Moliblazer Posted January 6, 2016 Share Posted January 6, 2016 (edited) Well, that's too bad... Thanks anyway. By the way, does someone have some sort of guide on what event IDs do what? People always say that events 1~5 and 65 are reserved by the game and that events 66+ are permanent event IDs, but, whenever I use certain event ID's between 20 and 40, they sometimes seem to stay activated beyond the end of the chapter. For exemple: in my game, you fight the same boss two chapters in a row, and he has the same battle quote both times, so of course, they both use the same event ID. This shouldn't be a problem because you fight him in two separate chapters, yet his battle quote doesn't play the second time. Edited January 6, 2016 by AsukaDrag Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 7, 2016 Share Posted January 7, 2016 Known event IDs are document in Chapter Structure Helpers.txt, which you can find in the EA Standard Library folder. For the most part, though, it's the 0x65+ IDs that are documented. If you can use a different ID for the second chapter the boss shows up in, just do that. Quote Link to comment Share on other sites More sharing options...
JamesMuddy Posted January 15, 2016 Share Posted January 15, 2016 (edited) Hello there everyone! This is my first post in the whole forum, so I'm sorry if I'm not entirely sure what I'm doing. Anywho, the problems. I'm attempting to assemble the events for my Prologue, but when I try to assemble the file, I get these errors: Finished.Messages:Tutorials disabledEvents end at offset 0x964B9842 errors encountered:File Prolouge Events.txt, Line 12, Column 1: Code POIN's offset $9649DF is not divisible by 4File Prolouge Events.txt, Line 13, Column 1: Code POIN's offset $9649E3 is not divisible by 4File Prolouge Events.txt, Line 14, Column 1: Code POIN's offset $9649E7 is not divisible by 4File Prolouge Events.txt, Line 15, Column 1: Code POIN's offset $9649EB is not divisible by 4File Prolouge Events.txt, Line 16, Column 1: Code POIN's offset $9649EF is not divisible by 4File Prolouge Events.txt, Line 17, Column 1: Code POIN's offset $9649F7 is not divisible by 4File Prolouge Events.txt, Line 18, Column 1: Code POIN's offset $964A07 is not divisible by 4File Prolouge Events.txt, Line 19, Column 1: Code POIN's offset $964A17 is not divisible by 4File Prolouge Events.txt, Line 22, Column 1: Code UNIT's offset $964A1F is not divisible by 4File Prolouge Events.txt, Line 23, Column 1: Code UNIT's offset $964A2F is not divisible by 4File Prolouge Events.txt, Line 24, Column 1: Code UNIT's offset $964A3F is not divisible by 4File Prolouge Events.txt, Line 27, Column 1: Code UNIT's offset $964A4F is not divisible by 4File Prolouge Events.txt, Line 28, Column 1: Code UNIT's offset $964A5F is not divisible by 4File Prolouge Events.txt, Line 29, Column 1: Code UNIT's offset $964A6F is not divisible by 4File Prolouge Events.txt, Line 30, Column 1: Code UNIT's offset $964A7F is not divisible by 4File Prolouge Events.txt, Line 31, Column 1: Code UNIT's offset $964A8F is not divisible by 4File Prolouge Events.txt, Line 34, Column 1: Code UNIT's offset $964A9F is not divisible by 4File Prolouge Events.txt, Line 35, Column 1: Code UNIT's offset $964AAF is not divisible by 4File Prolouge Events.txt, Line 36, Column 1: Code UNIT's offset $964ABF is not divisible by 4File Prolouge Events.txt, Line 37, Column 1: Code UNIT's offset $964ACF is not divisible by 4File Prolouge Events.txt, Line 40, Column 1: Code TURN's offset $964ADF is not divisible by 4File Prolouge Events.txt, Line 41, Column 1: Code TURN's offset $964AEF is not divisible by 4File Prolouge Events.txt, Line 42, Column 1: Code TURN's offset $964AFF is not divisible by 4File Prolouge Events.txt, Line 43, Column 1: Code TURN's offset $964B0F is not divisible by 4File Prolouge Events.txt, Line 44, Column 1: Code TURN's offset $964B1F is not divisible by 4File Prolouge Events.txt, Line 47, Column 1: Code CHAR's offset $964B23 is not divisible by 4File Prolouge Events.txt, Line 50, Column 1: Code CHES's offset $964B27 is not divisible by 4File Prolouge Events.txt, Line 51, Column 1: Code LOCA's offset $964B33 is not divisible by 4File Prolouge Events.txt, Line 54, Column 1: Code ASME's offset $964B37 