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... if this can't be fixed now, i'm just gonna PM you Aura. It still just goes to

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#define MoveToGaiden(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1;"

EventPointerTable(0x0F,ThisChapter)

ORG 0xD03160

ThisChapter:

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 0x46 0x12 0x0 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT 0x9A 0x39 0x46 0x2C [7,13] [7,13] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9B 0x39 0x46 0x2C [8,11] [8,11] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9C 0x39 0x46 0x2C [10,12] [10,12] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9D 0x12 0x46 0x2C [5,12] [5,12] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0xA0 0x12 0x46 0x2C [8,8] [8,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xA1 0x0A 0x46 0x1C [6,9] [6,9] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20]

UNIT 0xA2 0x39 0x46 0x1C [15,14] [15,14] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0]

UNIT 0xA3 0x0A 0x46 0x2C [13,4] [13,4] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0xA4 0x0A 0x46 0x2C [8,15] [8,15] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xA5 0x12 0x46 0x2C [18,16] [18,16] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9C 0x12 0x46 0x2C [20,12] [20,12] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9D 0x18 0x46 0x2C [22,11] [22,11] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0xA0 0x18 0x46 0x2C [20,10] [20,10] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xA1 0x0A 0x46 0x2C [18,4] [18,4] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20]

UNIT 0xA2 0x39 0x46 0x1C [4,4] [4,4] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

Good:

UNIT 0x8 0x12 0x3 0x20 [9,19] [9,19] [0x1F,0x26,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x39 0x3D 0x3 0x10 [5,19] [5,19] [0x1,0x6B,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x11 0x1D 0x3 0x8 [8,19] [8,18] [0x4A,0x6B,0x0,0x0] [0xF,0x3,0x9,0x0]

UNIT 0x0E 0x19 0x3 0x20 [11,19] [11,19] [0x2C,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0]

UNIT 0x2C 0x14 0x3 0x20 [7,19] [7,19] [0x14,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0]

UNIT 0x13 0x20 0x3 0x8 [6,19] [6,18] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x3 0x2 0x0 0x8 [12,19] [12,18] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x18 0x0E 0x3 0x9 [13,19] [13,19] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x0B 0x38 0x0 0x20 [4,19] [5,17] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0]

UNIT

TheGuys:

UNIT 0x3 0x2 0x0 0x8 [13,3] [13,4] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x18 0x0E 0x3 0x9 [14,4] [14,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Aran:

UNIT 0x0B 0x38 0x0 0x20 [13,0] [13,6] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0]

UNIT

Joshua:

UNIT 0x6 0x0E 0x0 0x2A [12,0] [12,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Darren:

UNIT 0x8D 0x14 0x46 0x22 [10,19] [10,18] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

DarrenTroop:

UNIT 0x8D 0x14 0x0 0x22 [21,0] [21,2] [0x14,0x68,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x87 0x39 0x8D 0x3B [20,0] [20,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xE6 0x39 0x8D 0x22 [19,0] [19,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xE6 0x39 0x8D 0x22 [22,0] [22,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xE6 0x39 0x8D 0x22 [23,0] [23,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

TheGuys2:

UNIT 0x3 0x2 0x0 0x8 [20,8] [20,8] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x18 0x0E 0x3 0x9 [22,8] [22,8] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Darren2:

UNIT 0x8D 0x14 0x46 0x22 [21,9] [21,9] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

Seed:

UNIT 0x46 0x12 0x0 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

Other:

UNIT 0x87 0x39 0x8D 0x3B [24,17] [20,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

Seize(0x06,Ending_event,21,7)

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

FADI 0x10

MUS1 0x0009

LOMA 0x04 [11,12]

LOU1 TheGuys Aran Joshua

ENUN

OOBB

STAL 0x20

CURF 0x06

Text(0x02,0x087D)

FADU 0x5

FADI 0x10

DISA 0x03

DISA 0x18

DISA 0x06

DISA 0x0B

LOMA 0x05 [00,00]

LOU1 Good Bad Darren

ENUN

OOBB

STAL 0x20

CURF 0x8D

Text(0x10,0x087E)

ITGC 0x03 0x69

ITGC 0x39 0x6A

MOVE (0x8D) [10,19]

DISA 0x8D

MOVE 0x03 [7,17]

