Nintenlord Posted October 2, 2011 Share Posted October 2, 2011 If they are so ugly that you are ashamed to show them, then yes, start over. If not, show them. Quote Link to comment Share on other sites More sharing options...
Psych Posted October 4, 2011 Share Posted October 4, 2011 I'm trying to make a chapter where it loads an unit, and you defeat him, and then it loads another unit and you defeat him, kinda like a boss gauntlet I suppose. But then once those two are defeated it loads the enemies. I'm not sure where to start, but I have this so far. #define DISABLE_TUTORIALS #include EAstdlib.event #include "definitions.txt" EventPointerTable(0x06,Pointers) org 0xD80000 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 Good: UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN Character_events: CHAR Location_events: Village(0x08,Money,9,5) Village(0x07,Steel_Axe,14,16) Vendor(VendorData,13,6) CODE $00 Misc_events: CauseGameOverIfLordDies AFEV Opening_event: FAWI 0x05 CURF [13,10] FADI 0x10 BACG 0x0D FADU 0x10 MUS1 0x006b TEX1 0x0803 REMA LOU1 MitchUnit LOU1 MikaelEnemy ENUN ENDA Ending_event: FADI 0x10 MUS1 0x0039 BACG 0x0D FADU 0x10 TEX1 0x0804 REMA STAL 0x05 MNCH 0x01 ENDA BallistaData: BLST ALIGN 4 MitchUnit: UNIT Mitch EliwoodLord 0x00 Level(1,Ally,False) [13,10] [9,12] [ironSword,Vulnerary] [00,00,00,00 UNIT Sam Archer 0x01 Level(1,Ally,False) [13,10] [10,12] [ironBow,Vulnerary] [00,00,00,00] UNIT Empty LinaUnit: UNIT Lina Mercenary_F 0x01 Level(3,Ally,False) [6,8] [6,8] [steelSword] [00,00,00,00] UNIT Mikael Pirate 0x01 Level(2,Ally,False) [7,9] [7,9] [ironAxe,HandAxe] [00,00,00,00] UNIT Empty MikaelEnemy: UNIT Mikael Pirate 0x00 Level(2,Enemy,False) [13,10] [8,7] [ironAxe,HandAxe] [03,03,02,20] UNIT Empty EnemyEvent: MUS2 0x0054 LOU1 Enemy1 LOU1 Enemy2 LOU1 Enemy3 ENUN MURE 5 TEX1 0x0800 ENDA Steel_Axe: FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x0805 ITGV SteelAxe REMA ENDA Money: FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x0806 MONE 0x00 3000 REMA ENDAw VendorData: SHLI Vulnerary MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: DA1234 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 4, 2011 Share Posted October 4, 2011 Add AFEV event that activates after a death quote of one of the bosses that does what you want. Quote Link to comment Share on other sites More sharing options...
Gin_Devil Posted October 4, 2011 Share Posted October 4, 2011 Not sure if its already been asked but. I'm new to hacking and I plan on hacking one of the gba games. What stuff will I need, I plan on changing stats making new maps, and a whole new story. Also is their a way to take s sprit say Lyns and put it in the game? Quote Link to comment Share on other sites More sharing options...
Jubby Posted October 20, 2011 Share Posted October 20, 2011 (edited) Just wondering... Is there a condition for if the player/tactician is male/female? I kinda remember reading somewhere that Sain will hit on your character if you say that you're female, which most likely means it triggers different text slots, right? Which would necessitate a condition, I think...? Was thinking of having it load a different unit depending on whether you're male or female :) Edited October 20, 2011 by Jubby Quote Link to comment Share on other sites More sharing options...
Aura Wolf Posted October 20, 2011 Share Posted October 20, 2011 ^ TEXTIFTACTF *Text ID 1* *Text ID 2* Text 1 is for male; Text 2 is for female. Quote Link to comment Share on other sites More sharing options...
Jubby Posted October 20, 2011 Share Posted October 20, 2011 Perfect, thanks. Is there any way to use it (or another code) for, say, loading units? Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted October 21, 2011 Share Posted October 21, 2011 (edited) You can use IFUF to have a certain unit load if the unit you want to speak is deployed. Edited October 21, 2011 by The Smithy Gang! Quote Link to comment Share on other sites More sharing options...