is not divisible by 4File Prolouge Events.txt, Line 55, Column 1: Code AFEV's offset $964B43 is not divisible by 4File Prolouge Events.txt, Line 56, Column 1: Code AFEV's offset $964B4F is not divisible by 4File Prolouge Events.txt, Line 59, Column 1: Code FADI's offset $964B53 is not divisible by 4File Prolouge Events.txt, Line 60, Column 1: Code LOU1's offset $964B57 is not divisible by 4File Prolouge Events.txt, Line 61, Column 1: Code LOU1's offset $964B5F is not divisible by 4File Prolouge Events.txt, Line 62, Column 1: Code OOBB's offset $964B67 is not divisible by 4File Prolouge Events.txt, Line 63, Column 1: Code ENDA's offset $964B6B is not divisible by 4File Prolouge Events.txt, Line 66, Column 1: Code MNCH's offset $964B73 is not divisible by 4File Prolouge Events.txt, Line 67, Column 1: Code STAL's offset $964B77 is not divisible by 4File Prolouge Events.txt, Line 68, Column 1: Code _0x1's offset $964B7B is not divisible by 4File Prolouge Events.txt, Line 69, Column 1: Code ENDA's offset $964B7F is not divisible by 4File Prolouge Events.txt, Line 72, Column 1: Code LOU1's offset $964B87 is not divisible by 4File Prolouge Events.txt, Line 73, Column 1: Code ENDA's offset $964B8F is not divisible by 4No data written to output. My code for the Events looks like this: http://dumptext.com/GvQJyseb# And my second problem is that when I try to disassemble a file it says "Offset is larger than size of file." SoI can't even check the problem in a vanilla event file. Thanks, JamesMuddy Edited January 15, 2016 by JamesMuddy Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 15, 2016 Share Posted January 15, 2016 ORG 0x9649DF There's your problem. Change that to something divisible by 4 (ends in 0,4,8,or C). Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted January 22, 2016 Share Posted January 22, 2016 Not sure if this is the right place to ask, but I've been trying my hand at some world map eventing, and I just can't figure out how to make the glowing dots you load with the PLACEDOT command disappear. Arch's tutorial claims that the REMSPRITE command should do so, but in my experience, it doesn't work with the dots. For exemple, if I do: PLACEDOT 0x04 [176,11] BlueDot STAL 40 REMSPRITE 0x04 0x20 _ASM0x42 0xB2FB1 the dot just stays there! What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 23, 2016 Share Posted January 23, 2016 Have you tried using a value of 0x0? As in REMSPRITE 0x04 0x0 If that doesn't work, try adding a [LoadOverwordFaces] into whatever text you're using, and a SCRO to your map code in between the PLACEDOT and the REMSPRITE. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted January 23, 2016 Share Posted January 23, 2016 Have you tried using a value of 0x0? As in REMSPRITE 0x04 0x0 If that doesn't work, try adding a [LoadOverwordFaces] into whatever text you're using, and a SCRO to your map code in between the PLACEDOT and the REMSPRITE. Maybe I misunderstood your orientations, but neither solution worked... Here, this is my world map event so far, see if you can spot the problem. #include EAstdlib.event WorldMapPointerTable(0x0D,WorldMapEvents) ORG 0xD8A000 WorldMapEvents: StartWorldMap(FullWorldMap, 0, 0, 0x1C) STAL 10 TEXTBOXTOBOTTOM TEXTWM 0x8f0 PLACEDOT 0x01 [176,100] RedDot SCRO REMSPRITE 0x01 0x0 //This should work on the dots too _ASM0x42 0xB2FB1 //Use this after REMSPRITE because STAL 30 PLACEDOT 0x02 [73,71] BlueDot STAL 30 SCRO REMSPRITE 0x02 0x0 //This should work on the dots too _ASM0x42 0xB2FB1 //Use this after REMSPRITE because STAL 30 PLACEDOT 0x03 [125,33] BlueDot STAL 30 SCRO REMSPRITE 0x03 0x0 //This should work on the dots too _ASM0x42 0xB2FB1 //Use this after REMSPRITE because STAL 30 PLACEDOT 0x04 [176,11] BlueDot STAL 40 SCRO REMSPRITE 0x04 0x0 //This should work on the dots too _ASM0x42 0xB2FB1 //Use this after REMSPRITE because STAL 30 PLACEDOT 0x05 [129,111] RedDot STAL 20 SCRO REMSPRITE 0x05 0x0 //This should work on the dots too _ASM0x42 0xB2FB1 //Use this after REMSPRITE because SHOWPORTRAIT 0x06 0x16 50 PortraitFacesRight 0 STAL 50 SCRO STAL 100 REMOVEPORTRAIT 0x06 PortraitFacesRight 0 STAL 10 REMOVETEXTBOX MESSAGE World map events end at currentOffset Quote Link to comment Share on other sites More sharing options...