MOVE 0x18 [9,17]

MOVE 0x0E [10,18]

STAL 0x30

CURF 0x03

Text(0x87F)

MOVE (0xA4) [20,8]

STAL 0x170

CAM1 0x46

CURF 0xA4

Text(0x40,0x0880)

MOVE 0x46 [21,4]

LOU1 DarrenTroop

ENUN

CURF 0x8D

Text(0x07,0x0881)

MOVE 0x46 [21,7]

STAL 0x100

CURF [21,7]

Text(0x10,0x0882)

CAM1 0x8D

CURF 0x8D

Text(0x0883)

CAM1 0x03

CURF 0x03

Text(0x0884)

ENDA

Darren_Seed:

AttackerHit(6,0)

DefenderHit(9,0)

AttackerCritical(18,0)

DefenderMiss(0)

AttackerHit(6,1)

EndOfBattle

Ending_event:

MUS1 0x0009

FADI 0x10

BACG 0x03

FADU 0x10

ASMC 0x7A8B9

REMA

IFCD 0x01 0x8D //if guy 1 is dead

LOU1 TheGuys2

ENUN

IFCD 0x03 0x87 //if guy 2 is dead

Text(0x22,0x0886)

MoveToGaiden(6)

ELSE 0x04 //if guy 2 is alive

ENIF 0x03

Text(0x22,0x0887)

MoveToGaiden(6)

ENIF 0x04

ELSE 0x02 //if guy 1 is alive

ENIF 0x01

LOU1 TheGuys2 Darren2 Seed

ENUN

CAM1 0x03

CURF 0x8D

Text(0x0888)

MOVE 0x8D [21,8]

STAL 0x30

FIGH 0x8D 0x46 (Darren_Seed) [0x00]

KILL 0x46

CURF 0x8D

Text(0x0889)

IFCD 0x05 0x87 //if guy 2 is dead

Text(0x22,0x088A)

MoveToGaiden(6)

ELSE 0x06 //if guy 2 is alive

ENIF 0x05

LOU1 Other

ENUN

CURF 0x87

Text(0x22,0x088B)

ENIF 0x06

MoveToGaiden(6)

ENIF 0x02

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

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If I wanted to do an end of chapter cutscene on the same map that the chapter was originally, what's the best way to clear the map of all units and refocus the map (I'm assuming the latter will involve a CAM1)?

My first thought was to just DISA everything, but surely there's a more efficient method?

Edited by dondon151
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Apologies for double posting, but I have a separate question that merits a new post.

Does the tileset 16007718 allow for white fog? Both VCBF and VCWF yield the same kind of fog (which I'm guessing is black fog).

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Alright. If you do decide to do that, you can check out Cam's battle palette recolor guide. The tool he uses, APE, is good for map palettes and interface palettes and background palettes and character palettes and any other kind of palettes. So it'll probs help.

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Apologies for double posting, but I have a separate question that merits a new post.

Does the tileset 16007718 allow for white fog? Both VCBF and VCWF yield the same kind of fog (which I'm guessing is black fog).

They may cause the fogs change to use different animation or something.

(is black fog just dark nighttime?)

Nope, it isn't.

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Posted something like this earlier and it was never addressed, so i'll repost it

I'm trying to have different endings if an NPC survived the chapter

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord

#define DISABLE_TUTORIALS

#include EAstdlib.event

#define MoveToGaiden(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1;"

EventPointerTable(0x0F,ThisChapter)

ORG 0xD03160

ThisChapter:

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 0x46 0x12 0x0 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT 0x9A 0x39 0x46 0x2C [7,13] [7,13] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9B 0x39 0x46 0x2C [8,11] [8,11] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9C 0x39 0x46 0x2C [10,12] [10,12] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9D 0x12 0x46 0x2C [5,12] [5,12] [0x1F,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0xA0 0x12 0x46 0x2C [8,8] [8,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xA1 0x0A 0x46 0x1C [6,9] [6,9] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20]

UNIT 0xA2 0x39 0x46 0x1C [15,14] [15,14] [0x1F,0x0,0x0,0x0] [0x0,0x4,0x1,0x0]

