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CT075
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Okay, I've got a video and a full event file here! What am I doing wrong?

http://www.youtube.com/watch?v=p6_COqKiP0M

//Made by Camtech075 of SerenesForest

#include EAstdlib.event

EventPointerTable(0x07,Prologue)

ORG 0xE471E0
Prologue:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN Ballista1 Ballista2
POIN GoodGuys BadGuys
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene

TurnBasedEvents:
TURN

CharacterBasedEvents:
CHAR

GoodGuys:
//UNIT ID Class Lder Misc [X,Y]Flag Byte1 REDA *pointer* Items AI 
UNIT 0x01 0x01 0x01 0x08  [8,6] 0b 0x00 0x00 0x00 [0x09, 0x6C, 0x00, 0x00] NoAI
UNIT 0x02 0x05 0x01 0x10  [8,7] 0b 0x00 0x00 0x00 [0x01, 0x16, 0x6C, 0x00] NoAI
UNIT

LocationBasedEvents:
LOCA 0x0 HouseConvo [4, 13] 0x10 
LOCA

HouseConvo:
Text(0x00,0x921)
ENDA

MiscBasedEvents:
DefeatBoss(EndingScene)
CauseGameOverIfLordDies
AFEV

Dunno:
//DO NOT TOUCH
CODE $00

Tutorial:
//DO NOT TOUCH
CODE $00

Ballista1:
BLST

Ballista2:
BLST
ALIGN 4

BadGuys:
//UNIT ID Class Lder Misc [X,Y]Flags Byte1 REDA *pointer* Items AI 
UNIT 0xAA 0x5B 0x68 0x04 [3,7] 0x00 0b 0x01 0x0 [0xB1,0x00,0x00,0x00] NoAI
UNIT 0xAA 0x5B 0x68 0x04 [15,8] 0x00 0b 0x01 0x0 [0xB1,0x00,0x00,0x00] NoAI
UNIT 0xAA 0x5B 0x68 0x04 [8,13] 0x00 0b 0x01 0x0 [0xB1,0x00,0x00,0x00] NoAI
UNIT 0x68 0x3F 0x68 0x04 [16,1] 0x00 0b 0x00 0x00 [0x1F,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
UNIT

GoodGuys2:
//UNIT ID Class Lder Misc [X,Y]Flag Byte1 REDA *pointer* Items AI 
UNIT 0x01 0x01 0x01 0x08  [0,15] 0b 0x00 0x00 0x00 [0x09, 0x6C, 0x00, 0x00] NoAI
UNIT 0x02 0x05 0x01 0x10  [2,16] 0b 0x00 0x00 0x00 [0x01, 0x16, 0x6C, 0x00] NoAI

BeginningScene:
MUS1 0x52
LOMA 0x40 //Loads Triannos map
LOU1 GoodGuys
ENUN
TEX8 0x0664 [0,0] //"Triannos Castle"
CUMO 0x01 //flashes cursor on Ryen before convo
Text(0x0907) // "Franz, ride ahead and..."
// AND NOW RYEN AND JASON GET WARPED.
FADU 10 //Fade-in with white
DISA 0x01
DISA 0x02
LOMA 0x00 //Loads prologue map
LOU1 GoodGuys2
ENUN
FADU 10 //Fade-out with white
//WARP END
FlashCursor(0x02,60)
Text(0x090D,0x22) // "Princess! This way! I can see..."
//Now we introduce the bad guys
FlashCursor(16,1,60) //flash on temple
Text(0x090F) // "Your highness, I won't lie..."
MUS1 0x25 //Tension
LOU1 BadGuys
FlashCursor(0x01,60)
Text(0x0910) // "Renais dogs! Where do you think..."
ENDA

EndingScene:
Text(0x0907,0x22)
STAL 0x01
MNCH 0x01
ENDA

MESSAGE Events end at offset currentOffset

EDIT: Also, the map that loads isn't Renais Castle. It's the prologue map. >_>

Edited by MagicKitty
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[Yes] brings up the choice with Yes as the default. [No]... well, guess.

IFYN is the corresponding IF condition. I *think* that it checks for the default option.

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It would probably help if I explained what i'm trying to do.

What I want to do is set up a conversation between the main character and one of his units. During the conversation, I want a question to pop up in the orange/brown box asking if you'd like to dismiss the unit. Choosing yes would cause the unit to turn green and leave, while no causes them to stay.

