x2220

_0x2620 0x0

FADU 16

LOAD1 0x1 label36

ENUN

CUMO 0x13

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A6

TEXTEND

REMA

SETVAL 0xB 0x6000B

MOVE 0x0 0xFFFE [9,3]

ENUN

CUMO 0x13

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A7

TEXTEND

REMA

SETVAL 0xD 0x0

SETVAL 0x1 0x0

SAVETOQUEUE

SETVAL 0x1 0x10000

SAVETOQUEUE

SETVAL 0x1 0xFFFFFFFF

SAVETOQUEUE

SETVAL 0xB 0x30009

FIG1 0x13 0xFFFF 0x3F

SETVAL 0xB 0x30009

SET_SOMETHING 0xFFFE

DISA_IF 0xFFFE

SETVAL 0x2 0x89F1C80

CALL label35

CUMO 0x1

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A8

TEXTEND

REMA

SETVAL 0x2 0x89F1CA4

CALL label35

CALL label37

_0x2620 0x0

FADU 16

MUS1 0x9

CUMO 0x13

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A9

TEXTEND

REMA

SETVAL 0x2 0x89F1CC4

CALL label35

CAM1 [7,10]

FlashCursor(1,11,60)

//Text(0x02,0xD4C)

_SETVAL 2 0x02

_SETVAL 3 0xD4C

CALL $9EE310

REMA

CAM1 [7,10]

LOAD1 0x1 LoadLute

STAL 80

CAM1 [7,5]

ENUT 0x8

EVBIT_T 0x7

ENDA

label22:

CAM1 [7,0]

STAL 15

LOAD1 0x1 label38

ENUN

MUS1 0x2A

CUMO 0x19

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9AC

TEXTEND

REMA

MOVE 0x18 0x19 [15,2]

MOVE 0x18 0x1A [15,1]

MOVE 0x18 0x1C [15,1]

ENUN

CLEN 0x0

LOAD1 0x1 Swarm

EVBIT_T 0x7

ENDA

EndingScene:

MUS1 0x31

_0x3320 0xC

IFEQUAL 0xA 0xC 0x0

SETVAL 0x2 0x2

CALL label31

CHECK_ALIVE 0x13

IFNOTEQUAL 0x0 0xC 0x0

SETVAL 0x2 0x9AD

ELSE 0x1

ENIF 0x0

SETVAL 0x2 0x9AE

ENIF 0x1

TEXTSHOW 0xFFFF

TEXTEND

REMA

FADI 16

LOAD1 0x1 label39

ENUN

ENIF 0xA

MUS1 0x32

SETVAL 0x2 0x18

CALL label31

CHECK_ALIVE 0x13

IFNOTEQUAL 0xB 0xC 0x0

CHECK_ALIVE 0xC

IFNOTEQUAL 0xB 0xC 0x0

SETVAL 0x2 0x9AF

ELSE 0xC

ENIF 0xB

SETVAL 0x2 0x9B0

ENIF 0xC

TEXTSHOW 0xFFFF

TEXTEND

REMA

FADI 16

_0x1324 0x7FFF

_0x2220

CAM1 [7,7]

CLEA 0x0

CLEE 0x0

CLEN 0x0

LOAD2 0x1 label40

ENUN

FADU 16

LOAD1 0x1 label41

ENUN

MUS1 0x2A

CUMO 0x19

STAL 60

CURE

SETVAL 0x2 0x18

CALL label31

TEXTSHOW 0x9B1

TEXTEND

REMA

ENUT 0xD2

ENUT 0xBB

ENUT 0xBE

ENUT 0xBF

ENUT 0xE6

ENUT 0xCD

MNCH 0x6

ENDA

label25:

ENDA

//label25:

MUS2 0x30

STAL 33

CHECK_ACTIVE

SETVAL 0x7 0x13

IFNOTEQUAL 0x0 0xC 0x7

SETVAL 0x7 0x1

IFNOTEQUAL 0x1 0xC 0x7

SETVAL 0x2 0x2

SETVAL 0x3 0x9B4

CALL label42

ELSE 0x2

ENIF 0x0

SETVAL 0x2 0x2

SETVAL 0x3 0x9B2

CALL label42

ELSE 0x2

ENIF 0x1

SETVAL 0x2 0x2

SETVAL 0x3 0x9B3

CALL label42

ENIF 0x2

MURE 0x4

LOAD1 0x1 label39

ENUN

EVBIT_T 0x7

ENDA

label26:

MUNO

SETVAL 0x2 0x2

SETVAL 0x3 0x9B5

CALL label42

MUSI

CALL label30

SETVAL 0x3 0x1F

GIVEITEMTO 0xFFFF

EVBIT_T 0x7

ENDA

label23:

SETVAL 0x2 0x88B4C88

CALL label43

EVBIT_T 0x7

ENDA

label27:

SETVAL 0x2 0x0

CALL label44

ENUF 0x8

EVBIT_T 0x7

ENDA

label24:

SETVAL 0x2 0x88B4C24

CALL label43

EVBIT_T 0x7

ENDA

Traps1:

ENDTRAP

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET

Traps2:

ENDTRAP

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET

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I didn't post it originally because I thought it was a problem with my library files or something. Here are the events:

#include EAstdlib.event

ORG $E48FF0

PointerList:

POIN TurnBasedEvents

POIN CharacterBasedEvents

POIN LocationBasedEvents

POIN MiscBasedEvents

POIN Dunno1 Dunno2 Dunno3 Tutorial

POIN Traps1 Traps2

POIN Units1 Units1

POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3

POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3

POIN BeginningScene EndingScene

label30:

EVBIT_MODIFY 0x1

EVBIT_F 0x2

EVBIT_CHECK 0x8

IFNOTEQUAL 0x0 0xC 0x0

FADU 16

ENIF 0x0

EVBIT_MODIFY 0x0

ENDA

label21:

EVBIT_MODIFY 0x1

EVBIT_F 0x2

EVBIT_CHECK 0x8

IFEQUAL 0x0 0xC 0x0

FADI 16

ENIF 0x0

EVBIT_MODIFY 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET

label37:

CALL label21

_0x2220

_0x3E20

_0x2220

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET

label28:

EVBIT_MODIFY 0x4

ASMC 0x85375

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET

Units1:

UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x13 0x44 0x0 0x10 [7,3] 0b 0x0 0x0 0x0 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x5 0x45 0x0 0x8 [5,1] 0b 0x0 0x0 0x0 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x0 0x0 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x6 0x48 0x0 0x8 [4,2] 0b 0x0 0x0 0x0 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x3 0x9 0x0 0x8 [3,3] 0b 0x0 0x0 0x0 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x8 0x1A 0x0 0x8 [3,1] 0b 0x0 0x0 0x0 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x0 0x8 [6,1] 0b 0x0 0x0 0x0 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x7 0x3D 0x0 0x10 [2,2] 0b 0x0 0x0 0x0 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label33:

UNIT 0x1 0x2 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B4834 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x5 0x45 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B483C [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B4844 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x6 0x48 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B484C [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x3 0x9 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B4854 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x8 0x1A 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B485C [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x0 0x8 [6,0] 0b 0x0 0x1 0x8B4864 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x7 0x3D 0x0 0x10 [2,0] 0b 0x0 0x1 0x8B486C [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label34:

UNIT 0xB7 0x5F 0x0 0xD [11,6] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x1D [8,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [5,8] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xB7 0x5F 0x0 0x15 [13,7] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAC 0x54 0x0 0x15 [2,7] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAC 0x54 0x0 0x1D [3,10] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0xD [0,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xB7 0x5F 0x0 0xD [12,8] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x15 [5,13] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [11,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAC 0x54 0x0 0x1D [1,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x15 [10,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0x1D [11,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0x49 0x53 0x0 0xC [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB7 0x5F 0x0 0xD [13,11] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

LoadLute:

UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

LuteMoves:

REDA [3,12] 0x0 0x2 0x0 0x10

label36:

UNIT 0x13 0x44 0x0 0x10 [9,10] 0b 0x0 0x3 0x8B4874 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label39:

UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 0x8B488C [0x38,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $8B4C24 and the new ending offset is CURRENTOFFSET

label38:

UNIT 0x19 0x4B 0x1 0xB [13,0] 0b 0x0 0x1 0x8B48CC [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1C 0x33 0x1 0xB [14,0] 0b 0x0 0x1 0x8B48D4 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1A 0x43 0x1 0xB [12,0] 0b 0x0 0x1 0x8B48DC [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label40:

UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x0 0x8 [8,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

label41:

UNIT 0x19 0x4B 0x1 0xB [14,5] 0b 0x0 0x2 0x8B48E4 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1A 0x43 0x1 0xB [14,5] 0b 0x0 0x1 0x8B48F4 [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x1C 0x33 0x1 0xB [14,6] 0b 0x0 0x1 0x8B48FC [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsAlly1:

UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsEnemy1:

UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAD 0x55 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x54 0x0 0x3D [13,12] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

SkirmishUnitsAlly2:

UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsEnemy2:

UNIT 0x5F 0x53 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x52 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

SkirmishUnitsAlly3:

UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]

UNIT

SkirmishUnitsEnemy3:

UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]

UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]

UNIT

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET

TurnBasedEvents:

TURN 0x0 label22 [2,0] 0x4

TURN 0x0 label23 [2,0] 0x0

TURN 0x8 label24 [1,255] 0x0

END_MAIN

CharacterBasedEvents:

END_MAIN

LocationBasedEvents:

Village(0x0,label25,1,11)

Village(0x0,label26,8,2)

END_MAIN

MiscBasedEvents:

AFEV 0x3 EndingScene 0x6

AREA 0x7 Swarming [0,5] [14,14]

AFEV 0x0 label28 0x65

END_MAIN

Swarming:

CAM1 [7,10]

LOAD1 0x1 Swarm

STAL 70

Write_Short(0x0202,0x8B4BA9)

ENDA

Swarm:

UNIT 0xAA 0x52 0x0 0xD [14,11] 0b 0x0 0x1 Zmove1 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [14,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [10,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [12,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT 0xAA 0x52 0x0 0xD [14,13] 0b 0x0 0x1 Zmove2 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0]

UNIT

Zmove1:

REDA [12,12] 0x0 0x3 0x0 0x10

Zmove2:

REDA [11,13] 0x0 0x3 0x0 0x10

Dunno1:

END_MAIN

Dunno2:

END_MAIN

Dunno3:

END_MAIN

Tutorial:

END_MAIN

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET

label35:

CHECK_TUTORIAL

IFNOTEQUAL 0x0 0xC 0x0

TUTORIAL_CALL

ENIF 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET

label44:

CHECK_ALLEGIANCE 0xFFFF

IFNOTEQUAL 0x0 0xC 0x2

CALL label29

ENIF 0x0

ENDA

label29:

CHECK_EVENTID

SLOTS_ADD 0xC2

ENUF_SLOT2

EVBIT_T 0x7

ENDB

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET

label43:

EVBIT_MODIFY 0x4

CALL label30

EVBIT_T 0x9

LOAD_SLOT1 0x1

ENUN

EVBIT_F 0x9

EVBIT_MODIFY 0x0

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET

label32:

EVBIT_CHECK 0x8

IFEQUAL 0x80BD 0xC 0x0

FADI 16

ENIF 0x80BD

TEXTSTART

_0x2220

FADU 16

ENDA

label31:

EVBIT_CHECK 0x8

IFEQUAL 0x80D2 0xC 0x0

FADI 16

ENIF 0x80D2

_0x1A21

_0x2140 0xFFFF 0x0 0x0

FADU 16

ENDA

label42:

CALL label31

SLOTS_ADD 0x32

TEXTSHOW 0xFFFF

TEXTEND

CALL label32

ENDA

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET

BeginningScene:

LOAD2 0x1 label33

ENUN

MUS1 0x52

CUMO 0x1

STAL 60

CURE

SETVAL 0x2 0x23

CALL label31

TEXTSHOW 0x9A3

TEXTEND

REMA

FADI 16

_0x2220

LOAD1 0x1 label34

ENUN

FADU 16

MUS1 0x25

CUMO 0x1

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A4

TEXTEND

REMA

FADI 16

_0x2620 0xE00

FADU 16

MUNO

CUMO [1,11]

STAL 60

CURE

SETVAL 0x2 0x2

CALL label31

TEXTSHOW 0x9A5

TEXTEND

REMA

MUSI

SETVAL 0x2 0x89F1C60

CALL label35

FADI 16

_0x2220

_0x2620 0x0

FADU 16

LOAD1 0x1 label36

ENUN

CUMO 0x13

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A6

TEXTEND

REMA

SETVAL 0xB 0x6000B

MOVE 0x0 0xFFFE [9,3]

ENUN

CUMO 0x13

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A7

TEXTEND

REMA

SETVAL 0xD 0x0

SETVAL 0x1 0x0

SAVETOQUEUE

SETVAL 0x1 0x10000

SAVETOQUEUE

SETVAL 0x1 0xFFFFFFFF

SAVETOQUEUE

SETVAL 0xB 0x30009

FIG1 0x13 0xFFFF 0x3F

SETVAL 0xB 0x30009

SET_SOMETHING 0xFFFE

DISA_IF 0xFFFE

SETVAL 0x2 0x89F1C80

CALL label35

CUMO 0x1

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A8

TEXTEND

REMA

SETVAL 0x2 0x89F1CA4

CALL label35

CALL label37

_0x2620 0x0

FADU 16

MUS1 0x9

CUMO 0x13

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9A9

TEXTEND

REMA

SETVAL 0x2 0x89F1CC4

CALL label35

CAM1 [7,10]

FlashCursor(1,11,60)

//Text(0x02,0xD4C)

_SETVAL 2 0x02

_SETVAL 3 0xD4C

CALL $9EE310

REMA

CAM1 [7,10]

LOAD1 0x1 LoadLute

STAL 80

CAM1 [7,5]

ENUT 0x8

EVBIT_T 0x7

ENDA

label22:

CAM1 [7,0]

STAL 15

LOAD1 0x1 label38

ENUN

MUS1 0x2A

CUMO 0x19

STAL 60

CURE

TEXTSTART

TEXTSHOW 0x9AC

TEXTEND

REMA

MOVE 0x18 0x19 [15,2]

MOVE 0x18 0x1A [15,1]

MOVE 0x18 0x1C [15,1]

ENUN

CLEN 0x0

LOAD1 0x1 Swarm

EVBIT_T 0x7

ENDA

EndingScene:

MUS1 0x31

_0x3320 0xC

IFEQUAL 0xA 0xC 0x0

SETVAL 0x2 0x2

CALL label31

CHECK_ALIVE 0x13

IFNOTEQUAL 0x0 0xC 0x0

SETVAL 0x2 0x9AD

ELSE 0x1

ENIF 0x0

SETVAL 0x2 0x9AE

ENIF 0x1

TEXTSHOW 0xFFFF

TEXTEND

REMA

FADI 16

LOAD1 0x1 label39

ENUN

ENIF 0xA

MUS1 0x32

SETVAL 0x2 0x18

CALL label31

CHECK_ALIVE 0x13

IFNOTEQUAL 0xB 0xC 0x0

CHECK_ALIVE 0xC

IFNOTEQUAL 0xB 0xC 0x0

SETVAL 0x2 0x9AF

ELSE 0xC

ENIF 0xB

SETVAL 0x2 0x9B0

ENIF 0xC

TEXTSHOW 0xFFFF

TEXTEND

REMA

FADI 16

_0x1324 0x7FFF

_0x2220

CAM1 [7,7]

