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CT075
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i don't about double post right now but I have a scripted fight problem:

the error comes out as this

Finished.

Messages:
Tutorials disabled
Events end at offset 0xD8029D
3 errors encountered:
File FE7 Prologue test.txt, Line 121, Column 1: Code BLDT's offset $D80291 is not divisible by 4
File FE7 Prologue test.txt, Line 122, Column 1: Code BLDT's offset $D80295 is not divisible by 4
File FE7 Prologue test.txt, Line 123, Column 1: Code BLDT's offset $D80299 is not divisible by 4
No data written to output.

on this

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
//Modified by Crazycolorz5 and Arch
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 0xD80000
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN EliwoodNM EliwoodHM HectorNM HectorHM
POIN Good Good Good Good
POIN Opening_event Ending_event
EliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNIT
Good:
UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [0,0] [0,0] [Fire,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
Actual:
UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [8,6] [8,6] [Fire,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
Allies:
UNIT Florina_t PegasusKnight 0x00 Level(1,Ally,False) [8,0] [5,8] [slimLance,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
AlliesRein:
UNIT Sain_t Mercenary 0x00 Level(1,Ally,False) [15,15] [13,13] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Kent_t WyvernKnight 0x00 Level(1,Ally,False) [15,15] [12,12] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
Bad:
UNIT Batta Mage 0x00 Level(1,Enemy,False) [8,6] [9,9] [Fire] [0x00,0x00,0x00,0x00]
UNIT
Hired:
UNIT 0x88 Assassin 0x00 Level(1,Enemy,False) [8,6] [6,8] [KillingEdge] [0x00,0x00,0x00]
UNIT
BadRein:
UNIT 0x8A Mage 0x00 Level(1,Enemy,False) [8,6] [6,5] [Fire] [0x00,0x00,0x00,0x00]
UNIT 0x8B Soldier 0x00 Level(1,Enemy,False) [8,6] [10,10] [ironLance] [0x00,0x00,0x00,0x00]
UNIT 0x8C Brigand 0x00 Level(1,Enemy,False) [8,6] [11,11] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT
Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
END_MAIN
Character_events:
END_MAIN
Location_events:
END_MAIN
Misc_events:
DefeatBoss(Ending_event)
CauseGameOverIfLordDies
END_MAIN
Opening_event:
OOBB
LOU1 Good
ENUN
STAL 0x20
CURF [0,0]
FADI 10
BACG 0x05
FADU 10
TEX1 0x0813
REMA
MOVE Lyn_t [8,6]
ENUN
DISA Lyn_t
CURF [8,6]
STAL 0x20
FADI 10
BACG 0x01
FADU 10
TEX1 0x0814
REMA
LOU1 Actual
ENUN
MOVE Lyn_t [5,9]
ENUN
LOU1 Bad
ENUN
TEX1 0x0815
REMA
LOU1 Hired
ENUN
LOU1 Allies
ENUN
FIGH 0x88 Florina_t Fight $00000000
KILL 0x88
TEX1 0x0815
REMA
ENDA
Ending_event:
MNCH 0x01
ENDA
TrapData:
ENDTRAP
Fight:
AttackerMiss(00)
DefenderCritical(17,01)
EndOfBattle
MESSAGE Events end at offset CURRENTOFFSET
//The map for this chapter is at offset: DA0000

Edited by Blitzzurger96
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i don't about double post right now but I have a scripted fight problem:

the error comes out as this

Finished.

Messages:
Tutorials disabled
Events end at offset 0xD8029D
3 errors encountered:
File FE7 Prologue test.txt, Line 121, Column 1: Code BLDT's offset $D80291 is not divisible by 4
File FE7 Prologue test.txt, Line 122, Column 1: Code BLDT's offset $D80295 is not divisible by 4
File FE7 Prologue test.txt, Line 123, Column 1: Code BLDT's offset $D80299 is not divisible by 4
No data written to output.