CT075 Posted October 21, 2011 Author Share Posted October 21, 2011 (edited) EDIT: Urrrr. Edited October 21, 2011 by Kam Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted October 29, 2011 Share Posted October 29, 2011 Well, I made a condicional Village event, if a certain Character (Hector, Eliwood, Roy or Florina) visits the village, Lilina will have a different conversation with each one, if any other visits the village, she'll have a generical conversation. And, I want to make that a bit different: I want to add a conversation between Lilina and Hector if Hector don't visit the village, how can I do that? This is the code that I used for the village: VillaLilina: MUS2 FE46Theme FADI 16 HIDEMAP BACG 0x2 FADU 16 SHOWMAP IFCA 0x0 0x01 Hector TEX1 0xB18 ELSE 0x02 ENIF 0x01 IFCA 0x0 0x03 Eliwood TEX1 0xB13 ENIF 0x02 ELSE 0x04 ENIF 0x03 IFCA 0x0 0x05 Florina TEX1 0xAFF ENIF 0x04 ELSE 0x06 ENIF 0x05 IFCA 0x0 0x07 Roy TEX1 0xB0B ENIF 0x06 ELSE 0x08 ENIF 0x07 TEX1 0xB00 ENIF 0x08 REMA MUNO LOU1 Lilina_U ENUN ENDA Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted October 29, 2011 Share Posted October 29, 2011 Which FE are you hacking? Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted October 29, 2011 Share Posted October 29, 2011 FE7, I forgot mention it A_Au Quote Link to comment Share on other sites More sharing options...
Krad Posted October 29, 2011 Share Posted October 29, 2011 (edited) I want to add a conversation between Lilina and Hector if Hector don't visit the village, how can I do that? It's not hard. For all the village conversations barring Hector's, make it so an event ID is triggered after it's finished. Then add a character event that is only available if that certain ID is triggered, that way you will ensure that it won't appear if Hector does the visiting. I could explain it in spanish in needed. Edited October 29, 2011 by Krad Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted October 29, 2011 Share Posted October 29, 2011 That could be helpful, please, explain it to me. Y en español seria mucho mejor. Quote Link to comment Share on other sites More sharing options...
Krad Posted October 29, 2011 Share Posted October 29, 2011 [spoiler=English version]What you need to do is add a command that triggers an event ID after each version of the village visit. Something like this. VillaLilina: MUS2 FE46Theme FADI 16 HIDEMAP BACG 0x2 FADU 16 SHOWMAP IFCA 0x0 0x01 Hector TEX1 0xB18 ELSE 0x02 ENIF 0x01 IFCA 0x0 0x03 Eliwood TEX1 0xB13 ENUT EventID //The event ID required to be able to activate the character event ENIF 0x02 ELSE 0x04 ENIF 0x03 IFCA 0x0 0x05 Florina TEX1 0xAFF ENUT EventID //The event ID required to be able to activate the character event ENIF 0x04 ELSE 0x06 ENIF 0x05 IFCA 0x0 0x07 Roy TEX1 0xB0B ENUT EventID //The event ID required to be able to activate the character event ENIF 0x06 ELSE 0x08 ENIF 0x07 TEX1 0xB00 ENUT EventID //The event ID required to be able to activate the character event ENIF 0x08 REMA MUNO LOU1 Lilina_U ENUN ENDA As you can see, that Event ID isn't present in the Hector version of the village, so him visiting stops the player from using the talk command for that conversation. Then, for the conversation between both characters, you add the condition. CHAR EventID HectorLilina Hector Lilina EventID(the one triggered with the ENUT command) Which would make the talk option only available if the character who visited