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Ephraim115
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Ok, so I know that this:

FIG1 attacker defender 0x0 

starts a normal fight...

You just put the character ids in and the characters have a normal fight.

But does anybody know what I need to do, If I wanted two specific units to do exactly what i want?

By that I mean, get them to do criticals, automatically miss, sureshot, pierce, etc.

Thank you....

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EA Standard Library/Unit Helpers.txt

Before the FIG1 command you tell it how you want the fight to play out.

  StartBattle //scripted fight setup
  MissedAttack(0,0) //Seth misses
  NormalDamage(1,0) //Valter hits
  EndAttack
  FIG1 Seth Valter_Prologue 0x0 //execute fight

The first number is 0 for the attacker, 1 for the defender. The second number is the damage, leave it as 0 for normal damage.

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Okay, I have a slight issue

I have events here:

 

#include EAstdlib.event

EventPointerTable(0x07,ThisChapter)

ORG 0xE80000

ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene

Units:
UNIT 0x0B 0x1B 0x00 Level(4, Enemy, 0) [1,1] 0x00 0x00 0x0 0x00 [0x84] NoAI
UNIT

Units2:
UNIT 0x13 0x27 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT

Units5:
UNIT 0x18 0x7F 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x38] NoAI
UNIT

TurnBasedEvents:
END_MAIN

CharacterBasedEvents:
END_MAIN

LocationBasedEvents:
END_MAIN

MiscBasedEvents:
END_MAIN

Dunno:
//DO NOT TOUCH
WORD $00

Tutorial:
//DO NOT TOUCH
WORD $00

TrapData:
END_MAIN

ALIGN 4

BeginningScene:
MUS1 0x25
_0x0E22 0x28
ENUN
_LOAD1 0x1 Units
ENUN
CUMO [1, 1]
STAL 60 
CURE
TEXTSTART
TEXTSHOW 0x907
TEXTEND
REMA
_LOAD1 0x1 Units2
ENUN
MOVE 0x13 [6,4]
ENUN
CUMO 0x13
STAL 60 
CURE
TEXTSTART
TEXTSHOW 0x908
TEXTEND
REMA
CUMO 0x0B
STAL 60 
CURE
TEXTSTART
TEXTSHOW 0x909
TEXTEND
REMA
StartBattle
CriticalHit(0,0)
EndAttack
FIG1 0x0B 0x13 0x0
ENUN
_LOAD1 0x1 Units5
ENUN
CUMO [6, 3]
STAL 60 
CURE
TEXTSTART
TEXTSHOW 0x90A
TEXTEND
REMA
CUMO [1, 1]
STAL 60 
CURE
TEXTSTART
TEXTSHOW 0x90B
TEXTEND
REMA
MOVE 0x0B [0,1]
ENUN
DISA 0x0B
ENUN
ENDA

EndingScene:
ENDA

// Events

// Manual Movement

// Scripted Fights

// Units

// Shop Data

MESSAGE Events end at offset currentOffset

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------

 

If you take a look at where I choose to begin the fight, It would be after text 909...

However, after assembling this to the game, the game is COMPLETELY IGNORING the fight, and skipping it like its INVISIBLE.

I did get the fighting to work one time, but only as a turnbased event. I made two units fight on turn 2.

What I want to do is have two units fight at the beginning scene, like before the chapter starts (like a cutscene).

In the same exact way Valter fights seth.

Would you know why it keeps stopping me unless its a turn based event?

Thanks so much again

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