Primefusion Posted September 27, 2015 Share Posted September 27, 2015 Are you running a version of .NET greater than or equal to 4.0.3? If you're not sure where to find the version, in Windows you can find it by going to the Control Panel -> Programs and Features and looking for 'Microsoft .NET Framework'. Quote Link to comment Share on other sites More sharing options...
BrightVega Posted September 27, 2015 Share Posted September 27, 2015 Are you running a version of .NET greater than or equal to 4.0.3? If you're not sure where to find the version, in Windows you can find it by going to the Control Panel -> Programs and Features and looking for 'Microsoft .NET Framework'. Actually I went and downloaded the latest version of .Net from Microsoft (Version 4.6) and now EA finally opens up. Error v4.0.30319 seems quite popular with many videos. But ignore all of them shilling clickbait videos and sites. Just get the latest version from MS... Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted September 29, 2015 Share Posted September 29, 2015 A more sure fire way is to: 1) Find enough free space to house a whole new set of events. 2) Remove all 'ORG $offset' lines in the event file you want to edit. 3) Move the PointerList to the top of the file. 4) Put a 'ORG $yourFreeSpaceOffset' before the PointerList 5) Put an ALIGN 4 after the trap data, or move the trap data to the end of the file (your choice). 6) Edit to your heart's content. Example file of the prologue where I added Gilliam in, plus an extra fighter: #include EAstdlib.event // this let's me use things like 'Eirika' and 'IronAxe', instead of '0x01' or '0x1F' ORG 0xB2E800 // A free space offset I found, choose whatever is appropriate for you. PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene label35: _0x1020 0x1 _0x0220 0x2 _0x0320 0x8 _SETCONDITION 0x0 0xC 0x0 FADU 16 ENIF 0x0 _0x1020 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET label20: _0x1020 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET Units1: UNIT 0x2 0x7 0x0 0x8 [13,9] 0b 0x0 0x6 0x8B3BC4 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x1 0x8B3BF4 [0x6C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Gilliam Knight 0 0x8 [1,1] 0b 0x0 0x0 0x0000000 [IronLance,Vulnerary] NoAI UNIT label36: UNIT 0x68 0x3F 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B3BFC [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0] UNIT 0x82 0x3F 0x0 0xC [14,7] 0b 0x0 0x1 0x8B3C04 [0x1F,0x0,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x1 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0] UNIT 0x80 0x3F 0x0 0x14 [14,7] 0b 0x0 0x0 0x8B3C0C [0x1F,0x0,0x0,0x0] [0x0,0x12,0x2,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B3CA0 and the new ending offset is CURRENTOFFSET label28: UNIT 0xC5 0x73 0x0 0x8 [13,3] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [14,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [15,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0xB 0x0 0x8 [11,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0xB 0x0 0x8 [15,7] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x8 [7,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0xC0 0x9 0x0 0x8 [10,14] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [11,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0xF 0x4E 0x0 0x8 [9,15] 0b 0x0 0x3 0x8B3CA0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x6B 0xB 0x0 0xC [13,10] 0b 0x0 0x1 0x8B3CB8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x40 0x4F 0x0 0xC [12,11] 0b 0x0 0x1 0x8B3CC0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label30: UNIT 0x80 0x2D 0x0 0xC [5,1] 0b 0x0 0x1 0x8B3CC8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x2D 0x0 0xC [5,2] 0b 0x0 0x1 0x8B3CD0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x2F 0x0 0xD [19,10] 0b 0x0 0x1 0x8B3CD8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x2F 0x0 0xD [20,10] 0b 0x0 0x1 0x8B3CE0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label31: UNIT 0x83 0x35 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CE8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x83 0x35 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3CF0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x84 0x7 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3CF8 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x84 0x7 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D00 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x85 0x29 0x0 0xC [10,10] 0b 0x0 0x1 0x8B3D08 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x85 0x29 0x0 0xC [16,10] 0b 0x0 0x1 0x8B3D10 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B3F20 and the new ending offset is CURRENTOFFSET label33: UNIT 0x2 0x7 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F20 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [9,3] 0b 0x0 0x2 0x8B3F30 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1 0x2 0x0 0x8 [6,5] 0b 0x0 0x1 0x8B3F40 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label34: UNIT 0x45 0x23 0x0 0x2C [14,5] 0b 0x0 0x2 