the village wasn't Hector. Also note that depending on the version of the Event Assembler you're using, instead of ENUT you may need to use ENUF. If one doesn't work, just try the other. [spoiler=Spanish version]Lo que tienes que hacer es agregar el comando que hace que se active el ID de algun event, y que la conversación de Hector y Lilina esté ligada a ese ID. Algo como: VillaLilina: MUS2 FE46Theme FADI 16 HIDEMAP BACG 0x2 FADU 16 SHOWMAP IFCA 0x0 0x01 Hector TEX1 0xB18 ELSE 0x02 ENIF 0x01 IFCA 0x0 0x03 Eliwood TEX1 0xB13 ENUT EventID //La ID que se necesita para ver la conversación. ENIF 0x02 ELSE 0x04 ENIF 0x03 IFCA 0x0 0x05 Florina TEX1 0xAFF ENUT EventID //La ID que se necesita para ver la conversación. ENIF 0x04 ELSE 0x06 ENIF 0x05 IFCA 0x0 0x07 Roy TEX1 0xB0B ENUT EventID //La ID que se necesita para ver la conversación. ENIF 0x06 ELSE 0x08 ENIF 0x07 TEX1 0xB00 ENUT EventID //La ID que se necesita para ver la conversación. ENIF 0x08 REMA MUNO LOU1 Lilina_U ENUN ENDA Para la versión de Hector no se pone el comando y la ID para que si él entrara, no se viera la conversación. Y despues, en el evento de la conversación: CHAR EventID HectorLilina Hector Lilina ID(la activada con ENUT) Con eso queda de que esta conversación sólo esta disponible si fue alguien distinto a Hector quien entró en la villa. También, dependiendo de la versión del Event Assembler que estes usando, puede que en vez de ENUT tengas que usar ENUF. Si una no funciona, simplemente usa la otra. Quote Link to comment Share on other sites More sharing options...
Ninja Caterpie Posted October 30, 2011 Share Posted October 30, 2011 (edited) What causes the error "Didn't reach end, currently at Comma(,)"? Here's the script I'm trying to assemble: [spoiler=Script]#define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x28,Pointers) org 0xD05E00 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN Ballista Ballista POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Turn_events: TURN 0x0 Opening_event [0,1] 0x0 0x0 TURN 0x4 Gideon [2,0] 0x0 0x0 TURN 0x5 Reinforcements [2,7] 0x0 0x0 TURN 0x7 Ending_event [8,9] 0x0 0x0 TURN Character_events: CharacterEventBothways(0x6,GideonTalk,Harken,Darius) CharacterEventBothways(0x6,GideonTalk2,Harken,Marcus) CharacterEventBothways(0x6,GideonTalk3,Harken,Sain) CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Ballista: BLST ALIGN 4 Opening_event: BACG 0x3F OOBB TEX1 0x890 //gettin dark REMA LOU1 Good LOU1 Good3 ENUN Text(0x819,0x3F) //come in bro MOVE Lyn_t [04,01] MOVE Marcus [03,02] MOVE Kent [04,05] MOVE Sain [05,02] MOVE Lucius [06,03] MOVE Serra [06,01] ENUN Text(0x892,0x49) //waffle LOU1 Bad ENUN Text(0x893) //bad guys REMA CAM1 Lyn_t Text(0x893,0x49) //the heck LOU1 Good2 ENUN CAM1 [01,13] CursorFlash [01,13] //ballista location Text(0x895) //ballistaaaaaae REMA ENDA Ending_event: CAM1 Bool Text(0x896) UnitClear LOU1 GoodEnd CAM1 Marcus Text(0x89B,0x49) Text(0x9 MovetoChapter(0x07) ENDA Reinforcements: LOU1 Reinforcement ENUN ENDA Gideon: LOU1 Gideondude ENUN Text(0x897) //... ENDA GideonTalk: ConvoEvent(0x898) //fight GOTO GideonSwap ENDA GideonTalk2: ConvoEvent(0x899) //marcus GOTO GideonSwap ENDA GideonTalk3: ConvoEvent(0x89A) //sain GOTO GideonSwap ENDA GideonSwap: TurnAlly(Gideon) ENDA Good: UNIT Lyn_t 0x00 0x00 0x00 [07,10] [07,09] [0x00] [0x00] UNIT Marcus 0x00 Lyn_t 0x00 [07,10] [07,09] [0x00] [0x00] UNIT Kent 0x00 Lyn_t 0x00 [07,10] [08,10] [0x00] [0x00] UNIT