UNIT 0xA3 0x0A 0x46 0x2C [13,4] [13,4] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0xA4 0x0A 0x46 0x2C [8,15] [8,15] [0x1,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xA5 0x12 0x46 0x2C [18,16] [18,16] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9C 0x12 0x46 0x2C [20,12] [20,12] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x9D 0x18 0x46 0x2C [22,11] [22,11] [0x2C,0x0,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0xA0 0x18 0x46 0x2C [20,10] [20,10] [0x2C,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xA1 0x0A 0x46 0x2C [18,4] [18,4] [0x1,0x0,0x0,0x0] [0x0,0x3,0x9,0x20]

UNIT 0xA2 0x39 0x46 0x1C [4,4] [4,4] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

Good:

UNIT 0x8 0x12 0x3 0x20 [9,19] [9,19] [0x1F,0x26,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x39 0x3D 0x3 0x10 [5,19] [5,19] [0x1,0x6B,0x0,0x0] [0x0,0x3,0x9,0x0]

UNIT 0x11 0x1D 0x3 0x8 [8,19] [8,18] [0x4A,0x6B,0x0,0x0] [0xF,0x3,0x9,0x0]

UNIT 0x0E 0x19 0x3 0x20 [11,19] [11,19] [0x2C,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0]

UNIT 0x2C 0x14 0x3 0x20 [7,19] [7,19] [0x14,0x6B,0x0,0x0] [0x0,0x2,0x0,0x0]

UNIT 0x13 0x20 0x3 0x8 [6,19] [6,18] [0x37,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x3 0x2 0x0 0x8 [12,19] [12,18] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x18 0x0E 0x3 0x9 [13,19] [13,19] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x0B 0x38 0x0 0x20 [4,19] [5,17] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0]

UNIT

TheGuys:

UNIT 0x3 0x2 0x0 0x8 [13,3] [13,4] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x18 0x0E 0x3 0x9 [14,4] [14,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Aran:

UNIT 0x0B 0x38 0x0 0x20 [13,0] [13,6] [0x14,0x1C,0x6B,0x0] [0x0,0x0,0x0,0x0]

UNIT

Joshua:

UNIT 0x6 0x0E 0x0 0x2A [12,0] [12,5] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Darren:

UNIT 0x8D 0x14 0x46 0x22 [10,19] [10,18] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

DarrenTroop:

UNIT 0x8D 0x14 0x0 0x22 [21,0] [21,2] [0x14,0x68,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0x87 0x39 0x8D 0x3B [20,0] [20,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xE6 0x39 0x8D 0x22 [19,0] [19,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xE6 0x39 0x8D 0x22 [22,0] [22,1] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT 0xE6 0x39 0x8D 0x22 [23,0] [23,0] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

TheGuys2:

UNIT 0x3 0x2 0x0 0x8 [20,8] [20,8] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT 0x18 0x0E 0x3 0x9 [22,8] [22,8] [0x1,0x6B,0x0,0x0] [0x0,0x0,0x0,0x0]

UNIT

Darren2:

UNIT 0x8D 0x14 0x46 0x22 [21,9] [21,9] [0x14,0x68,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

Seed:

UNIT 0x46 0x12 0x0 0x14 [21,7] [21,7] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20]

UNIT

Other:

UNIT 0x87 0x39 0x8D 0x3B [24,17] [20,10] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0]

UNIT

Turn_events:

TurnEventPlayer(0x00,Opening_event,1)

TURN

Character_events:

CHAR

Location_events:

Seize(0x06,Ending_event,21,7)

LOCA

Misc_events:

CauseGameOverIfLordDies

AFEV

Opening_event:

FADI 0x10

MUS1 0x0009

LOMA 0x04 [11,12]

LOU1 TheGuys Aran Joshua

ENUN

OOBB

STAL 0x20

CURF 0x06

Text(0x02,0x087D)

FADU 0x5

FADI 0x10

DISA 0x03

DISA 0x18

DISA 0x06

DISA 0x0B

LOMA 0x05 [00,00]

LOU1 Good Bad Darren

ENUN

OOBB

STAL 0x20

CURF 0x8D

Text(0x10,0x087E)

ITGC 0x03 0x69

ITGC 0x39 0x6A

MOVE (0x8D) [10,19]

DISA 0x8D

MOVE 0x03 [7,17]

MOVE 0x18 [9,17]

MOVE 0x0E [10,18]