0x8B3F48 [0x17,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x1F 0x0 0xD [14,4] 0b 0x0 0x1 0x8B3F58 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x1 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x80 0x1F 0x0 0xD [14,6] 0b 0x0 0x0 0x8B3F60 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4008 and the new ending offset is CURRENTOFFSET TurnBasedEvents: TURN 0x0 label15 [1,0] 0x8 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x8 label18 [1,255] 0x8 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x2 AFEV 0x7 label19 0x0 AFEV 0x0 label20 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89EF2B0 0x89EF328 0x89EF388 0x89EF398 WORD 0x89EF46C 0x89EF4EC 0x89EF50C 0x89EF53C WORD 0x89EF56C 0x89EF5A8 0x89EF6E0 0x89EF758 WORD 0x89EF7B8 0x89EF7C8 0x89EF7FC END_MAIN label24: _0x1927 _SETCONDITION 0x0 0xC 0x0 _CALL_HELL ENIF 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET label22: _0x0320 0x8 _SETCONDITION2 0x80BD 0xC 0x0 FADI 16 ENIF 0x80BD TEXTSTART _0x2220 FADU 16 ENDA label21: _0x0320 0x8 _SETCONDITION2 0x80D2 0xC 0x0 FADI 16 ENIF 0x80D2 _0x1A21 _0x2140 0xFFFF 0x0 0x0 FADU 16 ENDA label25: CALL label21 _0x0620 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label22 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET BeginningScene: CALL label23 _SETVAL 0x2 0x89EF1BC CALL label24 _0x1927 _SETCONDITION2 0x0 0xC 0x0 ASMC 0xCF461 ENIF 0x0 _0x0229 0x8 _LOAD1 0x1 Units1 ENUN _SETVAL 0x1 0xD _0x3425 0x2 CUMO 0x1 STAL 60 CURE MUNO _SETVAL 0x2 0x1D _SETVAL 0x3 0x90D CALL label25 MUSI _MOVE 0x18 0x2 [4,4] ENUN CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90E TEXTEND REMA _SETVAL 0x2 0x89EF27C CALL label24 _WARP 0x0 0x1 [4,5] ENUN CALL label26 CALL label27 _0x0228 0x7 ENDA label23: _SETVAL 0xB 0xA000E LOMA 0x10 _LOAD2 0x1 label28 ENUN FADU 16 MUS1 0x26 TEX8 0x664 [8,8] _LOAD1 0x1 label29 ENUN _0x2620 0xE CUMO 0xF STAL 60 CURE TEXTSTART TEXTSHOW 0x903 TEXTEND REMA MOVE 0xF [13,11] ENUN DISA 0xF _MOVE2 0x0 0x1 0x0 ENUN CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x904 TEXTEND REMA _MOVE1 0x0 0x2 0x1 ENUN DISA 0x1 CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x905 TEXTEND REMA MOVE 0x2 [13,11] _SETVAL 0xD 0x0 _SETVAL 0x1 0x10C _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x2CC _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _MOVE3 0x0 0x4 0x0 ENUN DISA 0x2 DISA 0x4 MOVE 0x5 [11,4] MOVE 0x6 [15,4] ENUN _MOVE2 0x0 0x5 0x1 _MOVE2 0x0 0x6 0x0 ENUN _LOAD1 0x1 label30 ENUN _LOAD1 0x1 label31 ENUN _LOAD1 0x1 label32 ENUN CUMO 0xC5 STAL 60 CURE TEXTSTART TEXTSHOW 0x906 TEXTEND FADI 2 REMA _0x0220 0x2 _0x342A 0x0 _0x342C 0x0 _0x342B 0x0 _SETVAL 0xB 0x0 LOMA 0x40 FADU 16 _LOAD2 0x1 label33 ENUN CUMO 0x2 STAL 60 CURE _SETVAL 0x2 0x1D _SETVAL 0x3 0x907 CALL label25 _SETVAL 0xD 0x0 _SETVAL 0x1 0x104 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x84 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x80 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _MOVE3 0x0 0x4 0x0 ENUN DISA 0x4 CUMO 0x2 STAL 60 CURE _SETVAL 0x2 0x1D _SETVAL 0x3 0x908 CALL label25 _LOAD1 0x1 label34 ENUN _MOVE2 0x0 0x2 0x1 ENUN _MOVE2 0x0 0x1 0x0 ENUN CUMO 0x45 STAL 60 CURE _SETVAL 0x2 0x1D _SETVAL 0x3 0x909 CALL label25 _MOVE2 0x0 0x45 0x0 ENUN _SETVAL 0xD 0x0 _SETVAL 0x1 0x20000 _SAVEFORBATTLE _SETVAL 0x1 0x1 _SAVEFORBATTLE _SETVAL 0x1 0xFFFFFFFF _SAVEFORBATTLE FIG1 0x2 0x45 0x0 CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90B TEXTEND REMA _MOVE2 0x8 0x2 0x0 ENUN DISA 0x1 _SETVAL 0xD 0x0 _SETVAL 0x1 0x18104 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x18084 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _SETVAL 0x1 0x18080 _SAVEFORBATTLE _SETVAL 0x1 0x0 _SAVEFORBATTLE _MOVE3 0x0 0x2 0x0 ENUN DISA 0x2 CUMO 0x45 STAL 60 CURE TEXTSTART TEXTSHOW 0x90C TEXTEND REMA FADI 16 _0x0220 0x2 _0x342A 0x0 _0x342C 0x0 _0x342B 0x0 _SETVAL 0xB 0x0 LOMA 0x0 FADU 16 ENDA label26: CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x90F TEXTEND REMA CALL label35 _SETVAL 0x3 0x9 _GIVEITEMTO 0x1 _SETVAL 0x2 0x89EF828 CALL label24 ENDA label27: _LOAD1 0x1 label36 ENUN CUMO 0x68 STAL 60 CURE MUS1 0x13 TEXTSTART TEXTSHOW 0x910 TEXTEND REMA _0x0221 0x4 ENDA label19: _0x1924 _SETVAL 0x7 0x1 _SETCONDITION2 0x0 0xC 0x7 CUMO 0x2 STAL 60 CURE TEXTSTART TEXTSHOW 0x913 TEXTEND REMA _0x0221 0x8 ELSE 0x1 ENIF 0x0 _0x1929 _0x0620 0xC2 _0x0221 0xFFFF ENIF 0x1 _0x0228 0x7 ENDA label18: MUS1 0x13 TEXTSTART TEXTSHOW 0x914 TEXTEND REMA _0x1927 _SETCONDITION2 0x0 0xC 0x0 _SETVAL 0x1 0x0 _0x3920 0x68 ENIF 0x0 _0x0228 0x7 ENDA EndingScene: MUS1 0x31 _SETVAL 0x2 0x1D CALL label21 TEXTSHOW 0x918 TEXTEND FADI 16 REMA _0x0229 0xE0 _0x0229 0xE1 _0x0229 0xB7 _0x0229 0xB4 _0x0229 0xB5 _0x0229 0xDC _0x0229 0xB9 _0x0229 0xC2 _0x0229 0xC3 _0x0229 0xE7 _0x0229 0xC9 MNC2 0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EF1BC and the new ending offset is CURRENTOFFSET label15: _SETVAL 0x2 0x89EF0A4 CALL label24 _SETVAL 0x2 0x89EF3B4 CALL label24 _0x0228 0x7 ENDA label16: _SETVAL 0x2 0x89EF3D8 CALL label24 _0x0228 0x7 ENDA label17: _SETVAL 0x2 0x89EF610 CALL label24 _SETVAL 0x2 0x89EF670 CALL label24 _0x0228 0x7 ENDA Traps1: ENDTRAP Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EF27C and the new ending offset is CURRENTOFFSET Oh, and you can take out those comments about not deleting certain lines. I was too lazy to delete them all. Sorry I forgot to respond, this worked perfectly for me and since i've been caught up doing work! Thank you very much for your help! Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted October 1, 2015 Share Posted October 1, 2015 (edited) Hi! I would like to move generic enemy units after they have been loaded in FE8, but I'm having difficulty figuring out what I should use to specify which one I would like to move. Moving units that are bosses or player characters is easier because I don't get that problem (just specifying which character number they are seems to do the trick) but I am totally lost as to how I am supposed to tell the game which of the generic units generated from char 0x8E I want to move. I looked at an earlier chapter where after the units were loaded and moved via REDA; they were then moved again. The code for it looks like this: MOVE 0x46 [2,2] // This is the boss moving. _SETVAL 0xB 0x60001 // This is what moves the other units post-REDA _MOVE 0x18 0xFFFE [1,4] _SETVAL 0xB 0x60003 _MOVE 0x18 0xFFFE [3,3] _SETVAL 0xB 0x80001 _MOVE 0x18 0xFFFE [9,5] _SETVAL 0xB 0x70002 _MOVE 0x18 0xFFFE [8,3] _SETVAL 0xB 0x80003 _MOVE 0x18 0xFFFE [5,6] _SETVAL 0xB 0x90002 _MOVE 0x18 0xFFFE [3,6] ENUN How do I specify which unit I want to move? Edited October 1, 2015 by TytoCorvus Quote Link to comment Share on other sites More sharing options...
Squeegee Posted October 4, 2015 Share Posted October 4, 2015 (edited) In my scripted fight sequence, the enemy dies, but then reappears and dies again. Anyone know how to fix it? [spoiler=EA Code]MOVE Merlinus [09,18]STAL 30FIGH Merlinus 0xC1 GothamFight $00000000KILL 0xC1UNCR Merlinus 0x02 GothamFight:AttackerCritical(30,True)BLDT Also, does anyone know how to do that thing where a guy goes in to another character and disappears (like the Tact in FE7)? I tried doing... MOVE character DISA character ENUN and some other combos, but none of them had the desired effect. Edited October 4, 2015 by Arjun Quote Link to comment Share on other sites More sharing options...
Agro Posted October 4, 2015 Share Posted October 4, 2015 you should try disassembling the chapter where it happens Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted October 18, 2015 Share Posted October 18, 2015 How do you re-position a unit when they wait on a tile? And no, the simple re-position code didn't work when the active character waited on the designated tile. I've seen it be done before, but how???? It's so cool Quote Link to comment Share on other sites More sharing options...
Agro Posted October 18, 2015 Share Posted October 18, 2015 It has to be done the turn after the character finishes their action. Active units can't be moved, unfortunately. This is why "Escape" chapters don't quite work at the moment. You can place AFEV events under Turn Events and they'll activate the turn after, rather than while the unit is still active. Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted October 18, 2015 Share Posted October 18, 2015 (edited) So would I put: AFEV 0x09 Event 0x06 (Not exact same values) under Turn events then? Sorry btw, been a while since I actually got time to hack haha Edited October 18, 2015 by Avril Lavigne Quote Link to comment Share on other sites More sharing options...
Agro Posted October 18, 2015 Share Posted October 18, 2015 ... More or less, I think? I'm not actually sure. Have you tried using Arch's Reposition macro? Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted October 18, 2015 Share Posted October 18, 2015 ... More or less, I think? I'm not actually sure. Have you tried using Arch's Reposition macro? No... hahah I should really look at it... is it easy to find? I'm kind of busy I can look later Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted October 27, 2015 Share Posted October 27, 2015 (edited) Forgive me, accidentally submitted the post twice. Edited October 27, 2015 by TytoCorvus Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted October 27, 2015 Share Posted October 27, 2015 Hey, I think something in my EA Std Library is incorrect somehow. I'm getting this error when trying to assemble a chapter : Finished. Messages: Original ending offset is 0x591F88 and the new ending offset is 0xE49088 Blah blah blah, all the offset stuff is normal. 1 errors encountered: File Ch4.txt, Line 108, Column 1: Symbol Mage_F isn't in scope No data written to output. 1 warnings encountered: #ifdef's are missing at the end I'm pretty sure that my EAstdlib files are fine, and I just looked through my "FE8 Definitions.txt" file and everything seems to be in order. I've never encountered this error before, if anyone else has and could tell me what's going on I would greatly appreciate it! Quote Link to comment Share on other sites More sharing options...