I can get the convo between the 2 work, no problem, and I know how to change allegiances and make the unit leave, but how do I get the box to appear like in lyns mode tutorials, and how do I set all of this up to happen mid-convo?

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In your text:

Would you like to stay? [Yes]

In your events:

[stuff]
IFYN 0x01 //If "Yes" is hit
ELSE 0x02 //If "no" is hit
ENIF 0x01
[morestuff]

Edited by CT075
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Still having a few problems with this. Here's what the event looks like.

EliwoodOswin

MUSI

TEX1 0x0823

REMA

TEX6 0x1 [5,3] 0x0828

IFYN 0x01

TEX1 0x082A

REMA

TurnNPC(Oswin)

MOVE Oswin [0,3]

ENUN

DISA Oswin

ELSE 0x02

ENIF 0x01

TEX1 0x0829

REMA

ENIF 0x02

MUNO

ENDA

Oswin won't change allegiances or leave, the brown text box stays once appearing, it doesn't appear that the event for Oswin leaving is even playing, and it sounds and looks like more than one set of text is being loaded after the brown text box appears. The brown text box is also huge, taking up almost all of the screen. Any suggestions?

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I'm guessing that _0x87 is for not skipping the question. It works before the question is asked, but after the first text, it can still be skipped by pressing start. Still no code match for _ASMOx42, and all problems still seem to be there.

Since I see 0xwhatever after your codes, does that mean that it's treated like a regular event? So maybe if I tried 0x0E and 0x0F it might work, since they're currently unused?

Also, should it be

_0x87

MUSI

or

MUSI

_0x87

Edited by Scott Pilgrim
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Condition ID =/= Event ID.

Honestly, go read Arch's tutorial. Specifically, the chapter on conditions.

_ASM0x42 0x83181

Put another _0x87 after the question.

EDIT: Doesn't matter.

Edited by CT075
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Condition ID =/= Event ID.

Honestly, go read Arch's tutorial. Specifically, the chapter on conditions.

_ASM0x42 0x83181

Put another _0x87 after the question.

EDIT: Doesn't matter.

I've been reading Arch's tutorial in addition to this, in fact I have it open in a seperate tab. Thing is, the condition chapter makes no mention of any _0x87 or _ASMOx42. I can't say for sure if they're mentioned in other chapters, but I will go out on limb and say they aren't. I also updated my EA standard library awhile back because of another code that wasn't working, so unless there's been an update within the last month, I don't think it's that.

I think the main problem i'm having is the situation. While what you're saying might work for simply for determining whether or not you go to a gaiden chapter, I need an already recruited characters loyalty to be determined by this event, and for it to happen in the middle of a conversation, which i'm sure makes things more complicated. I don't really need this event to happen, and chances are i'll have to drop it in the end, but i'd like to try all options first before doing so.

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_0x87 is not in the tutorial, no.

_ASM0x42 0x83181 (That's a ZERO, not an O) is not in the tutorial, although it should be.

And honestly, if you need to ask me how a simple yes/no condition works, then you need to read more slowly, or better, or something of the such, since I had no trouble whatsoever finding it.

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_0x87 is not in the tutorial, no.

_ASM0x42 0x83181 (That's a ZERO, not an O) is not in the tutorial, although it should be.

And honestly, if you need to ask me how a simple yes/no condition works, then you need to read more slowly, or better, or something of the such, since I had no trouble whatsoever finding it.

Please do not insinuate that this is my fault just because codes you posted aren't working. I've read the tutorial multiple times, and done everything you said, including still finding the code for the text boxes on my own after asking. And you just said yourself that the codes you posted are not in the tutorial. It's not a matter of finding or reading, it's a matter of figuring out why it won't work.

Now, after some more testing, it seems that the condition for choosing yes, which should send the unit packing, is not working. Both choices seem to be playing the condition for choosing no. So really, all that is needed is figuring out why the first condition will not work properly. That should fix most, if not all, of my problems.

EDIT: Also, before you take my post offensively, it's not your fault these codes won't work. Whoever wrote the tutorial and updates the EA should really keep up on these things, although you could have at least told me what the code should be doing.

Edited by Scott Pilgrim
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Please do not insinuate that this is my fault just because codes you posted aren't working. I've read the tutorial multiple times, and done everything you said, including still finding the code for the text boxes on my own after asking. And you just said yourself that the codes you posted are not in the tutorial. It's not a matter of finding or reading, it's a matter of figuring out why it won't work.

