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Btw for clarity, the reason I'm having an event issue and a map issue at the same time is because i'm working on 2 separate practice hacks.

And I haven't figured out map transitions yet so those 2 doors in the code mean nothing atm

 

Made my own topic so help me there instead:

 

Edited by Sephiran59
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2 hours ago, Sephiran59 said:

My code is the same just without the _0x0000 at line 31

You'll want to put "UNIT" there instead (no other parameters), because that's what denotes the end of a unit list.
For your black screen: Have you tried using OOBB in the opening event?

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22 minutes ago, Primefusion said:

You'll want to put "UNIT" there instead (no other parameters), because that's what denotes the end of a unit list.
For your black screen: Have you tried using OOBB in the opening event?

Didn't work 

 

49 minutes ago, Kirb1337 said:

Just replace the second ORG with ALIGN 4, it should fix those not divisable by 4 errors

this worked 

 

So at this point I have no errors but a black screen on chapter load. I might just redo my entire script

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  • 3 weeks later...

So for a hack I am working on, I am currently stuck on something in the Ending Events. What I want to do, is to go from one conversation that uses a background, to another conversation that uses a background. And I would like the chapter map to stay completely hidden. However, no matter what I have done so far, when it transitions from one conversation to the next, it briefly load the chapter map before fading out into the next CG. Here is my code:

Ending_event:
CAM1 [1,0]
MUSC 0x38
TEX1 0x9FD
REMA
HIDEMAP
MUEN 4
STAL 16
FADI 4
BACG 0x19
HIDEMAP
MUSC 0x02
FADU 4
SHOWMAP
TEX1 0x9FE
HIDEMAP
REMA
MUEN 4
STAL 16
FADI 4
HIDEMAP
//FADI 4
BACG 0x1B
FADU 4
MUSC 0x43
TEX1 0x9FF
REMA
MoveToChapter(0x01)
ENDA

 

Everything up until the second REMA worked perfectly fine. After that, I can't get my desired affect. By the way, for TEX1 0x9FD, I want the speech bubble to happen over the chapter map. The issue is that TEX1 0x9FE won't transition to TEX1 0x9FF without showing a bit of the chapter map inbetween that transition. Which doesn't make sense since I already used the command HIDEMAP. Please could somebody help me out?

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Have you tried something like this?

TEX1 0x9FD // The text that plays while the map is visible
REMA // REMA (short for REturn to MAp) will always clear the background, portraits, and text bubbles, then show the map)
FADI 0x10 // Fade out
BACG 0xYY // throw up a background
FADU 0x10 // Fade back in
TEX1 0x9FE // show some text
FADI 0x10
BACG 0xVV // throw up a second background
FADU 0x10
TEX1 0x9FF
REMA
	

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4 hours ago, Primefusion said:

Have you tried something like this?

 


TEX1 0x9FD // The text that plays while the map is visible
REMA // REMA (short for REturn to MAp) will always clear the background, portraits, and text bubbles, then show the map)
FADI 0x10 // Fade out
BACG 0xYY // throw up a background
FADU 0x10 // Fade back in
TEX1 0x9FE // show some text
FADI 0x10
BACG 0xVV // throw up a second background
FADU 0x10
TEX1 0x9FF
REMA
	

 

I understand! I didn't know that "REMA" stood for "return to map", although now that you told me it makes a lot of sense. Thanks so much for the suggestion, I will try this soon.

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K I have an issue and it's annoying me. I'm probably overlooking something but whatever. So I have my Good units (deployable units in prep screen) all set up and listed, but one of them (fighter to the right) isn't in one of the spaces and another one (left fighter) is sitting on top of my knight unit when I check the formation in the prep screen.

Coordinates are all different. Everything is fine until I add the 8th unit slot (8th slot is taken up by the rightmost fighter). Screenshot and script below if anyone can straighten me out.

 

Unit loading problem.png

org 0x1882880
Pointers:
POIN Turn_events 
POIN Character_events 
POIN Location_events 
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event


Bad:
UNIT 0x04 0x0A 0x04 0x7C [2,14] [2,14] [0x06,0x6A,0x0,0x0] [0x0,0x3,0x0,0x20]
UNIT 0xD7 0xE 0x04 0xD [2,14] [2,16] [0xD,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xD7 0xE 0x04 0xD [2,14] [1,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xD7 0xE 0x04 0xD [2,14] [3,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

