HELP! My game freezes when I use this custom event. I can assemble it with EA but when I move one of my characters, instead of the 'wait' menu coming up, the game freezes. The Event:
#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) [9,0] [9,0] [Fire, Vulnerary] [0x00,0x00,0x00,0x00] UNIT Kent 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 0x81A REMA ENDA
End_MAIN
Location_events: House(0x07,House1,1,6) // creates a village with event ID 0x07 ENDA
House1: MUSI //The music gets quieter for house scenes too FADI 10 BACG 0x01 //Loads house with a fireplace background FADU 10 TEX1 0x819 REMA ITGV 0x60 //Gives item to the active character (the one visiting) MUNO //Undoes the music quieting effect ALIGN 4 ENDA
End_MAIN
Misc_events: CauseGameOverIfLordDies // when event 0x65 is triggered, game over screen will occur DefeatAll(Ending_event) // when all enemies are defeated, the game goes to “Ending_event” End_MAIN
TrapData: End_MAIN
Opening_event: 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 Kent [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 STAL 10 MOVENEXTTO Marcus Eliwood STAL 5 MOVENEXTTO Kent Marcus 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
If anyone could tell me what's wrong with it, I'd be rally grateful.