Agro Posted October 27, 2015 Share Posted October 27, 2015 can you please, for god's sake, post the entire event text Quote Link to comment Share on other sites More sharing options...
TytoCorvus Posted October 27, 2015 Share Posted October 27, 2015 can you please, for god's sake, post the entire event text I didn't post it originally because I thought it was a problem with my library files or something. Here are the events: #include EAstdlib.event ORG $E48FF0 PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3 POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3 POIN BeginningScene EndingScene label30: EVBIT_MODIFY 0x1 EVBIT_F 0x2 EVBIT_CHECK 0x8 IFNOTEQUAL 0x0 0xC 0x0 FADU 16 ENIF 0x0 EVBIT_MODIFY 0x0 ENDA label21: EVBIT_MODIFY 0x1 EVBIT_F 0x2 EVBIT_CHECK 0x8 IFEQUAL 0x0 0xC 0x0 FADI 16 ENIF 0x0 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET label37: CALL label21 _0x2220 _0x3E20 _0x2220 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET label28: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET Units1: UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x44 0x0 0x10 [7,3] 0b 0x0 0x0 0x0 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x8 [5,1] 0b 0x0 0x0 0x0 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x0 0x0 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x8 [4,2] 0b 0x0 0x0 0x0 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x8 [3,3] 0b 0x0 0x0 0x0 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x1A 0x0 0x8 [3,1] 0b 0x0 0x0 0x0 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [6,1] 0b 0x0 0x0 0x0 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x10 [2,2] 0b 0x0 0x0 0x0 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label33: UNIT 0x1 0x2 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B4834 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B483C [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B4844 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B484C [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B4854 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x1A 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B485C [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [6,0] 0b 0x0 0x1 0x8B4864 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x10 [2,0] 0b 0x0 0x1 0x8B486C [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label34: UNIT 0xB7 0x5F 0x0 0xD [11,6] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x1D [8,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [5,8] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xB7 0x5F 0x0 0x15 [13,7] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAC 0x54 0x0 0x15 [2,7] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAC 0x54 0x0 0x1D [3,10] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0xD [0,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xB7 0x5F 0x0 0xD [12,8] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x52 0x0 0x15 [5,13] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [11,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAC 0x54 0x0 0x1D [1,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x15 [10,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0x1D [11,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0x49 0x53 0x0 0xC [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB7 0x5F 0x0 0xD [13,11] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT LoadLute: UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT LuteMoves: REDA [3,12] 0x0 0x2 0x0 0x10 label36: UNIT 0x13 0x44 0x0 0x10 [9,10] 0b 0x0 0x3 0x8B4874 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label39: UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 0x8B488C [0x38,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4C24 and the new ending offset is CURRENTOFFSET label38: UNIT 0x19 0x4B 0x1 0xB [13,0] 0b 0x0 0x1 0x8B48CC [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x33 0x1 0xB [14,0] 0b 0x0 0x1 0x8B48D4 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x43 0x1 0xB [12,0] 0b 0x0 0x1 0x8B48DC [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label40: UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [8,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label41: UNIT 0x19 0x4B 0x1 0xB [14,5] 0b 0x0 0x2 0x8B48E4 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x43 0x1 0xB [14,5] 0b 0x0 0x1 0x8B48F4 [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x33 0x1 0xB [14,6] 0b 0x0 0x1 0x8B48FC [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsAlly1: UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsEnemy1: UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAD 0x55 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x54 0x0 0x3D [13,12] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT SkirmishUnitsAlly2: UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsEnemy2: UNIT 0x5F 0x53 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT SkirmishUnitsAlly3: UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsEnemy3: UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET TurnBasedEvents: TURN 0x0 label22 [2,0] 0x4 TURN 0x0 label23 [2,0] 0x0 TURN 0x8 label24 [1,255] 0x0 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: Village(0x0,label25,1,11) Village(0x0,label26,8,2) END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AREA 0x7 Swarming [0,5] [14,14] AFEV 0x0 label28 0x65 END_MAIN Swarming: CAM1 [7,10] LOAD1 0x1 Swarm STAL 70 Write_Short(0x0202,0x8B4BA9) ENDA Swarm: UNIT 0xAA 0x52 0x0 0xD [14,11] 0b 0x0 0x1 Zmove1 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [14,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [10,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [12,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [14,13] 0b 0x0 0x1 Zmove2 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT Zmove1: REDA [12,12] 0x0 0x3 0x0 0x10 Zmove2: REDA [11,13] 0x0 0x3 0x0 0x10 Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET label35: CHECK_TUTORIAL IFNOTEQUAL 0x0 0xC 0x0 TUTORIAL_CALL ENIF 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET label44: CHECK_ALLEGIANCE 0xFFFF IFNOTEQUAL 0x0 0xC 0x2 CALL label29 ENIF 0x0 ENDA label29: CHECK_EVENTID SLOTS_ADD 0xC2 ENUF_SLOT2 EVBIT_T 0x7 ENDB //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET label43: EVBIT_MODIFY 0x4 CALL label30 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET label32: EVBIT_CHECK 0x8 IFEQUAL 0x80BD 0xC 0x0 FADI 16 ENIF 0x80BD TEXTSTART _0x2220 FADU 16 ENDA label31: EVBIT_CHECK 0x8 IFEQUAL 0x80D2 0xC 0x0 FADI 16 ENIF 0x80D2 _0x1A21 _0x2140 0xFFFF 0x0 0x0 FADU 16 ENDA label42: CALL label31 SLOTS_ADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label32 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET BeginningScene: LOAD2 0x1 label33 ENUN MUS1 0x52 CUMO 0x1 STAL 60 CURE SETVAL 0x2 0x23 CALL label31 TEXTSHOW 0x9A3 TEXTEND REMA FADI 16 _0x2220 LOAD1 0x1 label34 ENUN FADU 16 MUS1 0x25 CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A4 TEXTEND REMA FADI 16 _0x2620 0xE00 FADU 16 MUNO CUMO [1,11] STAL 60 CURE SETVAL 0x2 0x2 CALL label31 TEXTSHOW 0x9A5 TEXTEND REMA MUSI SETVAL 0x2 0x89F1C60 CALL label35 FADI 16 _0x2220 _0x2620 0x0 FADU 16 LOAD1 0x1 label36 ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A6 TEXTEND REMA SETVAL 0xB 0x6000B MOVE 0x0 0xFFFE [9,3] ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A7 TEXTEND REMA SETVAL 0xD 0x0 SETVAL 0x1 0x0 SAVETOQUEUE SETVAL 0x1 0x10000 SAVETOQUEUE SETVAL 0x1 0xFFFFFFFF SAVETOQUEUE SETVAL 0xB 0x30009 FIG1 0x13 0xFFFF 0x3F SETVAL 0xB 0x30009 SET_SOMETHING 0xFFFE DISA_IF 0xFFFE SETVAL 0x2 0x89F1C80 CALL label35 CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A8 TEXTEND REMA SETVAL 0x2 0x89F1CA4 CALL label35 CALL label37 _0x2620 0x0 FADU 16 MUS1 0x9 CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A9 TEXTEND REMA SETVAL 0x2 0x89F1CC4 CALL label35 CAM1 [7,10] FlashCursor(1,11,60) //Text(0x02,0xD4C) _SETVAL 2 0x02 _SETVAL 3 0xD4C CALL $9EE310 REMA CAM1 [7,10] LOAD1 0x1 LoadLute STAL 80 CAM1 [7,5] ENUT 0x8 EVBIT_T 0x7 ENDA label22: CAM1 [7,0] STAL 15 LOAD1 0x1 label38 ENUN MUS1 0x2A CUMO 0x19 STAL 60 CURE TEXTSTART TEXTSHOW 0x9AC TEXTEND REMA MOVE 0x18 0x19 [15,2] MOVE 0x18 0x1A [15,1] MOVE 0x18 0x1C [15,1] ENUN CLEN 0x0 LOAD1 0x1 Swarm EVBIT_T 0x7 ENDA EndingScene: MUS1 0x31 _0x3320 0xC IFEQUAL 0xA 0xC 0x0 SETVAL 0x2 0x2 CALL label31 CHECK_ALIVE 0x13 IFNOTEQUAL 0x0 0xC 0x0 SETVAL 0x2 0x9AD ELSE 0x1 ENIF 0x0 SETVAL 0x2 0x9AE ENIF 0x1 TEXTSHOW 0xFFFF TEXTEND REMA FADI 16 LOAD1 0x1 label39 ENUN ENIF 0xA MUS1 0x32 SETVAL 0x2 0x18 CALL label31 CHECK_ALIVE 0x13 IFNOTEQUAL 0xB 0xC 0x0 CHECK_ALIVE 0xC IFNOTEQUAL 0xB 0xC 0x0 SETVAL 0x2 0x9AF ELSE 0xC ENIF 0xB SETVAL 0x2 0x9B0 ENIF 0xC TEXTSHOW 0xFFFF TEXTEND REMA FADI 16 _0x1324 0x7FFF _0x2220 CAM1 [7,7] CLEA 0x0 CLEE 0x0 CLEN 0x0 LOAD2 0x1 label40 ENUN FADU 16 LOAD1 0x1 label41 ENUN MUS1 0x2A CUMO 0x19 STAL 60 CURE SETVAL 0x2 0x18 CALL label31 TEXTSHOW 0x9B1 TEXTEND REMA ENUT 0xD2 ENUT 0xBB ENUT 0xBE ENUT 0xBF ENUT 0xE6 ENUT 0xCD MNCH 0x6 ENDA label25: ENDA //label25: MUS2 0x30 STAL 33 CHECK_ACTIVE SETVAL 0x7 0x13 IFNOTEQUAL 0x0 0xC 0x7 SETVAL 0x7 0x1 IFNOTEQUAL 0x1 0xC 0x7 SETVAL 0x2 0x2 SETVAL 0x3 0x9B4 CALL label42 ELSE 0x2 ENIF 0x0 SETVAL 0x2 0x2 SETVAL 0x3 0x9B2 CALL label42 ELSE 0x2 ENIF 0x1 SETVAL 0x2 0x2 SETVAL 0x3 0x9B3 CALL label42 ENIF 0x2 MURE 0x4 LOAD1 0x1 label39 ENUN EVBIT_T 0x7 ENDA label26: MUNO SETVAL 0x2 0x2 SETVAL 0x3 0x9B5 CALL label42 MUSI CALL label30 SETVAL 0x3 0x1F GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label23: SETVAL 0x2 0x88B4C88 CALL label43 EVBIT_T 0x7 ENDA label27: SETVAL 0x2 0x0 CALL label44 ENUF 0x8 EVBIT_T 0x7 ENDA label24: SETVAL 0x2 0x88B4C24 CALL label43 EVBIT_T 0x7 ENDA Traps1: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET Quote Link to comment Share on other sites More sharing options...