Sain 0x00 Lyn_t 0x00 [07,10] [07,10] [0x00] [0x00] UNIT Empty Good2: UNIT Wil 0x00 Lyn_t 0x00 [04,03] [03,04] [0x00] [0x00] UNIT Fiora 0x00 Lyn_t 0x00 [04,03] [05,04] [0x00] [0x00] UNIT Matthew 0x00 Lyn_t 0x00 [02,01] [02,01] [0x00] [0x00] UNIT Rebecca 0x00 Lyn_t 0x00 [02,01] [01,02] [0x00] [0x00] UNIT Dorcas 0x00 Lyn_t 0x00 [02,01] [02,02] [0x00] [0x00] UNIT Erk 0x00 Lyn_t 0x00 [04,02] [04,03] [0x00] [0x00] UNIT Guy 0x00 Lyn_T 0x00 [04,02] [05,03] [0x00] [0x00] UNIT Empty Gideondude: UNIT Harken Hero Harken Level(10,Ally,False) [12,01] [12,01] [LightBrand,SilverAxe,Elixir] [TalkToLord] UNIT Empty Bad: UNIT Bool Knight Bool Level(12,Enemy,False) [07,19] [07,17] [steelSpear,Javelin,Vulnerary] [0x00,0x03,0x09,0x00] UNIT 0x9C Soldier Bool Level(4,Enemy,False) [07,19] [06,18] [ironSpear] [0x00] UNIT 0x9C Soldier Bool Level(4,Enemy,False) [07,19] [08,18] [ironSpear] [0x00] UNIT 0xA1 Archer Bool Level(4,Enemy,False) [07,18] [05,19] [ironBow] [0x00,0x03,0x09,0x00] UNIT 0xA1 Archer Bool Level(4,Enemy,False) [07,18] [09,19] [ironBow] [0x00,0x03,0x09,0x00] UNIT 0x9D Cavalier Bool Level(4,Enemy,False) [12,17] [12,17] [ironSword] [0x00] UNIT 0x9D Cavalier Bool Level(4,Enemy,False) [12,17] [13,16] [ironSword] [0x00] UNIT 0xA0 Fighter Bool Level(4,Enemy,False) [13,11] [13,11] [ironAxe] [0x00] UNIT 0xA0 Fighter Bool Level(4,Enemy,False) [13,11] [14,12] [ironAxe] [0x00] UNIT 0x9C Soldier Bool Level(4,Enemy,False) [13,11] [12,12] [ironSpear] [0x00] UNIT 0x9C Soldier Bool Level(4,Enemy,False) [00,16] [00,16] [ironSpear] [0x00] UNIT 0xA0 Fighter Bool Level(4,Enemy,False) [00,16] [01,17] [ironAxe] [0x00] UNIT 0xA1 0x5B Bool Level(4,Enemy,False) [01,13] [01,13] [ironBow] [0x00] UNIT 0xA1 0x5B Bool Level(4,Enemy,False) [10,17] [10,17] [ironBow] [0x00] UNIT Empty Good3: UNIT Serra Cleric Lyn_t Level(5,Ally,False) [07,06] [07,06] [Heal,Vulnerary] [0x00] UNIT Lucius FireDragon Lyn_t Level(5,Ally,False) [08,05] [08,05] [FlameTongue,Vulnerary] [0x00] UNIT Empty Reinforcement: UNIT 0x9C Soldier Bool Level(4,Enemy,False) [14,12] [14,12] [ironSpear] [0x00] UNIT 0x9C Soldier Bool Level(4,Enemy,False) [14,12] [14,13] [ironSpear] [0x00] UNIT 0x9D Cavalier Bool Level(4,Enemy,False) [11,18] [12,17] [ironSword] [0x00] UNIT 0x9D Cavalier Bool Level(4,Enemy,False) [11,18] [11,18] [ironSword] [0x00] UNIT 0x9D Fighter Bool Level(4,Enemy,False) [02,17] [01,17] [ironAxe] [0x00] UNIT 0x9D Fighter Bool Level(4,Enemy,False) [02,17] [02,18] [ironAxe] [0x00] UNIT Empty MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: ???????? Do tell me if any (or all...) of it is outdated; half of it was written last year and I only picked it up pretty recently. Edited October 30, 2011 by Ninja Caterpie Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 30, 2011 Share Posted October 30, 2011 It's CharacterEventBothWays, not CharacterEventBothways. Ballista is already used by EAStdLib, so use something like BallistaData instead. There's a problem: Ending_event: CAM1 Bool Text(0x896) UnitClear LOU1 GoodEnd CAM1 Marcus Text(0x89B,0x49) Text(0x9 MovetoChapter(0x07) ENDA Here's another: Gideondude: UNIT Harken Hero Harken Level(10,Ally,False) [12,01] [12,01] [LightBrand,SilverAxe,Elixir] [TalkToLord] UNIT Empty because EAstdlib defines like this: #define TalkToLord [0x06,0x0B,0x0A,0x00] After those there are other errors, but they are easier to fix. Quote Link to comment Share on other sites More sharing options...