Agro Posted January 23, 2016 Share Posted January 23, 2016 (edited) I'm almost certain you can't remove the blue dots... Yes, the more I look at my old events, the more certain I am that you can't remove them. The object IDs of the dots and of the map sprites are separate (thank god), which is why you can have up to 4 map sprites AND 4 dots at the same time. REMSPRITE only works for map sprites. If you want to remove the dots, you're pretty much SOL. Edited January 23, 2016 by Agro Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted January 23, 2016 Share Posted January 23, 2016 I'm almost certain you can't remove the blue dots... Yes, the more I look at my old events, the more certain I am that you can't remove them. The object IDs of the dots and of the map sprites are separate (thank god), which is why you can have up to 4 map sprites AND 4 dots at the same time. REMSPRITE only works for map sprites. If you want to remove the dots, you're pretty much SOL. What is the point of using the dots, then? If your events end and they're still out they stay as glitches on the screen... Also, I'm pretty sure I've seen them used properly before in hacks, IIRC, they're used in the way I'm trying to used them in Road to Ruin's Chapter 1 world map event. I'd just disassemble them to see how they're done, but, for some reason, my computer doesn't let event assemble disassemble anything... Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 23, 2016 Share Posted January 23, 2016 I was under the impression that you could remove the dots. But, looking at my events for TRTR Ch1, it looks like I was just being clever and hiding a dot beneath a text box. [spoiler=TRTR Ch1 World Map] #include EAstdlib.event ORG 0xC9CDA8+(4*(0x02-0x01)) POIN WorldMapData ORG 0x00FB8000 WorldMapData: StartWorldMap(0x0,00,00,0x1C) STAL 100 TEXTBOXTOBOTTOM TEXTWM 0x6B3 STAL 20 SCRO // Start country intros PLACEDOT 0x01 [08,91] BlueDot // Aksum TEXTWM 0x6B4 SCRO PLACEDOT 0x01 [71,08] BlueDot // Orontes TEXTWM 0x6B5 SCRO PLACEDOT 0x01 [166,88] BlueDot // Sybaris TEXTWM 0x6B6 SCRO PLACEDOT 0x01 [115,23] BlueDot // Mora TEXTWM 0x6B7 SCRO PLACEDOT 0x01 [191,11] BlueDot // Geryon TEXTWM 0x6B8 SCRO PLACEDOT 0x01 [233,63] BlueDot // Prydain TEXTWM 0x6B9 SCRO REMSPRITE 0x01 0x00 REMOVETEXTBOX TEXTBOXTOTOP TEXTWM 0x6BA PLACEDOT 0x01 [123,127] BlueDot // Asteria SCRO TEXTWM 0x6BB PLACEDOT 0x01 [201,142] BlueDot // Tiryns SCRO REMSPRITE 0x01 0x00 REMOVETEXTBOX TEXTBOXTOBOTTOM TEXTWM 0x6BC SCRO REMOVETEXTBOX REMOVETEXTBOX STAL 60 FADETOWM [425,145] 0x1 0x00 0x00 // Fade to Zoomed In map STAL 150 PLACEDOT 0x02 [631,291] 0x0 STAL 1 PLACEDOT 0x03 [547,235] 0x1 STAL 10 PUTSPRITE 0x01 [640,285] Cavalier 0x30 0x00 0x00 0x00 PUTSPRITE 0x04 [624,300] Fighter 0x30 0x00 0x00 0x00 PUTSPRITE 0x01 [555,240] Cavalier 0x30 0x00 0x00 0x00 PUTSPRITE 0x04 [550,250] Fighter 0x30 0x00 0x00 0x00 REMOVETEXTBOX TEXTBOXTOTOP TEXTWM 0x6BD SCRO REMSPRITE 