STAL 0x30

CURF 0x03

Text(0x87F)

MOVE (0xA4) [20,8]

STAL 0x170

CAM1 0x46

CURF 0xA4

Text(0x40,0x0880)

MOVE 0x46 [21,4]

LOU1 DarrenTroop

ENUN

CURF 0x8D

Text(0x07,0x0881)

MOVE 0x46 [21,7]

STAL 0x100

CURF [21,7]

Text(0x10,0x0882)

CAM1 0x8D

CURF 0x8D

Text(0x0883)

CAM1 0x03

CURF 0x03

Text(0x0884)

ENDA

Darren_Seed:

AttackerHit(6,0)

DefenderHit(9,0)

AttackerCritical(18,0)

DefenderMiss(0)

AttackerHit(6,1)

EndOfBattle

Ending_event:

MUS1 0x0009

FADI 0x10

BACG 0x03

FADU 0x10

ASMC 0x7A8B9

REMA

IFCD 0x01 0x8D //if guy 1 is dead

LOU1 TheGuys2

ENUN

Text(0x22,0x0886)

MoveToGaiden(6)

ELSE 0x02 //if guy 1 is alive

ENIF 0x01

LOU1 TheGuys2 Darren2 Seed

ENUN

CAM1 0x03

CURF 0x8D

Text(0x0888)

MOVE 0x8D [21,8]

STAL 0x30

FIGH 0x8D 0x46 (Darren_Seed) [0x00]

KILL 0x46

CURF 0x8D

Text(0x0889)

LOU1 Other

ENUN

CURF 0x87

Text(0x22,0x088B)

MoveToGaiden(6)

ENIF 0x02

ENDA

BallistaData:

BLST

ALIGN 4

MESSAGE Events end at offset currentOffset

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for an ID you can try setting him to have a deathquote with an event id and check for that

IFET id1 deathID
JUMP chardead  // branch to whichever is less likely since branches can be costly
// stuff
MNCH whatever
_0x1
ENDA   // all of this crap

// ...
chardead:
// more stuff
MNCH whatever2
_0x1
ENDA   // you get the idea

Edited by Camtech
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What if the pointer to the event in nightmare is 0x00, which is just a standard death. Wouldn't that mess something up?

Edited by fuzz94
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Change the blue (IE Eliwood has 0x65 there which = game over). The red, IIRC, is part of the pointer table so don't worry about it.

Edited by Primefusion
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@Cam: Why are you using JUMP to do gaidens all of a sudden?

i hate the way ELSE-ENIF looks and i find it easier to read without having to deal with ten million ENIFs

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Finally got on to chapter 2, and this is the first time I've used the prep screen. So I do my opening event, except Henrick doesn't load. As in, he doesn't appear in the prep screen at all, or the chapter. He uses Eliwood's character number. Interestingly, Damion, who uses Hector's place, is shown as the army leader in the Status screen, as well. This chapter uses all of Chapter 2-4 due to multiple LOMAs and stuff. Of note is the fact that I used Rey's Eliwood mode patch so that Lyn's tales are now Eliwood mode. I've asked around and no one seems to have run in to this problem before. Anyone here i.e. cam/NL have any idea what's happened?

// Made by markyjoe1990 of Youtube
// Modified by Nintenlord and further by Camtech

#define DISABLE_TUTORIALS
#include EAstdlib.event
#include owndefinitions.txt
#define MAP_OFFS 0xDDFF40
// Write a pointer to the map for you so you don't have to do it yourself

EventPointerTable(0x15,Chapter)

ORG 0x1038000
Chapter:
POIN TurnEvents 
POIN CharacterEvents 
POIN LocationEvents 
POIN MiscEvents
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN OpeningEvent EndingEvent

Bad:
UNIT Elton GreatKnight 0x00 Level(1,Enemy,False) [6,1] [6,1] [steelAxe,HandAxe] StandGuard
UNIT Ethan LanceKnight 0x00 Level(1,Enemy,False) [5,13] [5,13] [ironSpear,Javelin] NoAI
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [9,15] [9,15] [ironBow,Vulnerary] AttackThoseInRange
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [11,13] [11,13] [ironBow,Vulnerary] AttackThoseInRange
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [3,17] [3,17] [ironBow] StandGuard
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [5,19] [5,19] [ironBow] StandGuard
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [7,9] [7,9] [steelSpear,Javelin] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [6,10] [6,10] [steelSpear,Javelin] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [4,10] [4,10] [steelSpear,Javelin] AttackThoseInRange
UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [10,4] [10,4] [ironAxe] AttackThoseInRange
UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [12,1] [11,5] [ironAxe] AttackThoseInRange
UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [5,4] [6,6] [HandAxe] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [8,8] [ironSpear] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [4,6] [ironSpear] AttackThoseInRange
UNIT Empty