on this

//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
//Modified by Crazycolorz5 and Arch
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 0xD80000
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN EliwoodNM EliwoodHM HectorNM HectorHM
POIN Good Good Good Good
POIN Opening_event Ending_event
EliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNIT
Good:
UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [0,0] [0,0] [Fire,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
Actual:
UNIT Lyn_t 0x61 0x00 Level(1,Ally,False) [8,6] [8,6] [Fire,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
Allies:
UNIT Florina_t PegasusKnight 0x00 Level(1,Ally,False) [8,0] [5,8] [slimLance,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
AlliesRein:
UNIT Sain_t Mercenary 0x00 Level(1,Ally,False) [15,15] [13,13] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Kent_t WyvernKnight 0x00 Level(1,Ally,False) [15,15] [12,12] [ironAxe,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT
Bad:
UNIT Batta Mage 0x00 Level(1,Enemy,False) [8,6] [9,9] [Fire] [0x00,0x00,0x00,0x00]
UNIT
Hired:
UNIT 0x88 Assassin 0x00 Level(1,Enemy,False) [8,6] [6,8] [KillingEdge] [0x00,0x00,0x00]
UNIT
BadRein:
UNIT 0x8A Mage 0x00 Level(1,Enemy,False) [8,6] [6,5] [Fire] [0x00,0x00,0x00,0x00]
UNIT 0x8B Soldier 0x00 Level(1,Enemy,False) [8,6] [10,10] [ironLance] [0x00,0x00,0x00,0x00]
UNIT 0x8C Brigand 0x00 Level(1,Enemy,False) [8,6] [11,11] [ironAxe] [0x00,0x00,0x00,0x00]
UNIT
Turn_events:
TURN 0x00 Opening_event [01,00] 0x0 0x00
END_MAIN
Character_events:
END_MAIN
Location_events:
END_MAIN
Misc_events:
DefeatBoss(Ending_event)
CauseGameOverIfLordDies
END_MAIN
Opening_event:
OOBB
LOU1 Good
ENUN
STAL 0x20
CURF [0,0]
FADI 10
BACG 0x05
FADU 10
TEX1 0x0813
REMA
MOVE Lyn_t [8,6]
ENUN
DISA Lyn_t
CURF [8,6]
STAL 0x20
FADI 10
BACG 0x01
FADU 10
TEX1 0x0814
REMA
LOU1 Actual
ENUN
MOVE Lyn_t [5,9]
ENUN
LOU1 Bad
ENUN
TEX1 0x0815
REMA
LOU1 Hired
ENUN
LOU1 Allies
ENUN
FIGH 0x88 Florina_t Fight $00000000
KILL 0x88
TEX1 0x0815
REMA
ENDA
Ending_event:
MNCH 0x01
ENDA
TrapData:
ENDTRAP
Fight:
AttackerMiss(00)
DefenderCritical(17,01)
EndOfBattle
MESSAGE Events end at offset CURRENTOFFSET
//The map for this chapter is at offset: DA0000

Don't you just need an ALIGN 4 to fix that?

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For the divisible by 4 error: Trying moving the TrapData after the fight.

Not sure why ALIGN 4 doesn't work for you.

I'm an idiot but i was sure that i was able to do that before when I knew what I was doing

Edit: a bit unrelated but when I open the character editor module, the scroll bar thingy gives me "t value for 0x01"

Edited by Blitzzurger96
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  • 5 weeks later...

How does one attach an event to a door cos eventiel is giving me lemons

It's just Door(X,Y) in your location events, provided it isn't a vertical door.

Edited by InvdrZim13
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It's just Door(X,Y) in your location events, provided it isn't a vertical door.

Thanks but I already know how to do that and it works, (probably should have made it clearer before) I want to have an event happen when the door opens like a convo or units moving or enemies spawning

Edited by JacobTJP
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  • 3 weeks later...
  • 2 weeks later...

After adding map tile changes (FE7), the tiles in question (and some other tiles, like castles and bridges) have incorrect palette/coloration. And this affects other maps that don't have tile changes.

In the event file I have the following (I abridged out all the other stuff not pertaining to tile changes for this post):

EventPointerTable(0x00,TileChanges)
Pointers:
POIN TileChanges
TileChanges:
TileMap(0x00,9,11,1,1,VillageGate)
TileMap(0x01,8,9,3,3,VillageDestroyed)
TileMapEnd
VillageGate:
SHORT 0x0080
VillageDestroyed:
SHORT 0x0E1C
SHORT 0x0E20
SHORT 0x0E24
SHORT 0x0E9C
SHORT 0x0EA0
SHORT 0x0EA4
SHORT 0x0F1C
SHORT 0x0F20
SHORT 0x0F24

I double checked the coordinates and they are correct. Does anyone know why this is happening?

EDIT: don't worry about this, I'm using Tiled for map changes now, and that doesn't have this problem.

Edited by Galap
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if you write out the whole trigger instead of using the macro, you can attach an event ID to it that triggers an AFEV

Can you explain this in more detail? I'm also trying to have opening doors or chests trigger a conversation. Apparently you can't just:

Chest:

ITGV 0xXX

FADI 0xXX

BACG 0xXX
MUS1 0xXX
FADU 0xXX
TEX1 0x8XX
REMA
ENDA
and doors only appear in the index and don't call their own event block.
Edited by Galap
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"Chest(X,Y)" and "Door(X,Y)" are macros (ie shortcuts). The event code to create a door is actually "DOOR 0x?? [X,Y] 0x10", where ?? is replaced with an event ID of your choosing. The macro defaults this to 00.
If you write out the whole door line and assign your own ID, you can use an AFEV that's associated with that ID. You can find out what a macro translates to in the EA Standard Library folder that comes with Event Assembler (Doors and chests are defined in "Main Code Helpers.txt").