Good:
UNIT 0x1 0x1 0x0 0x29 [18,8] [18,8] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1A 0x2A 0x0 0x19 [17,7] [17,7] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x3 0x0 0x21 [19,9] [19,9] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xB 0x14 0x0 0x49 [19,7] [19,7] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x19 0x28 0x0 0x29 [17,9] [17,9] [0x1,0x14,0x1C,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x8 0x12 0x0 0x29 [17,5] [17,5] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x9 0x12 0x0 0x29 [18,6] [18,6] [0x1F,0x28,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x11 0x1D 0x0 0x19 [17,6] [17,6] [0x4A,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]//Bartre on side
UNIT 0x23 0x3C 0x0 0x19 [19,5] [19,5] [0x1,0x6A,0x0,0x0] [0x0,0x0,0x0,0x0]//Boies on top of Dorcas
UNIT 0x40 0x14 0x0 0x50 [19,10] [19,10] [0x16,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1B 0x0F 0x3 0x68 [18,10] [18,10] [0xD,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Enemy:
UNIT 0x04 0x0A 0x04 0x7C [2,14] [2,14] [0x06,0x6B,0x0,0x0] [0x0,0x3,0x0,0x20]
UNIT 0xD7 0xE 0x04 0xD [2,14] [2,16] [0xD,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xD7 0xE 0x04 0xD [2,14] [1,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT 0xD7 0xE 0x04 0xD [2,14] [3,15] [0x2,0x0,0x0,0x0] [0x0,0x3,0x1,0x0]
UNIT

ALIGN 4
Turn_events:
TURN 0x0 label15 [1,0] 0x0 0x0
TURN

label15:
OOBB
STAL 60
MUEN 4
CAM1 0x1A
CURF 0x1A
MUS1 0xD9
TEX1 0xA78
REMA
STAL 32
MUNO
CAM1 0x1
ENDA

ALIGN 4
Character_events:
CHAR 0x1 BossTalk [0x1,0x04] 0x0
CHAR

BossTalk:
ENDA

Location_events:
VILL 0x9 Village [10,2] 0xE
LOCA

Village:
ENDA

Misc_events:
CauseGameOverIfLordDies
AFEV

Opening_event:
CMOF
LOMA 0x34 [0,0]
FADU 4
SHOWMAP
TEX8 0x5DD [136,12]
STAL 100
RETB
STAL 16
CURF [7,6]
FADI 16
HIDEMAP
BACG 0x12
FADU 16
SHOWMAP
TEX1 0xAA0
MUS1 0xDA
FADI 16
HIDEMAP
BACG 0x12
FADU 16
SHOWMAP
TEX1 0xAA1
REMA
MUSI
LOU1 Eliwood
MOVE 0x1 [7,7] 15
ENUN
LOU1 Hector
MOVE 0x1 [-1,7] 15
STAL 32
MOVE 0x2 [-1,7] 15
ENUN
STAL 16
MUEN 6
FADI 4
BACG 0x5B
STAL 64
STAL 64
STAL 64
MUS1 0xC4
HIDEMAP
BACG 0x5A
FADU 4
SHOWMAP
TEX1 0xAA2
MUEN 6
FADI 4
STAL 64
STAL 64
STAL 64
UnitClear
LOMA 0x1E [14,7]
UnitClear
FADU 4
STAL 64
LOU1 AllyUnits
ENUN
STAL 64
STAL 64
FADI 16 
HIDEMAP
BACG 0x23
MUS1 0x1
FADU 16
SHOWMAP
TEX1 0xAA3
REMA
MUEN 6
STAL 64
CAM1 [2,14]
STAL 32
CURF [2,14]
STAL 64
FADI 10
HIDEMAP
MUS1 0x53
BACG 0x36//or 0x39 or 0x3C or 0x36
FADU 10
SHOWMAP
TEX1 0xAA4
REMA
LOEV 0x50 0x2A [2,14]
CUSI 0x50 0xA7
ENUN
MOVE 0x50 Eubansleave
ENUN
DISA 0x50
STAL 32
LOU1 Enemy
ENUN
CURF [2,14]
TEX1 0xAA5
REMA
MUEN 6
CAM1 [12,7]
STAL 32
CURF 0x1
FADI 16 
HIDEMAP
BACG 0x23//or 0x29 or 0x23
MUS1 0x32
FADU 16
SHOWMAP
TEX1 0xAA6
UnitClear
FADI 16
HIDEMAP
STAL 32
ENDB

Eliwood:
UNIT 0x1 0x1 0x2 0x29 [7,6] [7,6] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT

Hector:
UNIT 0x2 0x3 0x2 0x19 [7,6] [7,6] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0]
UNIT