Now, after some more testing, it seems that the condition for choosing yes, which should send the unit packing, is not working. Both choices seem to be playing the condition for choosing no. So really, all that is needed is figuring out why the first condition will not work properly. That should fix most, if not all, of my problems.

EDIT: Also, before you take my post offensively, it's not your fault these codes won't work. Whoever wrote the tutorial and updates the EA should really keep up on these things, although you could have at least told me what the code should be doing.

This is not the fault of the Event Assembler. It's your code. Something is wrong with it.

This is just like programming something. It's an ASSEMBLER.

You are to assume that computers are stupid, and you have to give them instructions on how EXACTLY to do something.

Let me take something from the thing I'm working on.

Other Text:
0x9A5:
Do you want to switch the
[ToggleRed]text speed to fast[ToggleRed]?[.]
[Yes][X]

0x83C:
Do you want to skip the
[ToggleRed]Start/B button skipping
disabled[ToggleRed] portion of
the opening event?[.]
[Yes][X]

///// Other Definitions ///
#define Waitfortextbox "_ASM0x42 0x83181"

Opening_event:
_0x87 // Locks out start and skip scene functions
//*Blah Blah Blah*

TEX6 0x7 [0,0] 0x9A5 // Ask to switch Text speed to "Fast"
Waitfortextbox
IFYN 0x01 // Condition One "Yes"
ASMC 0x9010001 //Sets text speed to "Fast"
ENIF 0x01 // End Condition One
TEX6 0x7 [0,0] 0x83C // Ask if you want to skip the "first" opening event
Waitfortextbox
IFYN 0x02 //Condition Two
JUMP Endthefirstevent // Ends the first event
ENIF 0x02 // End Condition One

If you were to look at it like a C++ type language:

Textbox_Show_ID(0x9A5);
Waitforinput();
If(input='Yes')
{
SwitchTextSpeedtoFast();
}

//Else Do nothing

Textbox_Show_ID(0x83C);
Waitforinput();
If(input='Yes')
{
Jumpto(EndFirstEvent);
}

Edited by shadowofkitty
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I'm having one other small problem. My next chapter is the first one to use a preparations screen. The opening event works fine, except when I check the map during preparations, all the units are gone. And starting the chapter plays the opening event again. Here's the file.

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x0F,Pointers)

org 0xD12630

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad:

UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [15,3] [15,3] [steelSword] [0x03, 0x03, 0x09, 0x20]

UNIT Empty

Bad2:

UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [4,3] [4,3] [steelSword] [0x03, 0x03, 0x09, 0x20]

UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [3,0] [3,0] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(4,Enemy,True) [5,0] [5,0] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [4,3] [4,4] [steelSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(4,Enemy,True) [4,3] [6,3] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [4,3] [6,4] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Nomad Glass Level(2,Enemy,True) [15,7] [12,5] [ironBow] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Nomad Glass Level(2,Enemy,True) [15,7] [14,6] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Nomad Glass Level(2,Enemy,True) [16,7] [15,6] [ironBow] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mage Glass Level(3,Enemy,True) [4,3] [9,5] [Fire] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mage Glass Level(2,Enemy,True) [4,3] [9,7] [Fire] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mage Glass Level(2,Enemy,True) [4,3] [11,5] [Fire] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Thief Glass Level(1,Enemy,True) [4,3] [0,4] [ironSword,LockPick] [000, 0x00, 0x00, 0x00]

UNIT Empty

Help:

UNIT 0x8C Pirate 0x00 Level(5,NPC,False) [4,3] [10,3] [KillerAxe] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [11,12] [11,11] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Jaffar Assassin Eliwood Level(1,Ally,False) [11,12] [10,12] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Oswin Knight Eliwood Level(4,Ally,False) [11,12] [12,12] [ironSpear] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

Chest(Javelin,1,2)

Chest(SteelSword,2,6)

ChestMoney(2500,5,6)

Armory(Weapons,5,9)

Vendor(Shop,1,9)

Village(0x06,Village1,15,3)

Village(0x07,Village2,15,11)

Seize(0x08,Ending_event,4,3)

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

OOBB

LOU1 Good

ENUN

FADI 0x0A

BACG 0x04

FADU 0x0A

TEX1 0x0837

REMA

MOVE Jaffar [13,8]

MOVE Oswin [13,9]

ENUN

MUEN 0x0A

CURF [15,3]

STAL 0x20

MUS1 0x0020

FADI 0x0A

BACG 0x02

FADU 0x0A

TEX1 0x0832

REMA

LOU1 Bad

ENUN

MOVE Glass [4,3]

ENUN

DISA Glass

MUEN 0x0A

CURF [4,3]

STAL 0x20

MUS1 0x006B

FADI 0x0A

BACG 0x0D

FADU 0x0A

TEX1 0x0833

REMA

LOU1 Bad2

LOU1 Help

ENUN

MUEN 0x0A

MUS1 0x0032

TEX1 0x0834

REMA

TEX1 0x0835

REMA

GotoPrepScreen

ENDA

Ending_event:

MNCH 0x03

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: D12400

Yes, I am aware that I currently have nothing scripted for the shops or villages yet.

