BlueLeafeon Posted August 6, 2011 Share Posted August 6, 2011 (edited) Okay, I've got a video and a full event file here! What am I doing wrong? http://www.youtube.com/watch?v=p6_COqKiP0M //Made by Camtech075 of SerenesForest #include EAstdlib.event EventPointerTable(0x07,Prologue) ORG 0xE471E0 Prologue: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN Ballista1 Ballista2 POIN GoodGuys BadGuys POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene TurnBasedEvents: TURN CharacterBasedEvents: CHAR GoodGuys: //UNIT ID Class Lder Misc [X,Y]Flag Byte1 REDA *pointer* Items AI UNIT 0x01 0x01 0x01 0x08 [8,6] 0b 0x00 0x00 0x00 [0x09, 0x6C, 0x00, 0x00] NoAI UNIT 0x02 0x05 0x01 0x10 [8,7] 0b 0x00 0x00 0x00 [0x01, 0x16, 0x6C, 0x00] NoAI UNIT LocationBasedEvents: LOCA 0x0 HouseConvo [4, 13] 0x10 LOCA HouseConvo: Text(0x00,0x921) ENDA MiscBasedEvents: DefeatBoss(EndingScene) CauseGameOverIfLordDies AFEV Dunno: //DO NOT TOUCH CODE $00 Tutorial: //DO NOT TOUCH CODE $00 Ballista1: BLST Ballista2: BLST ALIGN 4 BadGuys: //UNIT ID Class Lder Misc [X,Y]Flags Byte1 REDA *pointer* Items AI UNIT 0xAA 0x5B 0x68 0x04 [3,7] 0x00 0b 0x01 0x0 [0xB1,0x00,0x00,0x00] NoAI UNIT 0xAA 0x5B 0x68 0x04 [15,8] 0x00 0b 0x01 0x0 [0xB1,0x00,0x00,0x00] NoAI UNIT 0xAA 0x5B 0x68 0x04 [8,13] 0x00 0b 0x01 0x0 [0xB1,0x00,0x00,0x00] NoAI UNIT 0x68 0x3F 0x68 0x04 [16,1] 0x00 0b 0x00 0x00 [0x1F,0x00,0x00,0x00] [0x00,0x03,0x00,0x20] UNIT GoodGuys2: //UNIT ID Class Lder Misc [X,Y]Flag Byte1 REDA *pointer* Items AI UNIT 0x01 0x01 0x01 0x08 [0,15] 0b 0x00 0x00 0x00 [0x09, 0x6C, 0x00, 0x00] NoAI UNIT 0x02 0x05 0x01 0x10 [2,16] 0b 0x00 0x00 0x00 [0x01, 0x16, 0x6C, 0x00] NoAI BeginningScene: MUS1 0x52 LOMA 0x40 //Loads Triannos map LOU1 GoodGuys ENUN TEX8 0x0664 [0,0] //"Triannos Castle" CUMO 0x01 //flashes cursor on Ryen before convo Text(0x0907) // "Franz, ride ahead and..." // AND NOW RYEN AND JASON GET WARPED. FADU 10 //Fade-in with white DISA 0x01 DISA 0x02 LOMA 0x00 //Loads prologue map LOU1 GoodGuys2 ENUN FADU 10 //Fade-out with white //WARP END FlashCursor(0x02,60) Text(0x090D,0x22) // "Princess! This way! I can see..." //Now we introduce the bad guys FlashCursor(16,1,60) //flash on temple Text(0x090F) // "Your highness, I won't lie..." MUS1 0x25 //Tension LOU1 BadGuys FlashCursor(0x01,60) Text(0x0910) // "Renais dogs! Where do you think..." ENDA EndingScene: Text(0x0907,0x22) STAL 0x01 MNCH 0x01 ENDA MESSAGE Events end at offset currentOffset EDIT: Also, the map that loads isn't Renais Castle. It's the prologue map. >_> Edited August 6, 2011 by MagicKitty Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 (edited) In the text: Is the answer to this question no? [Yes] In the events: IFYN ID So yes has to be typed into my text at the end, and the IFYN code is what brings up the yes/no choices? Edited August 6, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 [Yes] brings up the choice with Yes as the default. [No]... well, guess. IFYN is the corresponding IF condition. I *think* that it checks for the default option. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 6, 2011 Share Posted August 6, 2011 It would probably help if I explained what i'm trying to do. What I want to do is set up a conversation between the main character and one of his units. During the conversation, I want a question to pop up in the orange/brown box asking if you'd like to dismiss the unit. Choosing yes would cause the unit to turn green and leave, while no causes them to stay. I can get the convo between the 2 work, no problem, and I know how to change allegiances and make the unit leave, but how do I get the box to appear like in lyns mode tutorials, and how do I set all of this up to happen mid-convo? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 6, 2011 Author Share Posted August 6, 2011 (edited) In your text: Would you like to stay? [Yes] In your events: [stuff] IFYN 0x01 //If "Yes" is hit ELSE 0x02 //If "no" is hit ENIF 0x01 [morestuff] Edited August 6, 2011 by CT075 Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2011 Share Posted August 7, 2011 Still having a few problems with this. Here's what the event looks like. EliwoodOswin MUSI TEX1 0x0823 REMA TEX6 0x1 [5,3] 0x0828 IFYN 0x01 TEX1 0x082A REMA TurnNPC(Oswin) MOVE Oswin [0,3] ENUN DISA Oswin ELSE 0x02 ENIF 0x01 TEX1 0x0829 REMA ENIF 0x02 MUNO ENDA Oswin won't change allegiances or leave, the brown text box stays once appearing, it doesn't appear that the event for Oswin leaving is even playing, and it sounds and looks like more than one set of text is being loaded after the brown text box appears. The brown text box is also huge, taking up almost all of the screen. Any suggestions? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 7, 2011 Author Share Posted August 7, 2011 TEX6 0x1 [5,3] 0x0828 _ASM0x42 0x83181 Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2011 Share Posted August 7, 2011 (edited) EA says there's no code match. Another problem. Pressing start completely skips past the event without asking yes or no. Edited August 7, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 7, 2011 Author Share Posted August 7, 2011 _0x87 [shit] TEX6 0x01 [07,05] 0x081A _ASM0x42 0x83181 IFYN 0xwhatever [more shit] ELSE 0xWhatever ENIF 0xwhatever [even more shit] Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2011 Share Posted August 7, 2011 (edited) I'm guessing that _0x87 is for not skipping the question. It works before the question is asked, but after the first text, it can still be skipped by pressing start. Still no code match for _ASMOx42, and all problems still seem to be there. Since I see 0xwhatever after your codes, does that mean that it's treated like a regular event? So maybe if I tried 0x0E and 0x0F it might work, since they're currently unused? Also, should it be _0x87 MUSI or MUSI _0x87 Edited August 7, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 7, 2011 Author Share Posted August 7, 2011 (edited) Condition ID =/= Event ID. Honestly, go read Arch's tutorial. Specifically, the chapter on conditions. _ASM0x42 0x83181 Put another _0x87 after the question. EDIT: Doesn't matter. Edited August 7, 2011 by CT075 Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2011 Share Posted August 7, 2011 Condition ID =/= Event ID. Honestly, go read Arch's tutorial. Specifically, the chapter on conditions. _ASM0x42 0x83181 Put another _0x87 after the question. EDIT: Doesn't matter. I've been reading Arch's tutorial in addition to this, in fact I have it open in a seperate tab. Thing is, the condition chapter makes no mention of any _0x87 or _ASMOx42. I can't say for sure if they're mentioned in other chapters, but I will go out on limb and say they aren't. I also updated my EA standard library awhile back because of another code that wasn't working, so unless there's been an update within the last month, I don't think it's that. I think the main problem i'm having is the situation. While what you're saying might work for simply for determining whether or not you go to a gaiden chapter, I need an already recruited characters loyalty to be determined by this event, and for it to happen in the middle of a conversation, which i'm sure makes things more complicated. I don't really need this event to happen, and chances are i'll have to drop it in the end, but i'd like to try all options first before doing so. Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 7, 2011 Author Share Posted August 7, 2011 _0x87 is not in the tutorial, no. _ASM0x42 0x83181 (That's a ZERO, not an O) is not in the tutorial, although it should be. And honestly, if you need to ask me how a simple yes/no condition works, then you need to read more slowly, or better, or something of the such, since I had no trouble whatsoever finding it. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2011 Share Posted August 7, 2011 (edited) _0x87 is not in the tutorial, no. _ASM0x42 0x83181 (That's a ZERO, not an O) is not in the tutorial, although it should be. And honestly, if you need to ask me how a simple yes/no condition works, then you need to read more slowly, or better, or something of the such, since I had no trouble whatsoever finding it. Please do not insinuate that this is my fault just because codes you posted aren't working. I've read the tutorial multiple times, and done everything you said, including still finding the code for the text boxes on my own after asking. And you just said yourself that the codes you posted are not in the tutorial. It's not a matter of finding or reading, it's a matter of figuring out why it won't work. Now, after some more testing, it seems that the condition for choosing yes, which should send the unit packing, is not working. Both choices seem to be playing the condition for choosing no. So really, all that is needed is figuring out why the first condition will not work properly. That should fix most, if not all, of my problems. EDIT: Also, before you take my post offensively, it's not your fault these codes won't work. Whoever wrote the tutorial and updates the EA should really keep up on these things, although you could have at least told me what the code should be doing. Edited August 7, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 7, 2011 Share Posted August 7, 2011 (edited) Please do not insinuate that this is my fault just because codes you posted aren't working. I've read the tutorial multiple times, and done everything you said, including still finding the code for the text boxes on my own after asking. And you just said yourself that the codes you posted are not in the tutorial. It's not a matter of finding or reading, it's a matter of figuring out why it won't work. Now, after some more testing, it seems that the condition for choosing yes, which should send the unit packing, is not working. Both choices seem to be playing the condition for choosing no. So really, all that is needed is figuring out why the first condition will not work properly. That should fix most, if not all, of my problems. EDIT: Also, before you take my post offensively, it's not your fault these codes won't work. Whoever wrote the tutorial and updates the EA should really keep up on these things, although you could have at least told me what the code should be doing. This is not the fault of the Event Assembler. It's your code. Something is wrong with it. This is just like programming something. It's an ASSEMBLER. You are to assume that computers are stupid, and you have to give them instructions on how EXACTLY to do something. Let me take something from the thing I'm working on. Other Text: 0x9A5: Do you want to switch the [ToggleRed]text speed to fast[ToggleRed]?[.] [Yes][X] 0x83C: Do you want to skip the [ToggleRed]Start/B button skipping disabled[ToggleRed] portion of the opening event?