Eliwoodmove:
MOMA down left left left left left left left left

Hectormove:
MOMA down left left left left left left left left

Eubansleave:
MOMA down left left left

AllyUnits:
UNIT 0x1 0x1 0x0 0x29 [19,8] [18,8] [0x9,0x1,0x6B,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x1A 0x2A 0x0 0x19 [19,7] [17,7] [0x1,0x17,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0x2 0x3 0x0 0x21 [19,9] [19,9] [0x1F,0x26,0x28,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xB 0x14 0x0 0x49 [19,7] [19,7] [0x14,0x1C,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT 0xCD 0x51 0x0 0xA [19,9] [18,9] [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
UNIT

Ending_event:
MNCH 0x1F
STAL 1
_0x1
ENDA

BallistaData:
BLST

Edited by Master Awesome
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Did you at some point have a different formation and save? I've had that happen where I saved, then decided to change the formation, but everyone was in the old formation.

Accessing the chapter from a fresh save cleared things up for me.

Edited by Primefusion
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So there are two glitches in my opening event that are causing me problems, and I even suspect that one is effecting the other. 

One of the first things I tell the game to do on the opening event is to put the camera at the coordinates [1,18]. This is because I want the chapter's events to start here. However, the game always starts at the top-left of the map and then moves the Camera down to the bottom left of the map (where the coordinate 1,18 are). I don't want the camera to move down, I want it to start in that location from the absolute start.  I fiddled with this for a while, but nothing worked.

Here is my code:

______________________________________________________________________________________________________

Good:
UNIT Raven 0x0A 0x36 Level(4,Ally,False) [1,18] [1,20] [0x05,0x0E] [0x00,0x00,0x00,0x00]
UNIT

Good2:
UNIT 0x36 0x3C 0x00 Level(5,Ally,False) [1,18] [1,13] [SteelSword,0x6A,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT 0x0D 0x18 0x36 Level(4,Ally,False) [1,18] [1,12] [0x2C,0x33,Vulnerary] [0x00,0x00,0x00,0x00]
UNIT 0x04 0x0A 0x36 Level(4,Ally,False) [1,18] [2,12] [0x05,0x0E] [0x00,0x00,0x00,0x00]
UNIT Erk 0x20 0x36 Level(4,Ally,False) [1,18] [0,12] [Fire, Vulnerary] [0x00,0x00,0x00,0x00]
UNIT

BAD1:
UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,23] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT

BAD2:
UNIT Harken Hero 0x00 Level(1,Enemy,False) [6,24] [6,21] [0x05] [0x00,0x00,0x00,0x00]
UNIT 0x75 Myrmidon 0x00 Level(3,Enemy,False) [6,24] [7,22] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT 0x75 Myrmidon 0x00 Level(3,Enemy,False) [6,24] [5,22] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,22] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT

BAD3:
UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [6,22] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [6,24] [7,22] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [18,24] [17,21] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT 0x75 Cavalier 0x00 Level(3,Enemy,False) [18,24] [18,21] [0x14,0x1C] [0x00,0x00,0x00,0x00]
UNIT

Turn_events:
OpeningTurnEvent(Opening_event)
END_MAIN

Character_events:
END_MAIN

Location_events:
END_MAIN

Misc_events:
CauseGameOverIfLordDies
END_MAIN

Opening_event:
CAM1 [1,18]
SHOWMAP
CURF [1,18]
STAL 16
MUSC 0x41
LOU1 Good
ENUN
STAL 16
CMON
LOU1 BAD1
ENUN
STAL 16
CMOF
CUMO [1,20]
STAL 32
CURE
TEX1 0xA02
REMA
STAL 16
MOVE [1,20] [1,18]
ENUN
DISA Raven
FADI 16
HIDEMAP
BACG 0x2A
TEX1 0xA00
REMA
SHOWMAP
MUSC 0x41
CMON
LOU1 Good2
ENUN
TEX1 0xA00
REMA
LOU1 BAD2
ENUN
STAL 8
FADI 16
HIDEMAP
BACG 0x2A
TEX1 0xA03
REMA
SHOWMAP
MOVE Harken [1,19]
MOVE [6,22] [1,20] 
MOVE [5,22] [0,20]
MOVE [7,22] [2,20]
ENUN
TEX1 0xA02
REMA
MOVE Legault [5,9]
MOVE Raven [6,8] 
MOVE [1,12] [5,8] // tutorial Wil
MOVE Erk [5,7]
ENUN
STAL 12
CMOF
TEX1 0xA00
REMA
CAM1 [11,22]
LOU1 BAD3
ENUN
STAL 8
CAM1 Legault
TEX1 0xA00
REMA
ENDA

_______________________________________________________________________________________________________

My other huge problem, is that the game crashes right when it is supposed to execute this part of the code:

MOVE Legault [5,9]
MOVE Raven [6,8] 
MOVE [1,12] [5,8] // tutorial Wil
MOVE Erk [5,7]

What happens, is once the text event that happens prior to this finishes. The camera (without my permission!) goes to the top-left of the map and then freezes. I don't know why the Camera moves to the top-left and freezes, and I don't know why the game won't move the characters I told it to move. 