CLEA 0x0

CLEE 0x0

CLEN 0x0

LOAD2 0x1 label40

ENUN

FADU 16

LOAD1 0x1 label41

ENUN

MUS1 0x2A

CUMO 0x19

STAL 60

CURE

SETVAL 0x2 0x18

CALL label31

TEXTSHOW 0x9B1

TEXTEND

REMA

ENUT 0xD2

ENUT 0xBB

ENUT 0xBE

ENUT 0xBF

ENUT 0xE6

ENUT 0xCD

MNCH 0x6

ENDA

label25:

ENDA

//label25:

MUS2 0x30

STAL 33

CHECK_ACTIVE

SETVAL 0x7 0x13

IFNOTEQUAL 0x0 0xC 0x7

SETVAL 0x7 0x1

IFNOTEQUAL 0x1 0xC 0x7

SETVAL 0x2 0x2

SETVAL 0x3 0x9B4

CALL label42

ELSE 0x2

ENIF 0x0

SETVAL 0x2 0x2

SETVAL 0x3 0x9B2

CALL label42

ELSE 0x2

ENIF 0x1

SETVAL 0x2 0x2

SETVAL 0x3 0x9B3

CALL label42

ENIF 0x2

MURE 0x4

LOAD1 0x1 label39

ENUN

EVBIT_T 0x7

ENDA

label26:

MUNO

SETVAL 0x2 0x2

SETVAL 0x3 0x9B5

CALL label42

MUSI

CALL label30

SETVAL 0x3 0x1F

GIVEITEMTO 0xFFFF

EVBIT_T 0x7

ENDA

label23:

SETVAL 0x2 0x88B4C88

CALL label43

EVBIT_T 0x7

ENDA

label27:

SETVAL 0x2 0x0

CALL label44

ENUF 0x8

EVBIT_T 0x7

ENDA

label24:

SETVAL 0x2 0x88B4C24

CALL label43

EVBIT_T 0x7

ENDA

Traps1:

ENDTRAP

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET

Traps2:

ENDTRAP

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET

//The next line is for re-assembling purposes. Do not delete!

MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET

LoadLute:

UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Shouldn't this^

be "0x26" ?

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TytoCorvus, my gut feeling is that you messed with the original library files somehow or moved them. At any rate, this is a very clear error that says "Something is wrong with line 108 - I can't recognise the label 'Mage_F'" so if you're looking to fix it, that'd be what you need to change.

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Agro mentioned a reposition macro somewhere, but I couldn't find it in Unit Helpers. Does anyone know where it is? I have a similar problem as Avril just had except I have a conditional statement for the character that triggered it so AFEV events won't work.

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I don't know about repositioning macros, but there is a REPOS command.

From Event Assembler Language.txt:

  FE7:
   REPOS [Old position X, Old position Y] [New position X, New position Y]
   REPOS Character [New position X, New position Y]

   Move unit witout showing movement animations.

   Parameters:
    Old position = Position of the unit to move.
    New position = Position to move the unit to.
    Character = Character ID to move the unit to.
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Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact.

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How do you make it so that if an event was/wasn't triggered it affects an outcome of a different chapter? So if event was/wasn't triggered on chapter 1 then later on in the game in chapter 5 that event's importance comes into play.

Edited by Avril Lavigne
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Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact.

I'm having some trouble understanding what your trying to say in the last couple sentences, but have you tried setting the chapters in question to all use the same set of events? (i.e. chapters 1, 2, and 3 all use event slot 0xYY)

How do you make it so that if an event was/wasn't triggered it affects an outcome of a different chapter? So if event was/wasn't triggered on chapter 1 then later on in the game in chapter 5 that event's importance comes into play.

Use permanent event IDs. Any ID greater than 0x65 is stored away by the game and can be referenced in later chapters. Be wary of the very high number IDs (idk, somewhere around 0xA0). They tend to be glitchy and don't always store like they should.

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Use permanent event IDs. Any ID greater than 0x65 is stored away by the game and can be referenced in later chapters. Be wary of the very high number IDs (idk, somewhere around 0xA0). They tend to be glitchy and don't always store like they should.

So basically anything below 0x65 is a non-permanent ID, and most things above 0x65 are permanent?

Thanks btw

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