Ninja Caterpie Posted October 30, 2011 Share Posted October 30, 2011 (edited) oh wow, I didn't even finish the script at that place.... So, um, it didn't recognise org. I switched it to ORG, but... where did it assemble the script? Everything kinda broke. Edited October 30, 2011 by Ninja Caterpie Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted October 30, 2011 Share Posted October 30, 2011 First it assembled to 0 since it starts from there automatically, then it assembled to a new offset you wanted it to. Keep backups. Quote Link to comment Share on other sites More sharing options...
Krad Posted October 31, 2011 Share Posted October 31, 2011 Small question, but could anyone tell me why the prep screen isn't working on this chapter? In the events, I have this: [spoiler=Event] Opening_event: LOU1 CelCut ENUN CAM1 [19,11] CMOF OOBB CURF [19,9] FADI 10 BACG 0x10 FADU 10 TEX1 0x89D REMA LOU1 OifeyCut ENUN CURF [19,10] FADI 10 BACG 0x10 FADU 10 TEX1 0x89E REMA MOVE [19,10] [19,19] ENUN LOU1 DonarCut MOVE [19,19] [19,11] ENUN CURF [19,10] FADI 10 BACG 0x10 FADU 10 TEX1 0x89F REMA TurnEnemy(Erik) TEX1 0x8A0 REMA MOVE Erik [19,19] ENUN ENDB While on Nightmare, I have the preparation screen enabled. This is strange since I've done the same exact thing for every one of the previous chapters, but had no trouble at all until this one. When I play, the opening event goes all right until after Erik moves, at which the screen fades out like it's going into the prep screen, yet it remains black and doesn't progress any further. Any reason for why this is happening? Quote Link to comment Share on other sites More sharing options...
Jubby Posted November 1, 2011 Share Posted November 1, 2011 Try using the GotoPrepScreen command xD Quote Link to comment Share on other sites More sharing options...
Krad Posted November 1, 2011 Share Posted November 1, 2011 Try using the GotoPrepScreen command xD //Go to preparations screen #ifdef _FE7_ #define GotoPrepScreen "ENDB" #endif ENDB and GotoPrepScreen are the same thing. So that's not the solution. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 1, 2011 Share Posted November 1, 2011 Hmm, that is an odd problem. I don't see anything wrong, maybe post the entire event script? The only things I can think of are maybe you forgot to hit "apply" in Nightmare or the pointers in your event file were bungled somehow. Quote Link to comment Share on other sites More sharing options...