[.] [Yes][X] ///// Other Definitions /// #define Waitfortextbox "_ASM0x42 0x83181" Opening_event: _0x87 // Locks out start and skip scene functions //*Blah Blah Blah* TEX6 0x7 [0,0] 0x9A5 // Ask to switch Text speed to "Fast" Waitfortextbox IFYN 0x01 // Condition One "Yes" ASMC 0x9010001 //Sets text speed to "Fast" ENIF 0x01 // End Condition One TEX6 0x7 [0,0] 0x83C // Ask if you want to skip the "first" opening event Waitfortextbox IFYN 0x02 //Condition Two JUMP Endthefirstevent // Ends the first event ENIF 0x02 // End Condition One If you were to look at it like a C++ type language: Textbox_Show_ID(0x9A5); Waitforinput(); If(input='Yes') { SwitchTextSpeedtoFast(); } //Else Do nothing Textbox_Show_ID(0x83C); Waitforinput(); If(input='Yes') { Jumpto(EndFirstEvent); } Edited August 7, 2011 by shadowofkitty Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 7, 2011 Share Posted August 7, 2011 Yeah, I think i'm going to drop this event until I understand more about this. There are some codes that I don't see in your file such as ELSE or _0x87. Hopefully, I can learn more about this before I start needing gaidens. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 8, 2011 Share Posted August 8, 2011 (edited) I'm having one other small problem. My next chapter is the first one to use a preparations screen. The opening event works fine, except when I check the map during preparations, all the units are gone. And starting the chapter plays the opening event again. Here's the file. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) org 0xD12630 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 Glass Mercenary 0x00 Level(5,Enemy,False) [15,3] [15,3] [steelSword] [0x03, 0x03, 0x09, 0x20] UNIT Empty Bad2: UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [4,3] [4,3] [steelSword] [0x03, 0x03, 0x09, 0x20] UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [3,0] [3,0] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(4,Enemy,True) [5,0] [5,0] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [4,3] [4,4] [steelSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(4,Enemy,True) [4,3] [6,3] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [4,3] [6,4] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Nomad Glass Level(2,Enemy,True) [15,7] [12,5] [ironBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Nomad Glass Level(2,Enemy,True) [15,7] [14,6] [shortBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Nomad Glass Level(2,Enemy,True) [16,7] [15,6] [ironBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mage Glass Level(3,Enemy,True) [4,3] [9,5] [Fire] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mage Glass Level(2,Enemy,True) [4,3] [9,7] [Fire] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mage Glass Level(2,Enemy,True) [4,3] [11,5] [Fire] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Thief Glass Level(1,Enemy,True) [4,3] [0,4] [ironSword,LockPick] [000, 0x00, 0x00, 0x00] UNIT Empty Help: UNIT 0x8C Pirate 0x00 Level(5,NPC,False) [4,3] [10,3] [KillerAxe] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [11,12] [11,11] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Jaffar Assassin Eliwood Level(1,Ally,False) [11,12] [10,12] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Oswin Knight Eliwood Level(4,Ally,False) [11,12] [12,12] [ironSpear] [0x00, 0x00, 0x00, 0x00] UNIT Empty Turn_events: TurnEventPlayer(0x00,Opening_event,1) TURN Character_events: CHAR Location_events: Chest(Javelin,1,2) Chest(SteelSword,2,6) ChestMoney(2500,5,6) Armory(Weapons,5,9) Vendor(Shop,1,9) Village(0x06,Village1,15,3) Village(0x07,Village2,15,11) Seize(0x08,Ending_event,4,3) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: OOBB LOU1 Good ENUN FADI 0x0A BACG 0x04 FADU 0x0A TEX1 0x0837 REMA MOVE Jaffar [13,8] MOVE Oswin [13,9] ENUN MUEN 0x0A CURF [15,3] STAL 0x20 MUS1 0x0020 FADI 0x0A BACG 0x02 FADU 0x0A TEX1 0x0832 REMA LOU1 Bad ENUN MOVE Glass [4,3] ENUN DISA Glass MUEN 0x0A CURF [4,3] STAL 0x20 MUS1 0x006B FADI 0x0A BACG 0x0D FADU 0x0A TEX1 0x0833 REMA LOU1 Bad2 LOU1 Help ENUN MUEN 0x0A MUS1 0x0032 TEX1 0x0834 REMA TEX1 0x0835 REMA GotoPrepScreen ENDA Ending_event: MNCH 0x03 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: D12400 Yes, I am aware that I currently have nothing scripted for the shops or villages yet. Edited August 8, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted August 8, 2011 Share Posted August 8, 2011 If you have a prep screen, you don't need the opening event to play on turn one. aka TurnEventPlayer(0x00,Opening_event,1) Cut this out. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 8, 2011 Share Posted August 8, 2011 That worked, but now the screen goes black, and the loaded units still don't stay. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted August 8, 2011 Share Posted August 8, 2011 Now on turn one, you want to have a turn event leading to OOBB. Also, if you want all of your Bad2 and such to load, you're gonna need to put them into Bad. With a prep screen, the units they load on the map is only in Bad and Good. Though, if you make the screen not move using CMOF, you can load units on turn one off screen, though this leaves them to be unavailable to be seen in the prep screen. Quote Link to comment Share on other sites More sharing options...
Krad Posted August 8, 2011 Share Posted August 8, 2011 For preparations, only the units under Good: and Bad: will be visible. If you want the enemies to be visible, move them all to the Bad: pointer. Also, to remove the black screen, add this to your events: Turn_events: TurnEventPlayer(0x00,Fadeout,1) ... Fadeout: //Other stuff can go here, like loading NPCs and such OOBB ENDA It is at least the way I use to get rid of the black screen, maybe someone else can give you a different answer. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 8, 2011 Share Posted August 8, 2011 Thanks guys. Everything is working properly. Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 9, 2011 Share Posted August 9, 2011 (edited) Why am I always wrong when I think things are going smoothly? So Hectors decided he wants to be part of this chapter despite not being introduced for another 2 chapters. When I use my R button to check my characters he appears, but he doesn't appear on the map unless I suspend and continue later. And he has a random iron sword. And I have no clue how I did this, but my shops and armories now show the text for Kent when he survives at the end of Lyn mode, and that isn't good. I tried editing the text to use somewhere else, but it still did the same thing. EDIT: No one has any clue? Edited August 9, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted August 10, 2011 Share Posted August 10, 2011 (edited) I apologize for the triple post, but simply editing my other post doesn't seem to bring up the topic or say that there is a new post, because there isn't. I seem to have fixed the armory/shop deal simply by inserting the file I have that contains the text for them. However, the Hector thing still goes on. I tried removing him from chapters in FE7 where he shows up early, and even tried to get rid of his character data, but to no avail. Here is a screenshot of the problem i'm having, along with the updated event file. Some parts of the pic are cut to prevent spoilers of my own hack. [spoiler=Pic] [spoiler=Events] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) org 0xD12630 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 Bad2: UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [15,3] [15,3] [steelSword] [0x03, 0x03, 0x09, 0x20] UNIT Empty Bad: UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [4,3] [4,3] [steelSword] [0x03, 0x03, 0x09, 0x20] UNIT 0x8B Mercenary Glass Level(2,Enemy,True) [3,0] [3,0] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [5,0] [5,0] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(2,Enemy,True) [4,3] [4,4] [steelSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [4,3] [6,3] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Mercenary