As for your chest event:

- You can't call the label 'Chest'. That's already reserved by the Chest macro. Name it something else.

- Like the door thing, you'll probably want to write out the full code instead of using a macro, assign the chests/doors their own IDs, and use some AFEVs.

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Thanks! that works :)

for others in the future, the code explicitly is:

Location_events:

CHES 0xAA 0xYY [x,y] 0x12

end_MAIN

Misc_events:
AFEV 0xBB ChestConvo 0xAA
End_MAIN

ChestConvo:
FADI 0xXX
BACG 0xXX
MUS1 0xXX
FADU 0xXX
TEX1 0xXXX
REMA
ENDA
where replace YY with item hex, AA with a temp ID for the chest, and BB with a temp ID for the convo
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I've been having some problems with multi-turn reinforcements.

If I give event id 0x00, the reinforcements never stop spawning, but if I give an ID, they only spawn for once turn as opposed to however many they're supposed to.

I have:

TurnEventEnemy(0x09,spawn1,4,2)

and they only spawn on turn 4.

I've gotten around it by just making separate ones for each turn and loading the same unit set in each, but that's tedious.

Edited by Galap
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you can have all the triggers point to the same scene that loads the units

i'm also reasonably sure that it's "start turn, end turn" instead of "start turn, duration"

Edited by CT075
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So iv'e been having trouble with EA and i don't know whats going on. If i input the events for C1, the prologue and C1 work fine, but C2 crashes. If i load C2's events, The prologue and C2 work but C1 crashes. It didn't even happen right away either. It worked fine for a while but now i'm having the problem. Has this happened to anyone else? I have the events under a spoiler if maybe that's the problem.

[spoiler=Ch1]
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x09,Pointers)
ORG 0x1CA0974
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 Lyn_t Cavalier 0x00 Level(1, Ally, 0) [9,0] [9,0] [0x00] NoAI
UNIT Raven Cleric 0x00 Level(3, Ally, 0) [10,0] [10,0] [Heal, Mend, Lightning, Vulnerary] NoAI
UNIT
Bad:
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [9,29] [9,25] [ironSpear] AttackInRange
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [10,29] [10,25] [ironSpear] AttackInRange
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [9,29] [9,26] [ironSpear] AttackInRange
UNIT Merc PegasusKnight 0x00 Level(1, Enemy, 0) [10,29] [10,26] [ironSpear] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [9,29] [8,22] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [9,29] [9,22] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [10,29] [10,22] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [10,29] [11,22] [Flux] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [9,29] [8,18] [Lightning] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [9,29] [9,18] [Lightning] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [10,29] [10,18] [Lightning] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [10,29] [11,18] [Lightning] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [9,29] [4,12] [steelSpear] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [9,29] [5,13] [steelSpear] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [10,29] [13,12] [steelSpear] AttackInRange
UNIT Merc Knight 0x00 Level(3, Enemy, 0) [10,29] [12,13] [steelSpear] AttackInRange
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [11,7] [11,7] [steelSpear] Guard
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [10,7] [10,7] [steelSpear] Guard
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [9,7] [9,7] [steelSpear] Guard
UNIT Merc Soldier 0x00 Level(3, Enemy, 0) [8,7] [8,7] [steelSpear] Guard
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN
Character_events:
CharacterEventBothWays(0x0,Talk1,0x03,0x04)
End_MAIN
Location_events:
Armory(Armory1,8,18)
Vendor(Vendor1,8,18)
End_MAIN
Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
End_MAIN
Opening_event:
OOBB
LOU1 Good
FADI 10
MUS1 0x03
BACG 0x4C
TEX1 0x818
REMA
ENUN
LOU1 Bad
ENUN
ENDA
TrapData:
Ending_event:
MNCH 0x02
ENDA
// Events
Talk1:
TEX1 0x819
ENUN
MONE 0x1 3000
ENUN
ENDA
// Manual Movement
// Scripted Fights
// Units
// Shop Data
Armory1:
SHLI 0x01 0x03 0x14 0x16 0x1C 0x1F 0x20 0x28 0x3E 0x3F
Vendor1:
SHLI 0x20 0x4A 0x68 0x69 0x6B
MESSAGE Events end at offset currentOffset