Krad Posted November 1, 2011 Share Posted November 1, 2011 Sure. [spoiler=Events] #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x25,Pointers) org 0xD84900 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 Erik General_F 0x00 Level(9,Enemy,False) [14,29] [14,29] [silverAxe,HandAxe,Elixir] AttackInRange UNIT GladeUnit: UNIT 0x7A Paladin 0x00 Level(10,NPC,False) [19,5] [19,5] [silverSpear,Javelin,Vulnerary] AttackInRange UNIT OifeyCut: UNIT Marcus Paladin Lyn_t Level(5,Ally,False) [19,19] [19,10] [steelSword,IronSpear] NoAI UNIT DonarCut: UNIT Erik General_F 0x00 Level(9,NPC,False) [19,18] [19,10] [silverAxe,HandAxe,Elixir] AttackInRange UNIT CelCut: UNIT Lyn_t EliwoodLord 0x00 Level(1,Ally,False) [19,9] [19,9] [Rapier,IronSword,Vulnerary] NoAI UNIT 0x7A Sage 0x00 Level(1,NPC,False) [20,9] [20,9] [Fire] NoAI UNIT Heath HectorLord Lyn_t Level(7,Ally,False) [18,9] [18,9] [LightBrand,SteelSword,Vulnerary] NoAI UNIT Good: UNIT Lyn_t EliwoodLord 0x00 Level(1,Ally,False) [19,3] [19,3] [Rapier,IronSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Heath HectorLord 0x00 Level(7,Ally,False) [18,4] [18,4] [LightBrand,SteelSword,Vulnerary] NoAI UNIT Raven Cavalier Heath Level(12,Ally,False) [19,5] [19,5] [steelSpear,IronSword,Vulnerary] NoAI UNIT Priscilla Troubadour Heath Level(5,Ally,False) [18,11] [18,11] [Heal,Mend,Elixir,DoorKey] NoAI UNIT Lucius Mage Lyn_t Level(6,Ally,False) [20,12] [20,12] [Thunder,Vulnerary] NoAI UNIT Marcus Paladin Lyn_t Level(5,Ally,False) [19,14] [19,14] [steelSword,IronSpear] [0x00,0x00,0x00,0x00] UNIT Sain Myrmidon_F Lyn_t Level(1,Ally,False) [24,15] [24,15] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Serra Cleric Lyn_t Level(1,Ally,False) [23,9] [23,9] [Heal,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Kent Myrmidon Lyn_t Level(1,Ally,False) [27,6] [27,6] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Lowen Cavalier Lyn_t Level(3,Ally,False) [13,11] [13,11] [ironSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Rath Nomad Lyn_t Level(3,Ally,False) [7,8] [7,8] [ironBow,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Bartre Fighter Zugu Level(10,Ally,False) [5,10] [5,10] [ironAxe,HandAxe,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Nino Mage_F Elbert Level(1,Ally,False) [2,12] [2,12] [Lightning] [0x00,0x00,0x00,0x00] UNIT Oswin Cavalier Carjiga Level(12,Ally,False) [18,16] [18,16] [steelAxe,Vulnerary] GuardTile UNIT Karel Swordmaster 0x00 Level(2,Ally,False) [8,9] [8,9] [steelSword,Vulnerary] NoAI UNIT Turn_events: TurnEventPlayer(0x00,Fadeout,1) TURN Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 CelCut ENUN CAM1 [19,11] CMOF OOBB CURF [19,9] FADI 10 BACG 0x10 FADU 10 TEX1 0x89D REMA LOU1 OifeyCut ENUN CURF [19,10] FADI 10 BACG 0x10 FADU 10 TEX1 0x89E REMA MOVE [19,10] [19,19] ENUN LOU1 DonarCut MOVE [19,19] [19,11] ENUN CURF [19,10] FADI 10 BACG 0x10 FADU 10 TEX1 0x89F REMA TurnEnemy(Erik) TEX1 0x8A0 REMA MOVE Erik [19,19] ENUN ENDB Fadeout: CMOF LOU1 GladeUnit ENUN OOBB ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? [spoiler=Nightmare] Most things in Nightmare I haven't changed yet, and the events are obviously incomplete since I was only testing a barebones opening event (that is also incomplete). Quote Link to comment Share on other sites More sharing options...
Jubby Posted November 1, 2011 Share Posted November 1, 2011 //Go to preparations screen #ifdef _FE7_ #define GotoPrepScreen "ENDB" #endif ENDB and GotoPrepScreen are the same thing. So that's not the solution. Eh.... That's what I get for thinking it'd be that easy. :$ Quote Link to comment Share on other sites More sharing options...
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