blyegg Posted July 12, 2014 Share Posted July 12, 2014 (edited) So, I have two characters. Eliwood (0x01) and Florina (Not Tutorial) (0x31). Both of their death quotes trigger event id 0x65. Upon 0x1's death Game Over happens immediately after the battle scene. But 0x31 is weird. If he dies during enemy phase, the game over happens at the end of Enemy Phase. If it happens on Player Phase, the game over happens at the end of the next enemy phase. //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD391F0 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 Batta Brigand 0x00 Level(2, Enemy, 1) [0,10] [2,5] [ironAxe] Guard UNIT 0x88 Brigand 0x00 Level(1, Enemy, 1) [0,9] [3,10] [ironAxe] AttackInRange UNIT 0x8A Myrmidon 0x00 Level(1, Enemy, 1) [0,10] [2,16] [ironSword] AttackInRange UNIT 0x8B Myrmidon 0x00 Level(1, Enemy, 1) [0,11] [9,12] [ironSword] AttackInRange UNIT 0x8C Brigand 0x00 Level(1, Enemy, 1) [0,10] [13,10] [ironAxe] AttackInRange UNIT Good: UNIT Eliwood EliwoodLord 0x00 Level(1, Ally, 0) [14,5] [14,5] [ironSpear, Vulnerary] NoAI UNIT Locke: UNIT Florina PegasusKnight 0x00 Level(1, Ally, 0) [2,3] [2,3] [slimSpear, Vulnerary] NoAI UNIT Turn_events: OpeningTurnEvent(Opening_event) TurnEventPlayer(0x9,Locke_Rein,2) END_MAIN Character_events: END_MAIN Location_events: Village(0x5,Locke_Village,2,3) Village(0x6,Other_Village,1,13) House(0x7,House_1,11,5) House(0x8,House_2,6,16) End_MAIN Misc_events: DefeatBoss(Ending_event) END_MAIN //IDs Used: 0xA, 0xB Opening_event: MUS1 0x003D FADI 0x10 HIDEMAP BACG 0x04 FADU 0x10 SHOWMAP TEX1 0x800 REMA LOU1 Good ENUN MOVE 0x01 [13,7] ENUN MUS1 0x0032 LOU1 Bad ENUN CAM1 0x87 CURF 0x87 FADI 0x10 HIDEMAP BACG 0x04 FADU 0x10 SHOWMAP TEX1 0x801 REMA CAM1 0x01 CURF 0x01 FADI 0x10 HIDEMAP BACG 0x04 FADU 0x10 SHOWMAP TEX1 0x802 REMA ENDA Ending_event: MUS1 0x003F FADI 0x10 BACG 0x02 FADU 0x10 TEX1 0x809 REMA FADI 0x10 BACG 0x03 FADU 0x10 MUS1 0x00 STAL 0xFF TEX1 0x80A REMA MNCH 0x01 ENDA Locke_Village: FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x803 REMA MONE 0x0 5000 ENDA Other_Village: FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x804 REMA ITGV 0x1C ENDA House_1: TEX1 0x805 REMA ENDA House_2: TEX1 0x806 REMA ENDA Locke_Rein: CAM1 [2,3] CURF [2,3] FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x807 REMA LOU1 Locke ENUN MOVE 0x31 [4,5] ENUN STAL 0x10 MOVE 0x31 [2,3] ENUN FADI 0x10 HIDEMAP BACG 0x02 FADU 0x10 SHOWMAP TEX1 0x808 REMA ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Note: If no one has a solution I guess I can use Lyn's slot instead of Florina's I guess. Edited July 12, 2014 by Kisara Quote Link to comment Share on other sites More sharing options...
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