[spoiler=Ch2]
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x0F,Pointers)
ORG 0x1CA0B08
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 Lyn_t Cavalier 0x00 Level(1, Ally, 0) [0,8] [0,8] [0x00] NoAI
UNIT Raven Cleric 0x00 Level(1, Ally, 0) [0,9] [0,9] [0x00] NoAI
UNIT Guy Thief 0x00 Level(3, NPC, 0) [29,6] [9,5] [ironSword, Vulnerary, LockPick] StealFromUnits
UNIT
Bad:
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [22,4] [22,4] [ironSword] AttackInRange
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [22,11] [22,11] [ironSword] AttackInRange
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [27,11] [27,11] [steelSword] AttackInRange
UNIT Merc Mercenary 0x00 Level(3, Enemy, 0) [27,4] [27,4] [steelSword] AttackInRange
UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,8] [13,8] [steelAxe] AttackInRange
UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,6] [13,6] [ironAxe] AttackInRange
UNIT Merc Fighter 0x00 Level(3, Enemy, 0) [13,10] [13,10] [ironAxe] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [21,10] [21,10] [Lightning, Shine] AttackInRange
UNIT Merc Monk 0x00 Level(3, Enemy, 0) [21,5] [21,5] [Lightning, Shine] AttackInRange
UNIT Merc Mage 0x00 Level(3, Enemy, 0) [22,6] [22,6] [Fire] AttackInRange
UNIT Merc Mage 0x00 Level(3, Enemy, 0) [22,9] [22,9] [Fire] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [21,7] [21,7] [Flux] AttackInRange
UNIT Merc Shaman 0x00 Level(3, Enemy, 0) [21,8] [21,8] [Flux] AttackInRange
UNIT Merc Myrmidon 0x00 Level(3, Enemy, 0) [27,9] [27,9] [ironSword, SteelSword] AttackInRange
UNIT Merc Myrmidon 0x00 Level(3, Enemy, 0) [27,7] [27,7] [ironSword, SteelSword] AttackInRange
UNIT Dorcas Archer 0x00 Level(3, Enemy, 0) [26,8] [26,8] [ironBow, SteelBow, Vulnerary] AttackInRange
UNIT Zugu WyvernKnight 0x00 Level(3, Enemy, 0) [29,8] [29,8] [Javelin, SteelSpear, Vulnerary] AttackInRange
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN
Character_events:
CharacterEvent(0x0,Recruit1,Raven,Guy)
CharacterEvent(0x0,Recruit2,Lyn_t,Dorcas)
CharacterEvent(0x0,Talk1,Raven,Guy)
End_MAIN
Location_events:
End_MAIN
Misc_events:
CauseGameOverIfLordDies
DefeatAll(Ending_event)
End_MAIN
TrapData:
End_MAIN
Opening_event:
OOBB
LOU1 Good
ENUN
LOU1 Bad
ENUN
ENDA
Ending_event:
MNCH 0x03
ENDA
// Events
Recruit1:
TEX1 0x822
TurnAlly(Guy)
ENUN
ENDA
Recruit2:
TEX1 0x823
TurnAlly(Dorcas)
ENUN
ENDA
Talk1:
TEX1 0x824
ENUN
ENDA
// Manual Movement
// Scripted Fights
// Units
// Shop Data
MESSAGE Events end at offset currentOffset

Edited by Primefusion
Fixed broken spoilers
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So iv'e been having trouble with EA and i don't know whats going on. If i input the events for C1, the prologue and C1 work fine, but C2 crashes. If i load C2's events, The prologue and C2 work but C1 crashes. It didn't even happen right away either. It worked fine for a while but now i'm having the problem. Has this happened to anyone else? I have the events under a spoiler if maybe that's the problem.

Your events for Ch1 end at 0x1CA0C2E, but your events for ch2 begin at 0x1CA0B08. When you insert ch2 after 1, you overwrite 1. When you insert 1 after 2, you overwrite 2.

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Your events for Ch1 end at 0x1CA0C2E, but your events for ch2 begin at 0x1CA0B08. When you insert ch2 after 1, you overwrite 1. When you insert 1 after 2, you overwrite 2.

So which offset should it end at? Should C2s events start at 0X1CA0C2F? (I don't want to accidentally overwrite something important.)
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Your events for Ch1 end at 0x1CA0C2E, but your events for ch2 begin at 0x1CA0B08. When you insert ch2 after 1, you overwrite 1. When you insert 1 after 2, you overwrite 2.