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6 hours ago, Zalor said:

One of the first things I tell the game to do on the opening event is to put the camera at the coordinates [1,18]. This is because I want the chapter's events to start here. However, the game always starts at the top-left of the map and then moves the Camera down to the bottom left of the map (where the coordinate 1,18 are). I don't want the camera to move down, I want it to start in that location from the absolute start.  I fiddled with this for a while, but nothing worked

 

6 hours ago, Zalor said:

Opening_event:
CAM1 [1,18]

Replace the chapter data byte that sets if the chapter fades to black or to map at te start to fade to black, then FADU after that CAM1?

6 hours ago, Zalor said:

My other huge problem, is that the game crashes right when it is supposed to execute this part of the code:

MOVE Legault [5,9]
MOVE Raven [6,8] 
MOVE [1,12] [5,8] // tutorial Wil
MOVE Erk [5,7]

What happens, is once the text event that happens prior to this finishes. The camera (without my permission!) goes to the top-left of the map and then freezes. I don't know why the Camera moves to the top-left and freezes, and I don't know why the game won't move the characters I told it to move. 

Did you try replacing every character here by their coordinates?

Edit:actually nevermind , the raws have character and coordinates based CAM1 so this should work

CAM1, 0x22, 4, -game:FE7 -indexMode:8
	Position, 2, 2, -coordinates:2 -preferredBase:10

CAM1, 0x20, 4, -game:FE7 -indexMode:8
	Character, 2, 2

 

also, one random question,Are you using EA 11.1? because it looks like you are using the old ai settings from older EAs.

Edited by Kirb1337
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45 minutes ago, Kirb1337 said:

*SNIP*

Yeah, the thing about starting the chapter on Fade out and adjusting the screen during the darkness has done the trick. The really really weird part though, is that I know that the MOVE code is correct. I have not idea why it didn't work. However, for whatever reason when I changed the place in the ROM where I had my events written too, and when I did the move data with coordinates instead of character names, it worked. 

One weird problem that I didn't notice the first time because I was play testing with the emulator muted, is that at the very start of the chapter, the track Ships And Homes plays. Even though nowhere in the event file do I have that track scripted to play. Even if I put a MUEN code at the top of the Opening event, the track still plays briefly. How do I get rid of it?

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1 minute ago, Zalor said:

Yeah, the thing about starting the chapter on Fade out and adjusting the screen during the darkness has done the trick. The really really weird part though, is that I know that the MOVE code is correct. I have not idea why it didn't work. However, for whatever reason when I changed the place in the ROM where I had my events written too, and when I did the move data with coordinates instead of character names, it worked. 

One weird problem that I didn't notice the first time because I was play testing with the emulator muted, is that at the very start of the chapter, the track Ships And Homes plays. Even though nowhere in the event file do I have that track scripted to play. Even if I put a MUEN code at the top of the Opening event, the track still plays briefly. How do I get rid of it?

Try to look at data in the chapter data editor?

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4 hours ago, Kirb1337 said:

 

Try to look at data in the chapter data editor?

I checked there at first, but I guess I didn't check hard enough. You were totally right, it was in the Chapter Data editor! Thanks for all your advice!

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So, this might sound stupid, but I decided to experiment hacking around a bit with FE7, and wanted to remove the tutorial and text events from the Prologue to make it easier to test stuff.  I just want to know how to turn my raw code into macros, as right now as a beginner to EA, it's a bit more difficult to read the raw code and determine what is what without looking at the reference every few seconds. Where in the code to include the stdlib and what process can I use to do this.

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11 hours ago, SilverNexez said:

So, this might sound stupid, but I decided to experiment hacking around a bit with FE7, and wanted to remove the tutorial and text events from the Prologue to make it easier to test stuff.  I just want to know how to turn my raw code into macros, as right now as a beginner to EA, it's a bit more difficult to read the raw code and determine what is what without looking at the reference every few seconds. Where in the code to include the stdlib and what process can I use to do this.

Are you using "#include EAstdlib.event"?