0x01 0x2 REMSPRITE 0x04 0x2 REMOVETEXTBOX _0xC1 [350,270] 0x4 0x0 // Camera pan STAL 50 PLACEDOT 0x01 [432,322] BlueDot TEXTBOXTOBOTTOM TEXTWM 0x6B2 SHOWPORTRAIT 0x0 0x16 52 0x5 0 PUTSPRITE 0x04 [432, 320] Mercenary 0x00 0x00 0x00 0x00 SCRO PUTSPRITE 0x04 [505, 330] Mercenary 0x00 0x00 0x00 0x00 REMOVEPORTRAIT 0x04 PortraitFacesRight 4 STAL 30 SCRO REMOVETEXTBOX EndWorldMap However, I'm pretty sure that loading a different map will remove the dots, since when I fade into my zoomed in world map, the dot that was on the full view map is no longer present. Quote Link to comment Share on other sites More sharing options...
Moliblazer Posted January 23, 2016 Share Posted January 23, 2016 I guess that's the solution, then. Thanks! Quote Link to comment Share on other sites More sharing options...
Agro Posted January 24, 2016 Share Posted January 24, 2016 Sorry for the confusion, AsukaDrag. I'm editing the tutorial now to make it clear that they can't be removed manually. I think Prime is right, they will disappear if you load a different map, but not if you use the camera to pan around the current map. They obviously disappear once the world map events end, though. Quote Link to comment Share on other sites More sharing options...
SquareRootOfPi Posted January 24, 2016 Share Posted January 24, 2016 REMSPRITE doesn't remove dots. REMSPRITE is command 0xb8 and the command to remove dots is 0xbe. Quote Link to comment Share on other sites More sharing options...
Agro Posted January 24, 2016 Share Posted January 24, 2016 Thanks Pi :3 Quote Link to comment Share on other sites More sharing options...
Starlink Posted February 2, 2016 Share Posted February 2, 2016 I´m trying to start a hack, however I can´t turn Kent into a blue unit and neither make the reinforcements come, there´s something wrong?Here are the codes.#define DISABLE_TUTORIALS#include EAstdlib.eventEventPointerTable(0x06,Pointers)ORG 0xD80000Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_eventGood:UNIT 0x18 0x0A 0x18 Level(4, Ally, 0) [14,9] [12,6] [0x01, 0x03, 0x6B] NoAIUNIT 0x03 0x02 0x18 Level(6, Ally, 0) [14,9] [13,7] [0x0A, 0x01, 0x6B] NoAIUNIT 0x1D 0x37 0x18 Level(4, Ally, 0) [14,9] [11,7] [0x15, 0x17, 0x6B] NoAIUNIT 0x17 0x2A 0x00 Level(3, NPC, 0) [0,2] [8,8] [0x01, 0x16, 0x6B] NoAIUNITBad:UNIT 0x01 0x01 0x00 Level(7, Enemy, 0) [3,2] [3,2] [0x09, 0x6B] GuardUNIT 0x28 0x3B 0x00 Level(3, Enemy, 0) [3,2] [5,2] [0x1F, 0x20, 0x6B] AttackInRangeUNIT 0x0E 0x31 0x00 Level(4, Enemy, 0) [3,2] [1,1] [0x2D, 0x01, 0x6B] AttackInRangeUNIT 0x06 0x02 0x00 Level(7, Enemy, 0) [3,2] [8,1] [0x0C, 0x02, 0x6B] AttackInRangeUNIT 0x19 0x28 0x00 Level(3, Enemy, 0) [3,2] [2,3] [0x14, 0x01, 0x6B] AttackInRangeUNITBaddiesCome:LOU1 BaddiesComeENUNENDATurn_events:TurnEventPlayer(0x0,Opening_event,1)TurnEventPlayer(0x0,BaddiesCome,3)End_MAINCharacter_events:CharacterEvent(0x06,SainTalk,0x18,0x17)End_MAINLocation_events:Seize(0x0,Ending_event,7,0)End_MAINMisc_events:CauseGameOverIfLordDiesEnd_MAINTrapData:End_MAINOpening_event:OOBBLOU1 