BrightVega Posted November 1, 2015 Share Posted November 1, 2015 I didn't post it originally because I thought it was a problem with my library files or something. Here are the events: #include EAstdlib.event ORG $E48FF0 PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3 POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3 POIN BeginningScene EndingScene label30: EVBIT_MODIFY 0x1 EVBIT_F 0x2 EVBIT_CHECK 0x8 IFNOTEQUAL 0x0 0xC 0x0 FADU 16 ENIF 0x0 EVBIT_MODIFY 0x0 ENDA label21: EVBIT_MODIFY 0x1 EVBIT_F 0x2 EVBIT_CHECK 0x8 IFEQUAL 0x0 0xC 0x0 FADI 16 ENIF 0x0 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET label37: CALL label21 _0x2220 _0x3E20 _0x2220 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET label28: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET Units1: UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x13 0x44 0x0 0x10 [7,3] 0b 0x0 0x0 0x0 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x8 [5,1] 0b 0x0 0x0 0x0 [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x0 0x0 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x8 [4,2] 0b 0x0 0x0 0x0 [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x8 [3,3] 0b 0x0 0x0 0x0 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x1A 0x0 0x8 [3,1] 0b 0x0 0x0 0x0 [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [6,1] 0b 0x0 0x0 0x0 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x10 [2,2] 0b 0x0 0x0 0x0 [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label33: UNIT 0x1 0x2 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B4834 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x8 [5,0] 0b 0x0 0x1 0x8B483C [0x4B,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x9 0xD 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B4844 [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x6 0x48 0x0 0x8 [4,0] 0b 0x0 0x1 0x8B484C [0x15,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B4854 [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x8 0x1A 0x0 0x8 [3,0] 0b 0x0 0x1 0x8B485C [0x2D,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [6,0] 0b 0x0 0x1 0x8B4864 [0x3,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x7 0x3D 0x0 0x10 [2,0] 0b 0x0 0x1 0x8B486C [0x2C,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label34: UNIT 0xB7 0x5F 0x0 0xD [11,6] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x1D [8,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [5,8] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xB7 0x5F 0x0 0x15 [13,7] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAC 0x54 0x0 0x15 [2,7] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAC 0x54 0x0 0x1D [3,10] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0xD [0,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xB7 0x5F 0x0 0xD [12,8] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x52 0x0 0x15 [5,13] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [11,4] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAC 0x54 0x0 0x1D [1,14] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x15 [10,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0x1D [11,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0x49 0x53 0x0 0xC [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB7 0x5F 0x0 0xD [13,11] 0b 0x0 0x0 0x0 [0xB3,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT LoadLute: UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT LuteMoves: REDA [3,12] 0x0 0x2 0x0 0x10 label36: UNIT 0x13 0x44 0x0 0x10 [9,10] 0b 0x0 0x3 0x8B4874 [0x3F,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label39: UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 0x8B488C [0x38,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4C24 and the new ending offset is CURRENTOFFSET label38: UNIT 0x19 0x4B 0x1 0xB [13,0] 0b 0x0 0x1 0x8B48CC [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x33 0x1 0xB [14,0] 0b 0x0 0x1 0x8B48D4 [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x43 0x1 0xB [12,0] 0b 0x0 0x1 0x8B48DC [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label40: UNIT 0x1 0x2 0x0 0x8 [8,5] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [8,4] 0b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label41: UNIT 0x19 0x4B 0x1 0xB [14,5] 0b 0x0 0x2 0x8B48E4 [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1A 0x43 0x1 0xB [14,5] 0b 0x0 0x1 0x8B48F4 [0x21,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x1C 0x33 0x1 0xB [14,6] 0b 0x0 0x1 0x8B48FC [0x3,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsAlly1: UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsEnemy1: UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAD 0x55 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x54 0x0 0x3D [13,12] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT SkirmishUnitsAlly2: UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsEnemy2: UNIT 0x5F 0x53 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x52 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT SkirmishUnitsAlly3: UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0] UNIT SkirmishUnitsEnemy3: UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0] UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET TurnBasedEvents: TURN 0x0 label22 [2,0] 0x4 TURN 0x0 label23 [2,0] 0x0 TURN 0x8 label24 [1,255] 0x0 END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: Village(0x0,label25,1,11) Village(0x0,label26,8,2) END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AREA 0x7 Swarming [0,5] [14,14] AFEV 0x0 label28 0x65 END_MAIN Swarming: CAM1 [7,10] LOAD1 0x1 Swarm STAL 70 Write_Short(0x0202,0x8B4BA9) ENDA Swarm: UNIT 0xAA 0x52 0x0 0xD [14,11] 0b 0x0 0x1 Zmove1 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [14,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [10,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [12,14] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT 0xAA 0x52 0x0 0xD [14,13] 0b 0x0 0x1 Zmove2 [0xAD,0x0,0x0,0x0] [0x0,0xA,0x2,0x0] UNIT Zmove1: REDA [12,12] 0x0 0x3 0x0 0x10 Zmove2: REDA [11,13] 0x0 0x3 0x0 0x10 Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: END_MAIN //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET label35: CHECK_TUTORIAL IFNOTEQUAL 0x0 0xC 0x0 TUTORIAL_CALL ENIF 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET label44: CHECK_ALLEGIANCE 0xFFFF IFNOTEQUAL 0x0 0xC 0x2 CALL label29 ENIF 0x0 ENDA label29: CHECK_EVENTID SLOTS_ADD 0xC2 ENUF_SLOT2 EVBIT_T 0x7 ENDB //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET label43: EVBIT_MODIFY 0x4 CALL label30 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET label32: EVBIT_CHECK 0x8 IFEQUAL 0x80BD 0xC 0x0 FADI 16 ENIF 0x80BD TEXTSTART _0x2220 FADU 16 ENDA label31: EVBIT_CHECK 0x8 IFEQUAL 0x80D2 0xC 0x0 FADI 16 ENIF 0x80D2 _0x1A21 _0x2140 0xFFFF 0x0 0x0 FADU 16 ENDA label42: CALL label31 SLOTS_ADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label32 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET BeginningScene: LOAD2 0x1 label33 ENUN MUS1 0x52 CUMO 0x1 STAL 60 CURE SETVAL 0x2 0x23 CALL label31 TEXTSHOW 0x9A3 TEXTEND REMA FADI 16 _0x2220 LOAD1 0x1 label34 ENUN FADU 16 MUS1 0x25 CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A4 TEXTEND REMA FADI 16 _0x2620 0xE00 FADU 16 MUNO CUMO [1,11] STAL 60 CURE SETVAL 0x2 0x2 CALL label31 TEXTSHOW 0x9A5 TEXTEND REMA MUSI SETVAL 0x2 0x89F1C60 CALL label35 FADI 16 _0x2220 _0x2620 0x0 FADU 16 LOAD1 0x1 label36 ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A6 TEXTEND REMA SETVAL 0xB 0x6000B MOVE 0x0 0xFFFE [9,3] ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A7 TEXTEND REMA SETVAL 0xD 0x0 SETVAL 0x1 0x0 SAVETOQUEUE SETVAL 0x1 0x10000 SAVETOQUEUE SETVAL 0x1 0xFFFFFFFF SAVETOQUEUE SETVAL 0xB 0x30009 FIG1 0x13 0xFFFF 0x3F SETVAL 0xB 0x30009 SET_SOMETHING 0xFFFE DISA_IF 0xFFFE SETVAL 0x2 0x89F1C80 CALL label35 CUMO 0x1 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A8 TEXTEND REMA SETVAL 0x2 0x89F1CA4 CALL label35 CALL label37 _0x2620 0x0 FADU 16 MUS1 0x9 CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x9A9 TEXTEND REMA SETVAL 0x2 0x89F1CC4 CALL label35 CAM1 [7,10] FlashCursor(1,11,60) //Text(0x02,0xD4C) _SETVAL 2 0x02 _SETVAL 3 0xD4C CALL $9EE310 REMA CAM1 [7,10] LOAD1 0x1 LoadLute STAL 80 CAM1 [7,5] ENUT 0x8 EVBIT_T 0x7 ENDA label22: CAM1 [7,0] STAL 15 LOAD1 0x1 label38 ENUN MUS1 0x2A CUMO 0x19 STAL 60 CURE TEXTSTART TEXTSHOW 0x9AC TEXTEND REMA MOVE 0x18 0x19 [15,2] MOVE 0x18 0x1A [15,1] MOVE 0x18 0x1C [15,1] ENUN CLEN 0x0 LOAD1 0x1 Swarm EVBIT_T 0x7 ENDA EndingScene: MUS1 0x31 _0x3320 0xC IFEQUAL 0xA 0xC 0x0 SETVAL 0x2 0x2 CALL label31 CHECK_ALIVE 0x13 IFNOTEQUAL 0x0 0xC 0x0 SETVAL 0x2 0x9AD ELSE 0x1 ENIF 0x0 SETVAL 0x2 0x9AE ENIF 0x1 TEXTSHOW 0xFFFF TEXTEND REMA FADI 16 LOAD1 0x1 label39 ENUN ENIF 0xA MUS1 0x32 SETVAL 0x2 0x18 CALL label31 CHECK_ALIVE 0x13 IFNOTEQUAL 0xB 0xC 0x0 CHECK_ALIVE 0xC IFNOTEQUAL 0xB 0xC 0x0 SETVAL 0x2 0x9AF ELSE 0xC ENIF 0xB SETVAL 0x2 0x9B0 ENIF 0xC TEXTSHOW 0xFFFF TEXTEND REMA FADI 16 _0x1324 0x7FFF _0x2220 CAM1 [7,7] CLEA 0x0 CLEE 0x0 CLEN 0x0 LOAD2 0x1 label40 ENUN FADU 16 LOAD1 0x1 label41 ENUN MUS1 0x2A CUMO 0x19 STAL 60 CURE SETVAL 0x2 0x18 CALL label31 TEXTSHOW 0x9B1 TEXTEND REMA ENUT 0xD2 ENUT 0xBB ENUT 0xBE ENUT 0xBF ENUT 0xE6 ENUT 0xCD MNCH 0x6 ENDA label25: ENDA //label25: MUS2 0x30 STAL 33 CHECK_ACTIVE SETVAL 0x7 0x13 IFNOTEQUAL 0x0 0xC 0x7 SETVAL 0x7 0x1 IFNOTEQUAL 0x1 0xC 0x7 SETVAL 0x2 0x2 SETVAL 0x3 0x9B4 CALL label42 ELSE 0x2 ENIF 0x0 SETVAL 0x2 0x2 SETVAL 0x3 0x9B2 CALL label42 ELSE 0x2 ENIF 0x1 SETVAL 0x2 0x2 SETVAL 0x3 0x9B3 CALL label42 ENIF 0x2 MURE 0x4 LOAD1 0x1 label39 ENUN EVBIT_T 0x7 ENDA label26: MUNO SETVAL 0x2 0x2 SETVAL 0x3 0x9B5 CALL label42 MUSI CALL label30 SETVAL 0x3 0x1F GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label23: SETVAL 0x2 0x88B4C88 CALL label43 EVBIT_T 0x7 ENDA label27: SETVAL 0x2 0x0 CALL label44 ENUF 0x8 EVBIT_T 0x7 ENDA label24: SETVAL 0x2 0x88B4C24 CALL label43 EVBIT_T 0x7 ENDA Traps1: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET LoadLute: UNIT 0x0C Mage_F 0x0 Level(1,NPC,False) [1,11] 0b 0x0 0x1 LuteMoves [Fire,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT Shouldn't this^ be "0x26" ? Quote Link to comment Share on other sites More sharing options...