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6 hours ago, Primefusion said:

Are you using "#include EAstdlib.event"?

I think so, but I'm definitely doing it wrong. I'm pretty sure that when assembling, including it should obviously define all the macros. However, I can't figure out where to include it so I get dissembled code in macro form. I've tried including it at the top of the prologue events, then reassembling then dissembling the code again. That just gets the raws. Would I insert it before the entire game's event code, or am I supposed to include it somewhere else?

 

TEST.txt

Edited by SilverNexez
Missing File
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Oh, my bad, I misinterpreted what you were saying a little bit.
Disassembly is always going to give you the raw code.
If you just want to remove tutorial stuff, add the following to the top of the disassembled file and you're set:

#include EAstdlib.event
#define DISABLE_TUTORIALS

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2 hours ago, Primefusion said:

Oh, my bad, I misinterpreted what you were saying a little bit.
Disassembly is always going to give you the raw code.
If you just want to remove tutorial stuff, add the following to the top of the disassembled file and you're set:

 


#include EAstdlib.event
#define DISABLE_TUTORIALS

 

Oh, I see. Well, in that case, I won't need to worry about that I guess. But what's weird is that the tutorials still seem to go on when I placed these lines at the top of the Prologue Events code. Am I doing this in the wrong place, or does every file need to be in the same folder/directory as the Event Assembler?

 

Prologue Events.png

Prologue Screen.png

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Background: I am making a chapter in Fire Emblem 7 that has 4 switches. The player must hit 2 of the 4 switches to access the throne room and win the map. Depending on the switch hit, the player will receive access to certain rewards at the cost of another.

Problems/Questions: I have come across 4 major problems in my code. Otherwise, it seems to be working fine. I was hoping to find help in this thread as it is all about Event Assembler. Thank you in advance.

  1. I am using an AREA event under Misc_events to trigger the switches. The problem is that enemies can also trigger the switches, which I do not want to happen. How would I go about making this a player only trigger? Would I need to duplicate the code under every switch using every playable character as active? I figure there would have to be another way.
  2. After the switch event trigger, the music completely freaks out - basically a long never-ending screech sound. I have tried many of the music related codes, but nothing is fixing this. Does anyone have any suggestion what I should include in the code?
  3. The KILL coordinate events are not working (i.e. KILL [21,6]). Am I using this incorrectly? Is there another way to kill a character located on a specific coordinate?
  4. Some of the map changes are not triggering, and I am wondering if this is a code issue or if I am assigning the wrong map change ID's based on positioning. One map change that is never triggering is MAC 0x22 0x0 (the front gate). I can confirm that the top-left tile in the tile change is furthest right on the x and down on the y axis. There are three other tile changes that have a bottom right tile further right on the x and down on the y axis. I am wondering if this could be causing problems with the map change ID; thus the triggering event.

Code:

TopLeftSw:
ALIGN 4 // prevents misalignment from ballista data
//FIRST SWITCH
IFEF 0x45 0x46 //checks if no switch has been hit yet.
MAC1 0x01 0x0
SOUN 0xB1
MAC1 0x03 0x0
STAL 10
MAC1 0x08 0x0
MAC1 0x15 0x0
MAC1 0x20 0x0
MAC1 0x22 0x0 //Front Gate Open
SOUN 0xAB
STAL 10
MUS1 0x0042 //TogetherWeRide
TEX1 0x13B2 //Recruitment Text
CUSI 0xD6 $00
REMA
MURE 5
ENUT 0x45 //Sets first switch to true
ENUT 0x50 
ELSE 0x47
ENIF 0x46
//SECOND SWTICH
IFEF 0x48 0x49 //checks if another switch has been hit
MAC1 0x01 0x0
SOUN 0xAB
MAC1 0x05 0x8
MAC1 0x03 0x0
STAL 10
MUS1 0x0042 //TogetherWeRide
TEX1 0x13B2 //Recruitment Text
CUSI 0xD6 $00
MURE 5
STAL 30
IFEF 0x51 0x54
MAC1 0x07 0x0
KILL [21,6] //Kills character at [21,6]
ENIF 0x54
IFEF 0x52 0x55
MAC1 0x14 0x0
KILL [9,11] //Kills character at [9,11]
ENIF 0x55
IFEF 0x53 0x55
MAC1 0x19 0x0
KILL [17,13] //Kills character at [17,13]
ENIF 0x55
SOUN 0xB1
MAC1 0x09 0x0 //Alter open
ENUT 0x48 //sets second swtich to true
ENIF 0x49
ENIF 0x47
ENDA

 

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