Good:
UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [6,24] [6,24] [ironSword,Vulnerary] NoAI
UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [6,25] [6,25] [silverSword,IronSpear,Heal] NoAI
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [5,24] [5,24] [0x00] NoAI
UNIT Violet Myrmidon_F 0x00 Level(2,Ally,False) [5,25] [5,25] [WindSword,Vulnerary] NoAI
UNIT Owen Fighter 0x00 Level(2,Ally,False) [7,25] [7,25] [ironAxe,HandAxe] NoAI
UNIT Dale Fighter 0x00 Level(2,Ally,False) [6,26] [6,26] [steelAxe,IronAxe] NoAI
UNIT Camilla Cavalier_F 0x00 Level(1,Ally,False) [4,26] [4,26] [Heal,SteelSword] NoAI
UNIT Tristan Cavalier 0x00 Level(1,Ally,False) [5,27] [5,27] [steelSpear,IronSword] NoAI
UNIT Empty

Cutscene0:
UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [6,27] [6,22] [ironSword,Vulnerary] NoAI
UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [5,27] [6,21] [silverSword,IronSpear,Heal] NoAI
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [7,27] [7,22] [0x00] NoAI
UNIT Empty

BronwynUnit:
UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [6,25] [6,25] [silverSword,IronSpear,Heal] NoAI
UNIT Empty

CutsceneI:
UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [14,7] [9,5] [ironSword,Vulnerary] NoAI
UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [14,7] [10,6] [silverSword,IronSpear,Heal] NoAI
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [14,6] [8,6] [0x00] NoAI
UNIT Empty

CutsceneII:
UNIT Henrick PrinceLord 0x00 Level(1,Ally,False) [7,5] [7,5] [ironSword,Vulnerary] NoAI
UNIT Bronwyn Paladin_F 0x00 Level(1,Ally,False) [6,6] [6,6] [silverSword,IronSpear,Heal] NoAI
UNIT Damion LanceKnight 0x00 Level(1,Ally,False) [5,4] [5,4] [0x00] NoAI
UNIT Empty

EltonUnit:
UNIT Elton GreatKnight 0x00 Level(1,NPC,False) [7,10] [7,19] [steelAxe,HandAxe] StandGuard
UNIT Ethan LanceKnight 0x00 Level(3,NPC,False) [7,7] [7,4] [HorseSlayer,Javelin] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,NPC,True) [5,10] [9,17] [steelSpear,Javelin] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,NPC,True) [9,10] [5,17] [steelSpear,Javelin] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,NPC,True) [8,10] [4,16] [steelSpear,Javelin] AttackThoseInRange
UNIT Empty

EtrurianArcherUnits:
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [9,15] [9,15] [ironBow,Vulnerary] AttackThoseInRange
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [11,13] [11,13] [ironBow,Vulnerary] AttackThoseInRange
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [3,17] [3,17] [ironBow] StandGuard
UNIT EtrurianArcher Archer 0x00 Level(2,Enemy,True) [5,19] [5,19] [ironBow] StandGuard
UNIT Empty

EtrurianOpeningReinforcements:
UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [12,1] [10,4] [ironAxe] AttackThoseInRange
UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [12,1] [11,5] [ironAxe] AttackThoseInRange
UNIT EtrurianAxeKnight AxeKnight 0x00 Level(2,Enemy,True) [5,4] [6,6] [ironAxe] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [8,8] [ironAxe] AttackThoseInRange
UNIT EtrurianLanceKnight LanceKnight 0x00 Level(2,Enemy,True) [5,4] [4,6] [ironAxe] AttackThoseInRange
UNIT Empty