So which offset should it end at? Should C2s events start at 0X1CA0C2F? (I don't want to accidentally overwrite something important.)
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Sorry to be a noob and all but I've got a problem with my events. Whenever I assemble it the chapter proceeds as normal except whenever the Eliwood lord dies there's no game over! I have no idea what I've done and was hoping to find some guidance. Thanks

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(0x06,Pointers)

ORG 0xD81234

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

//Offset for this maps events end at D80332
//Offset for this map is D81234

Good:
UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [5,1] [5,1] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]
UNIT Sain Soldier Eliwood Level(2, Ally, 1) [2,7] [2,7] [0x14, 0x15, Vulnerary] [0x00,0x00,0x00,0x00]
UNIT

Bad:
UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [7,9] [7,9] [0x14, Vulnerary] [0x00,0x03,0x09,0x00]
UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [11,6] [11,6] [0x14, Javelin, Vulnerary] [0x00,0x03,0x09,0x00]
UNIT Bern Soldier 0x00 Level(1, Enemy, 0) [9,9] [9,9] [0x14, Javelin] [0x00,0x02,0x02,0x00]
UNIT Bern Fighter 0x00 Level(2, Enemy, 0) [6,0] [6,0] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00]
UNIT Bern 0x21 0x00 Level(2, Enemy, 0) [7,7] [7,7] [0x37] [0x00,0x03,0x09,0x00]
UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00]
UNIT Bern 0x18 0x00 Level(2, Enemy, 0) [12,3] [12,3] [0x2C] [0x00,0x02,0x02,0x00]
UNIT

RE1:
UNIT Bern Soldier 0x00 Level(2, Enemy, 0) [15,1] [15,1] [Javelin, Vulnerary] [0x00,0x02,0x02,0x00]
UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,5] [15,5] [ironSword] [0x00,0x02,0x02,0x00]
UNIT

RE2:
UNIT Bern Fighter 0x00 Level(1, Enemy, 0) [15,1] [4,7] [ironAxe, HandAxe] [0x00,0x02,0x02,0x00]
UNIT Bern Mercenary 0x00 Level(1, Enemy, 0) [15,7] [15,7] [ironSword] [0x00,0x02,0x02,0x00]
UNIT

THE_Jeigan:
UNIT Marcus Paladin 0x00 Level(1, NPC, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] NoAI
UNIT

The_Jeigan:
UNIT Marcus Paladin 0x00 Level(1, Enemy, 0) [3,1] [3,1] [ironAxe, Javelin, IronSword] [0x03,0x03,0x09,0x20]
UNIT

Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
TurnEventPlayer(0x0,Bring_Out_The_Troops,3)
TurnEventPlayer(0x0,Enemy_Reinforcements_Wave1,3)
TurnEventPlayer(0x0,Enemy_Reinforcements_Wave2,4)

End_MAIN

Character_events:

Bring_Out_The_Troops:
TEX1 0x819
REMA
ENDA

End_MAIN

Location_events:

Misc_events:
Seize(1,1)
CauseGameOverIfLordDies
AFEV

TrapData:
End_MAIN

Opening_event:
MUSC 0x0025
OOBB
LOU1 Good
STAL 10 //stalls for 10 things
ENUN
LOU1 The_Jeigan
ENUN
STAL 10 //stalls for 10 things
CURF Eliwood //Flash cursor on specified character
STAL 10 //stalls for 10 things
CURF Marcus //Flash cursor on specified character
BACG 0x04 //displays the road to village
TEX1 0x815 //displays the text at input index 0815
FADU 10
LOU1 Bad
ENUN
REMA
MOVE Eliwood [1,8] //Moves character to specified coordinates.
MOVE Sain [2,7]
STAL 10 //stalls for 10 things
MOVE Marcus [1,1] //Moves character to specified coordinates.
STAL 10 //stalls for 10 things
ENUN
FADI 10
TEX1 0x816
REMA
ENDA

Ending_event:
MUSC 0x0A
FADI 10
STAL 10
LOU1 THE_Jeigan
ENUN
FADU 10
CURF Eliwood
BACG 0x04
TEX2 0x817
REMA
WEA1 Rain
TEX1 0x818
MOVE Eliwood MoveData
ENUN
STAL 10
MOVENEXTTO Marcus Eliwood
ENUN
STAL 5
MOVENEXTTO Sain Marcus
ENUN
FADU 10
MNCH 0x01
ENDA
// Events

Enemy_Reinforcements_Wave1:
LOU1 RE1
ENUN
ENDA

Enemy_Reinforcements_Wave2:
LOU1 RE2
ENUN
ENDA

// Manual Movement

MoveData:

MOMA left left left left
MOMA left left left left
MOMA left left left left
MOMA left left

// Scripted Fights

// Units


// Shop Data

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