Glass Level(2,Enemy,True) [4,3] [6,4] [ironSword] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Archer Glass Level(2,Enemy,True) [15,7] [12,5] [ironBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Archer Glass Level(2,Enemy,True) [15,7] [14,6] [shortBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Archer Glass Level(2,Enemy,True) [16,7] [15,6] [ironBow] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Fighter Glass Level(2,Enemy,True) [4,3] [9,5] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Fighter Glass Level(2,Enemy,True) [4,3] [9,7] [ironAxe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Fighter Glass Level(1,Enemy,True) [4,3] [11,5] [HandAxe] [0x00, 0x00, 0x00, 0x00] UNIT 0x8B Thief Glass Level(1,Enemy,True) [4,3] [0,4] [ironSword,LockPick] [000, 0x00, 0x00, 0x00] UNIT 0x8C Pirate 0x00 Level(5,NPC,False) [4,3] [10,3] [KillerAxe,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Empty Good: UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [11,12] [11,11] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Jaffar Assassin Eliwood Level(1,Ally,False) [11,12] [10,12] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00] UNIT Oswin Knight Eliwood Level(4,Ally,False) [11,12] [12,12] [ironSpear] [0x00, 0x00, 0x00, 0x00] UNIT Empty Friend: UNIT 0x8F Cavalier Eliwood Level(3,NPC,False) [15,3] [15,3] [steelSword,Javelin] [0x03, 0x03, 0x00, 0x20] UNIT Lucius Monk Eliwood Level(3,NPC,False) [15,3] [15,11] [Lightning,Vulnerary] [0x03, 0x03, 0x00, 0x20] Turn_events: TurnEventPlayer(0x00,Fadeout,1) TurnEventPlayer(0x09,MyFriends,1) TURN Character_events: CharacterEvent(0x0A,Joshua,Eliwood,Lucius) CharacterEvent(0x0B,Poplawski,Eliwood,0x8F,0x0A) CharacterEvent(0x0C,Jake,Eliwood,0x8C) CHAR Location_events: Chest(Javelin,1,2) Chest(SteelSword,2,6) ChestMoney(2500,5,6) Armory(Weapons,5,9) Vendor(Shop,1,9) Village(0x06,Village1,15,3) Village(0x07,Village2,15,11) Seize(0x08,Ending_event,4,3) LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: OOBB LOU1 Good ENUN FADI 0x0A BACG 0x04 FADU 0x0A TEX1 0x0837 REMA MOVE Jaffar [13,8] MOVE Oswin [13,9] ENUN MUEN 0x0A CURF [15,3] STAL 0x20 MUS1 0x0020 FADI 0x0A BACG 0x02 FADU 0x0A TEX1 0x0832 REMA LOU1 Bad2 ENUN MOVE Glass [4,3] ENUN DISA Glass MUEN 0x0A CURF [4,3] STAL 0x20 MUS1 0x006B FADI 0x0A BACG 0x0D FADU 0x0A TEX1 0x0833 REMA LOU1 Bad ENUN MUEN 0x0A STAL 0x0A MUS1 0x0032 TEX1 0x0834 REMA CAM1 [11,11] CURF [11,11] STAL 0x20 TEX1 0x0835 REMA GotoPrepScreen ENDA MyFriends: MUS1 0x0001 CAM1 [15,3] CURF [15,3] STAL 0x20 MUSI FADI 0x0A BACG 0x02 FADU 0x0A TEX1 0x0836 REMA MUNO LOU1 Friend ENUN ENDA Joshua: MUS2 0x0042 TEX1 0x0838 REMA CUSI Lucius 0x00 MURE 0x05 ENDA Poplawski: MUS2 0x0042 TEX1 0x083B REMA CUSI 0x8F 0x00 MURE 0x05 ENDA Jake: MUSI TEX1 0x083A REMA MUNO ENDA Village1: MUSI FADI 0x0A BACG 0x02 FADU 0x0A TEX1 REMA ITGV GoddessIcon MUNO ENDA Village2: MUSI FADI 0x0A BACG 0x02 FADU 0x0A TEX1 REMA ITGV Shine MUNO ENDA Weapons: SHLI IronSword IronSpear Shop: SHLI Lightning Vulnerary Ending_event: MNCH 0x03 ENDA Fadeout: OOBB ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: D12400 EDIT: Crap, hack spoilers in event file anyway. Oh well. Edited August 10, 2011 by Scott Pilgrim Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 10, 2011 Share Posted August 10, 2011 Friend: UNIT 0x8F Cavalier Eliwood Level(3,NPC,False) [15,3] [15,3] [steelSword,Javelin] [0x03, 0x03, 0x00, 0x20] UNIT Lucius Monk Eliwood Level(3,NPC,False) [15,3] [15,11] [Lightning,Vulnerary] [0x03, 0x03, 0x00, 0x20] Well, this needs a UNIT Empty at the end. I wouldn't be surprised if this is the source of a few problems. Quote Link to comment Share on other sites More sharing options...
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