TurnEvents:
// Comment out or remove this line if you have a prep screen.
TURN 0x0 outofblack [1,0] 0x0 0x0
TURN

outofblack:
OOBB
ENDA

CharacterEvents:
CHAR

LocationEvents:
LOCA

MiscEvents:
CauseGameOverIfLordDies
AFEV

OpeningEvent:
TEX8 0x85B/*Aquleian Road*/ [140,125]
LOU1 CutsceneI
ENUN
STAL 50
RETB
CURF [9,5]
MUSI
FADI 10
BACG 0x001D
FADU 10
TEX1 0x85E/*Has Elias made it back to Aquleia?*/
REMA
MUNO
UnitClear
FADI 2
LOMA 0x04 [8,5]
STAL 50
LOU1 CutsceneII
VCBF 4
FADU 2
ENUN
STAL 50
MUSI
FADI 10
BACG 0x001F
FADU 10
TEX1 0x85D/*Call me Henrick*/
REMA
MUNO
MOVE Henrick [7,0]
MOVE Bronwyn [6,0]
MOVE Damion [4,0]
ENUN
DISA Henrick
DISA Bronwyn
DISA Damion
FADI 5
LOMA 0x05 [7,22]
VCBF 0
STAL 50
MUEN 10
FADU 2
TEX8 0x85C/*The Storm Ravine*/ [140,125]
CMOF
LOU1 Cutscene0
ENUN
STAL 30
RETB
FADI 10
BACG 0x0025
FADU 10
TEX1 0x85F/*Storm Ravine Conversation*/
REMA
CAM1 [7,19]
LOU1 EltonUnit
ENUN
STAL 20
MOVE Henrick [7,20]
ENUN
STAL 10
FADI 10
BACG 0x0025
FADU 10
TEX1 0x860/*Henrick and Elton talk*/
REMA
CAM1 [6,15]
MOVE Henrick [6,16]
MOVE Damion [7,16]
MOVE Elton [6,15]
MOVE [9,17] [8,14]
MOVE [5,17] [5,14]
MOVE [4,16] [4,13]
ENUN
MOVE Bronwyn [7,15]
ENUN
CURF [7,15]
FADI 10
BACG 0x0025
FADU 10
TEX1 0x861
MUS1 0x00CF
MUEN 1
STAL 10
MUS1 0x00CB
MUEN 1
MORETEXT 0x862
LOU1 EtrurianArcherUnits
ENUN
REMA
MUS1 0x002F/*Off to War*/
STAL 30
TEX1 0x863
REMA
CURF [7,15]
TEX1 0x864
REMA
CAM1 [6,17]
MOVE Henrick [9,18]
MOVE Damion [9,17]
ENUN
STAL 30
MOVE Henrick [9,17]
ENUN
CAM1 Henrick
CURF [9,17]
TEX1 0x865
REMA
CMOF
MOVE Henrick [7,24]
ENUN
CAM1 [6,15]
CURF [7,15]
TEX1 0x866
REMA
CAM1 [6,17]
CURF [9,17]
TEX1 0x867/*Damion: Lord Damion?*/
REMA
CAM1 [6,15]
CURF [7,15]
TEX1 0x868
REMA
TurnEnemy(Elton)
TurnEnemy(Ethan)
TurnEnemy(EtrurianLanceKnight)
CMOF
MOVE Elton [6,1]
MOVE Damion [7,16]
MOVE [8,14] [7,9]
MOVE [5,14] [6,10]
MOVE [4,13] [4,10]
ENUN
LOU1 EtrurianOpeningReinforcements
ENUN
CMON
TEX1 0x869
REMA
CMOF
MOVE Damion [7,25]
MOVE Bronwyn [6,25]
CAM1 [7,5]
ENUN
CURF [6,1]
TEX1 0x86A
REMA
CAM1 [7,22]
CURF [7,24]
FADI 10
BACG 0x0025
FADU 10
TEX1 0x86B
REMA
GotoPrepScreen

EndingEvent:
MNCH 0x04
STAL 1
_0x1
ENDA

BallistaData:
BLST


MESSAGE Events end at offset currentOffset
MESSAGE The map for this chapter is at offset MAP_OFFS

The problem is solved. It was because Henrick was set to Supply Depot and I forgot to change it back. I feel sufficiently stupid, apologise profusely, and thank you for all the time you wasted on me.

Edited by Agro
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