Edited by Scott Pilgrim
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Now on turn one, you want to have a turn event leading to OOBB.

Also, if you want all of your Bad2 and such to load, you're gonna need to put them into Bad.

With a prep screen, the units they load on the map is only in Bad and Good.

Though, if you make the screen not move using CMOF, you can load units on turn one off screen, though this leaves them to be unavailable to be seen in the prep screen.

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For preparations, only the units under Good: and Bad: will be visible. If you want the enemies to be visible, move them all to the Bad: pointer.

Also, to remove the black screen, add this to your events:

Turn_events:
TurnEventPlayer(0x00,Fadeout,1)
...

Fadeout:
//Other stuff can go here, like loading NPCs and such
OOBB
ENDA

It is at least the way I use to get rid of the black screen, maybe someone else can give you a different answer.

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Why am I always wrong when I think things are going smoothly?sad.gif

So Hectors decided he wants to be part of this chapter despite not being introduced for another 2 chapters. When I use my R button to check my characters he appears, but he doesn't appear on the map unless I suspend and continue later. And he has a random iron sword.

And I have no clue how I did this, but my shops and armories now show the text for Kent when he survives at the end of Lyn mode, and that isn't good. I tried editing the text to use somewhere else, but it still did the same thing.

EDIT: No one has any clue?

Edited by Scott Pilgrim
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I apologize for the triple post, but simply editing my other post doesn't seem to bring up the topic or say that there is a new post, because there isn't. I seem to have fixed the armory/shop deal simply by inserting the file I have that contains the text for them. However, the Hector thing still goes on. I tried removing him from chapters in FE7 where he shows up early, and even tried to get rid of his character data, but to no avail. Here is a screenshot of the problem i'm having, along with the updated event file. Some parts of the pic are cut to prevent spoilers of my own hack.

[spoiler=Pic]

WTFHector.png

[spoiler=Events]

#define DISABLE_TUTORIALS

#include EAstdlib.event

EventPointerTable(0x0F,Pointers)

org 0xD12630

Pointers:

POIN Turn_events

POIN Character_events

POIN Location_events

POIN Misc_events

POIN BallistaData BallistaData

POIN Bad Bad Bad Bad

POIN Good Good Good Good

POIN Opening_event Ending_event

Bad2:

UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [15,3] [15,3] [steelSword] [0x03, 0x03, 0x09, 0x20]

UNIT Empty

Bad:

UNIT Glass Mercenary 0x00 Level(5,Enemy,False) [4,3] [4,3] [steelSword] [0x03, 0x03, 0x09, 0x20]

UNIT 0x8B Mercenary Glass Level(2,Enemy,True) [3,0] [3,0] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [5,0] [5,0] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(2,Enemy,True) [4,3] [4,4] [steelSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(3,Enemy,True) [4,3] [6,3] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Mercenary Glass Level(2,Enemy,True) [4,3] [6,4] [ironSword] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Archer Glass Level(2,Enemy,True) [15,7] [12,5] [ironBow] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Archer Glass Level(2,Enemy,True) [15,7] [14,6] [shortBow] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Archer Glass Level(2,Enemy,True) [16,7] [15,6] [ironBow] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Fighter Glass Level(2,Enemy,True) [4,3] [9,5] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Fighter Glass Level(2,Enemy,True) [4,3] [9,7] [ironAxe] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Fighter Glass Level(1,Enemy,True) [4,3] [11,5] [HandAxe] [0x00, 0x00, 0x00, 0x00]

UNIT 0x8B Thief Glass Level(1,Enemy,True) [4,3] [0,4] [ironSword,LockPick] [000, 0x00, 0x00, 0x00]

UNIT 0x8C Pirate 0x00 Level(5,NPC,False) [4,3] [10,3] [KillerAxe,HandAxe,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Good:

UNIT Eliwood EliwoodLord 0x00 Level(1,Ally,False) [11,12] [11,11] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Jaffar Assassin Eliwood Level(1,Ally,False) [11,12] [10,12] [ironSword,Vulnerary] [0x00, 0x00, 0x00, 0x00]

UNIT Oswin Knight Eliwood Level(4,Ally,False) [11,12] [12,12] [ironSpear] [0x00, 0x00, 0x00, 0x00]

UNIT Empty

Friend:

UNIT 0x8F Cavalier Eliwood Level(3,NPC,False) [15,3] [15,3] [steelSword,Javelin] [0x03, 0x03, 0x00, 0x20]

UNIT Lucius Monk Eliwood Level(3,NPC,False) [15,3] [15,11] [Lightning,Vulnerary] [0x03, 0x03, 0x00, 0x20]

Turn_events:

TurnEventPlayer(0x00,Fadeout,1)

TurnEventPlayer(0x09,MyFriends,1)

TURN

Character_events:

CharacterEvent(0x0A,Joshua,Eliwood,Lucius)

CharacterEvent(0x0B,Poplawski,Eliwood,0x8F,0x0A)

CharacterEvent(0x0C,Jake,Eliwood,0x8C)

CHAR

Location_events:

Chest(Javelin,1,2)

Chest(SteelSword,2,6)

ChestMoney(2500,5,6)

Armory(Weapons,5,9)

Vendor(Shop,1,9)

Village(0x06,Village1,15,3)

Village(0x07,Village2,15,11)

Seize(0x08,Ending_event,4,3)

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

OOBB

LOU1 Good

ENUN

FADI 0x0A

BACG 0x04

FADU 0x0A

TEX1 0x0837

REMA

MOVE Jaffar [13,8]

MOVE Oswin [13,9]

ENUN

MUEN 0x0A

CURF [15,3]

STAL 0x20

MUS1 0x0020

FADI 0x0A

BACG 0x02

FADU 0x0A

TEX1 0x0832

REMA

LOU1 Bad2

ENUN

MOVE Glass [4,3]

ENUN

DISA Glass

MUEN 0x0A

CURF [4,3]

STAL 0x20

MUS1 0x006B

FADI 0x0A

BACG 0x0D

FADU 0x0A

TEX1 0x0833

REMA

LOU1 Bad

ENUN

MUEN 0x0A

STAL 0x0A

MUS1 0x0032

TEX1 0x0834

REMA

CAM1 [11,11]

CURF [11,11]

STAL 0x20

TEX1 0x0835

REMA

GotoPrepScreen

ENDA

MyFriends:

MUS1 0x0001

CAM1 [15,3]

CURF [15,3]

STAL 0x20

MUSI

FADI 0x0A

BACG 0x02

FADU 0x0A

TEX1 0x0836

REMA

MUNO

LOU1 Friend

ENUN

ENDA

Joshua:

MUS2 0x0042

TEX1 0x0838

REMA

CUSI Lucius 0x00

MURE 0x05

ENDA

Poplawski:

MUS2 0x0042

TEX1 0x083B

REMA

CUSI 0x8F 0x00

MURE 0x05

ENDA

Jake:

MUSI

TEX1 0x083A

REMA

MUNO

ENDA

Village1:

MUSI

FADI 0x0A

BACG 0x02

FADU 0x0A

TEX1

REMA

ITGV GoddessIcon

MUNO

ENDA

Village2:

MUSI

FADI 0x0A

BACG 0x02

FADU 0x0A

TEX1

REMA

ITGV Shine

MUNO

ENDA

Weapons:

SHLI IronSword IronSpear

Shop:

SHLI Lightning Vulnerary

Ending_event:

MNCH 0x03

ENDA

Fadeout:

OOBB

ENDA

BallistaData:

BLST

MESSAGE Events end at offset currentOffset

//The map for this chapter is at offset: D12400

EDIT: Crap, hack spoilers in event file anyway. Oh well.

Edited by Scott Pilgrim
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UNIT 0x8F Cavalier Eliwood Level(3,NPC,False) [15,3] [15,3] [steelSword,Javelin] [0x03, 0x03, 0x00, 0x20]

UNIT Lucius Monk Eliwood Level(3,NPC,False) [15,3] [15,11] [Lightning,Vulnerary] [0x03, 0x03, 0x00, 0x20]

Well, this needs a UNIT Empty at the end. I wouldn't be surprised if this is the source of a few problems.

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