GoodENUNLOU1 BadENUNFADI 10BACG 0x01MUS1 0x25FADU 10TEX1 0x815REMAENDAEnding_event:MNCH (0x01)ENDA// EventsBaddiesCome:LOU1 BaddiesComeENUNENDASainTalk:MUS1 0x42TEX1 0x816REMATurnAlly(Kent)ENDA// Manual Movement// Scripted Fights// UnitsBaddiesCome:Baddies:UNIT 0x3E 0x39 0x00 Level(3, Enemy, 0) [0,4] [0,4] [0x1F] PursueWithoutHeedUNIT 0x3E 0x39 0x00 Level(3, Enemy, 0) [0,6] [0,6] [0x1F] PursueWithoutHeedUNIT 0x3E 0x0E 0x00 Level(3, Enemy, 0) [1,5] [1,5] [0x02] PursueWithoutHeedUNIT// Shop DataMESSAGE Events end at offset currentOffset If someone could answer me I will glady apreciate, and I´d like to know how to make an ending cutscene and/or to change the protagonist as Sain, but when he dies it isn´t game over, only when Lyn dies, what I am suppose to do to change that? Thank you in advance. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted February 2, 2016 Share Posted February 2, 2016 BaddiesCome: LOU1 BaddiesCome ENUN ENDA You called your unit group 'Baddies' but are trying to load 'BaddiesCome'. TurnAlly(Kent) Are you sure you haven't loaded Tutorial Kent by accident? I highly recommend using the macro definitions for your units as well. That way you can do something like: UNIT Kent Cavalier 0 Level(5,Ally,False) [1,2] [1,2] [Javelin, SteelSword, Vulnerary] NoAI I´d like to know how to make an ending cutscene Without more details from you, all I can say is "the same way you made your opening event" Your seize event calls Ending_event already, so I guess I'm not sure what you're trying to say. change the protagonist as Sain, but when he dies it isn´t game over, only when Lyn dies, what I am suppose to do to change that? By protagonist do you mean have the ability to seize? There's a patch that lets you set up who can seize on which chapters. Check the Resource Directory. Quote Link to comment Share on other sites More sharing options...
Starlink Posted February 3, 2016 Share Posted February 3, 2016 Thanks for the help. Quote Link to comment Share on other sites More sharing options...
RandomSwordmaster Posted February 8, 2016 Share Posted February 8, 2016 (edited) Question Answered. Edited February 13, 2016 by RandomSwordmaster Quote Link to comment Share on other sites More sharing options...
Pwntagonist Posted February 19, 2016 Share Posted February 19, 2016 I'm using the CUSI code on around 20 units each turn, and this starts happening. Sometimes they turn black like this: https://gyazo.com/a08213e42940b14d83480ba66e923034 And sometimes they just disappear like this: https://gyazo.com/59006d7e48b3190b62a665a4662710f5 I've tried placing tons of STAL codes in between, and I've also tried using the "TurnAlly" etc. macros. I have a feeling it's just a limitation of the gba engine, but maybe there is a solution? Quote Link to comment Share on other sites More sharing options...
