blyegg Posted July 10, 2013 Share Posted July 10, 2013 (edited) I used the following code to try and do a simple chapter, just load ally units, load enemy units, and make the game progress after all enemies were beaten. I've done this before, but I can't figure out what I've done wrong in this one. [spoiler=The Script Thingy]//Made by markyjoe1990 of Youtube //Modified by Nintenlord#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_eventBad:UNIT 0x87 0x3D 0x00 Level(1, Enemy, 0) [19,19] [16,1] [0x02] GuardUNIT 0x3E 0x1D 0x87 Level(1, Enemy, 0) [18,9] [8,8] [0x4D] PursueWithoutHeedUNITGood:UNIT 0x01 0x40 0x00 Level(1, Ally, 0) [19,19] [19,19] [0x6C] NoAIUNIT 0x02 0x2D 0x01 Level(1, Ally, 0) [19,19] [18,19] [0x4A] NoAIUNIT 0x03 0x3B 0x01 Level(1, Ally, 0) [19,19] [19,18] [0x1F] NoAIUNITTurn_events:OpeningTurnEvent(Opening_event)END_MAINCharacter_events:END_MAINLocation_events:END_MAINMisc_events:CauseGameOverIfLordDiesDefeatAll(Opening_event)END_MAINOpening_event:LOU1 GoodENUNLOU1 BadENUNENDAEnding_event:MoveToChapter(0x07)ENDATrapData:ENDTRAPMESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 01000000 Watch, it's a misplaced comma. Oops, i fail, i forgot to say what went wrong: What happened was that the 3 units i had appear disappeared and around them and where they were, the tiles glitched, the game froze. Also, the Event Assembler gave me no errors. Edited July 10, 2013 by BlueWyvern4 Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted July 10, 2013 Share Posted July 10, 2013 Umm you have [19,19] in most of the units, but the map that's in the picture is 15 x 10....... Quote Link to comment Share on other sites More sharing options...
blyegg Posted July 10, 2013 Author Share Posted July 10, 2013 (edited) Umm you have [19,19] in most of the units, but the map that's in the picture is 15 x 10....... It's a custom map, they're in the corner. Here's a pic of the map: 20x20 Edited July 10, 2013 by BlueWyvern4 Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted July 10, 2013 Share Posted July 10, 2013 DefeatAll(Opening_event) should this point to the ending event? (not entirely sure how your problem came up etc. so if not a little extra info might help) Level(1, Enemy, 0) I prefer to not have spaces and use "True" or "False" instead of "1" or "0", assuming the latter two even work *shot* Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted July 10, 2013 Share Posted July 10, 2013 Umm what Blazer said, I also don't know what this is: Turn_events: OpeningTurnEvent(Opening_event) END_MAIN pretty sure it should be: TurnEventPlayer(0x00,Opening_event,0) I've never used the "make a turn event for the opening event" thing though so idk. Quote Link to comment Share on other sites More sharing options...
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