Agro Posted November 1, 2015 Share Posted November 1, 2015 TytoCorvus, my gut feeling is that you messed with the original library files somehow or moved them. At any rate, this is a very clear error that says "Something is wrong with line 108 - I can't recognise the label 'Mage_F'" so if you're looking to fix it, that'd be what you need to change. Quote Link to comment Share on other sites More sharing options...
Squeegee Posted November 1, 2015 Share Posted November 1, 2015 Agro mentioned a reposition macro somewhere, but I couldn't find it in Unit Helpers. Does anyone know where it is? I have a similar problem as Avril just had except I have a conditional statement for the character that triggered it so AFEV events won't work. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 2, 2015 Share Posted November 2, 2015 I don't know about repositioning macros, but there is a REPOS command. From Event Assembler Language.txt: FE7: REPOS [Old position X, Old position Y] [New position X, New position Y] REPOS Character [New position X, New position Y] Move unit witout showing movement animations. Parameters: Old position = Position of the unit to move. New position = Position to move the unit to. Character = Character ID to move the unit to. Quote Link to comment Share on other sites More sharing options...
supnaplamQW Posted November 4, 2015 Share Posted November 4, 2015 Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact. Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted November 4, 2015 Share Posted November 4, 2015 (edited) How do you make it so that if an event was/wasn't triggered it affects an outcome of a different chapter? So if event was/wasn't triggered on chapter 1 then later on in the game in chapter 5 that event's importance comes into play. Edited November 4, 2015 by Avril Lavigne Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 4, 2015 Share Posted November 4, 2015 Is it possible to assemble one piece of text for 2+ chapters,using LOMA to switch maps midway,or do you have to assemble to different pieces?I heard somewhere that LOMA also loads an entire chapter(which is why I messed w/ the data reference in the Chapter DATA editor for Ch.1,putting it to prologue events),but I've had trouble as either I load one map or the other,with the events in contact. I'm having some trouble understanding what your trying to say in the last couple sentences, but have you tried setting the chapters in question to all use the same set of events? (i.e. chapters 1, 2, and 3 all use event slot 0xYY) How do you make it so that if an event was/wasn't triggered it affects an outcome of a different chapter? So if event was/wasn't triggered on chapter 1 then later on in the game in chapter 5 that event's importance comes into play. Use permanent event IDs. Any ID greater than 0x65 is stored away by the game and can be referenced in later chapters. Be wary of the very high number IDs (idk, somewhere around 0xA0). They tend to be glitchy and don't always store like they should. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 4, 2015 Share Posted November 4, 2015 (edited) Bollocks, I double posted. Someone with delete powers get rid of this please. Edited November 4, 2015 by Primefusion Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted November 4, 2015 Share Posted November 4, 2015 Use permanent event IDs. Any ID greater than 0x65 is stored away by the game and can be referenced in later chapters. Be wary of the very high number IDs (idk, somewhere around 0xA0). They tend to be glitchy and don't always store like they should. So basically anything below 0x65 is a non-permanent ID, and most things above 0x65 are permanent? Thanks btw Quote Link to comment Share on other sites More sharing options...
Agro Posted November 4, 2015 Share Posted November 4, 2015 Yes, but IDs between 0x40-0x63 have a tendency to reset on soft reset of the game (so don't use those ones either) Quote Link to comment Share on other sites More sharing options...
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