Umezono Posted March 28, 2016 Share Posted March 28, 2016 Hey ya'll, started hacking my first chapter. One thing is escaping me: the CauseGameOverIfLordDies misc condition. Lyn's death quote eventID definitely points to 0x65. Added her in like so: UNIT Lyn 0x02 0x00 Level(1,Ally,True) [19,19] [19, 18] [ManiKatti, Vulnerary] [0] When she dies, no quote triggers and the game doesn't end. I tried looking through as many tuts and docs as I could but the answer escapes me. Any help is appreciated. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 28, 2016 Share Posted March 28, 2016 Could you post the rest of your events as well? Lyn should already be set up death quote wise thanks to the vanilla game, so I'm guessing there's something that needs fixing event side. Quote Link to comment Share on other sites More sharing options...
Umezono Posted March 29, 2016 Share Posted March 29, 2016 Could you post the rest of your events as well? Lyn should already be set up death quote wise thanks to the vanilla game, so I'm guessing there's something that needs fixing event side. Sure thing! //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x8D,Pointers) ORG 0x00D10000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Good: UNIT Turn_events: TURN 0x00 LoadUnits [01,00] 0x00 0x00 TURN 0x00 LoadSomeEnemies [02,05] 0x00 0x00 TURN 0x00 LoadaBoss [05, 00] 0x08 0x00 END_MAIN Character_events: END_MAIN Location_events: House(0,ElixirGuy,5,8) END_MAIN ElixirGuy: MUSI FADI 0x04 /*fade?*/ BACG 0x01 FADU 0x04 /*more fade*/ TEX1 0x89D MUNO REMA /*removes bg*/ ITGV Elixir ENDA Misc_events: CauseGameOverIfLordDies END_MAIN LoadUnits: OOBB LOU1 UnitsIncoming ENUN ENDA LoadSomeEnemies: LOU1 BaddiesIncoming ENUN ENDA LoadaBoss: LOU1 BossIncoming ENUN ENDA UnitsIncoming: UNIT Lyn 0x02 0x00 Level(1,Ally,True) [19,19] [19, 18] [ManiKatti, Vulnerary] [0] UNIT Batta 0x39 0x00 Level(3,Ally,True) [19,19] [18, 19] [IronAxe, HandAxe, Vulnerary] [0] UNIT Bartre 0x14 0x00 Level(2,Ally,True) [19,19] [19,19] [0x1E] [0] UNIT BaddiesIncoming: UNIT 0xB7 0x32 0x00 Level(1,Enemy,True) [19,0] [18,0] [IronSpear, 0x1E, Vulnerary] [0x00,0x02,0x02,0x00] UNIT 0xB7 0x32 0x00 Level(1,Enemy,True) [19,0] [19,1] [IronSpear, 0x1E, Vulnerary] [0x00,0x02,0x02,0x00] UNIT BossIncoming: UNIT 0x4F 0x50 0x01 Level(2,Enemy,True) [19,0] [19,0] [Tomahawk] [0x00,0x02,0x02,0x00] UNIT Opening_event: ENDA Ending_event: MoveToChapter(0x01) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 29, 2016 Share Posted March 29, 2016 Hmm, don't notice anything funny going on that's death quote related. What does your Death Quote Editor entry look like? This may or may not be relevant, but there's 2 versions of Lyn: tutorial and non-tutorial. Make sure you're using the appropriate version. Side note: I will point out that your Elixir house doesn't have an event ID associated with it. This means the player can keep visiting the house to get infinite Elixirs. Quote Link to comment Share on other sites More sharing options...
Umezono Posted March 30, 2016 Share Posted March 30, 2016 (edited) Hmm, don't notice anything funny going on that's death quote related. What does your Death Quote Editor entry look like? This may or may not be relevant, but there's 2 versions of Lyn: tutorial and non-tutorial. Make sure you're using the appropriate version. Side note: I will point out that your Elixir house doesn't have an event ID associated with it. This means the player can keep visiting the house to get infinite Elixirs. I actually have an issue with the two Lyns. My assumption is that the Lyn I'm pointing to in my eventing is the non-tutorial Lyn. I guess the game does not recognize her as Lord? Either way in my Nightmare I set both tut Lyn and non tut Lyn to Lord and that Lyn I am loading still does not trigger a game over. Edited March 30, 2016 by Umezono Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 30, 2016 Author Share Posted March 30, 2016 did you apply the "start in eliwood mode" patch? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.