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DefeatBoss pointer


Rickochet
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I'm trying to get my ending events to play for a chapter after the boss has been defeated but its not working. I checked the nightmare and my script and everything are correct to my knowledge. The death pointer for said boss is in death quote pointers part 2 and the pointer itself is 0x02. I used DefeatBoss(Ending_event) in my script.

This is the macro for defeatboss in my EA library.

#ifdef _FE7_
#define CauseGameOverIfLordDies "AFEV 0 0xCA749C 0x65"
#define DefeatBoss(offset) "AFEV 0 offset 2"
#define DefeatAll(offset) "ASME 0 offset $79FE9"
#endif

Here is my chapter script, maybe you guys could spot something I couldn't.

#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x15,Pointers)
ORG 0xD81A00
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
Good:
UNIT Lyn_t LynLord Lyn_t Level(1, Ally, 0) [2,16] [2,13] [slimSword] NoAI
UNIT Erk Mage Erk Level(1, Ally, 0) [2,16][2,14] [Fire, Vulnerary] NoAI
UNIT Rebecca Archer_F Rebecca Level(1, Ally, 0) [3,16][3,14] [ironBow, Vulnerary] NoAI
UNIT Serra Cleric 0x00 Level(5, Ally, 0) [3,16] [3,12] [Heal, Vulnerary] NoAI
UNIT
Beg:
UNIT Marcus Soldier 0x00 Level(5, NPC, 0) [0,7] [2,7] [ironSpear, Javelin, Vulnerary] PursueWithoutHeed
UNIT
Bad:
UNIT 0x8B Brigand 0x00 Level(2, Enemy,1) [0,9] [0,9] [ironAxe] DestroyVillages
UNIT 0x88 Brigand 0x00 Level(2, Enemy, 1) [3,8] [3,8] [ironAxe] DestroyVillages
UNIT 0x90 Archer 0x00 Level(1, Enemy, 0) [3,4] [3,4] [ironBow] AttackInRange
UNIT 0x8C Brigand 0x00 Level(2, Enemy, 1) [4,2] [4,2] [ironAxe] AttackInRange
UNIT 0x90 Archer 0x00 Level(1, Enemy, 0) [13,2] [13,2] [ironBow] PursueWithoutHeed
UNIT 0x92 Mercenary 0x00 Level(3, Enemy, 1) [11,5] [11,5] [ironSword] AttackInRange
UNIT 0x8E Brigand 0x0 Level(6, Enemy, 0) [11,3] [11,3] [HandAxe, Vulnerary] Guard
UNIT
WaveOne:
UNIT 0x9D Brigand 0x00 Level(4, Enemy, 1) [11,3] [14,3] [Hammer] AttackInRange
UNIT 0x9C Mercenary 0x00 Level(4, Enemy, 1) [11,3] [8,2] [0x0E] PursueWithoutHeed
UNIT 0x74 Knight 0x00 Level(1, Enemy,0) [11,3] [10,4] [0x00] NoAI
UNIT 0x75 Thief 0x00 Level(1, Enemy,0) [11,3] [9,5] [0x00] NoAI
UNIT 0x07 Swordmaster 0x00 Level(1, Enemy, 0) [11,3] [10,5] [silverSword, Vulnerary] PursueWithoutHeed
UNIT
Endspot:
UNIT Lyn_t LynLord Lyn_t Level(1, Ally, 0) [11,4] [11,4] [slimSword] NoAI
UNIT Serra Cleric 0x00 Level(5, Ally, 0) [12,4] [12,4] [0x00] NoAI
UNIT Erk Mage Erk Level(1, Ally, 0) [10,5][10,5] [Fire, Vulnerary] NoAI
UNIT Rebecca Archer_F Rebecca Level(1, Ally, 0) [9,5][9,5] [ironBow, Vulnerary] NoAI
UNIT 0x75 0x3F 0x00 Level(1,NPC,0) [11,3] [11,3] [0x00] NoAI
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
TURN 0x00 Turn2 [02,00] 0x8 0x00
End_MAIN
Turn2:
MUS1 0x0042
CAM1 [4,7]
STAL 0x1E
LOU1 Beg
ENUN
STAL 0x32
CURF [2,7]
STAL 0x1E
TEX1 0x82C
REMA
MOVENEXTTO Marcus Lyn_t
ENUN
STAL 0x1E
TEX1 0x82D
CUSI Marcus $00
REMA
ENDA
Character_events:
End_MAIN
Location_events:
Village(0x25,Village1,0,13)
Village(0x26,Village2,5,14)
End_MAIN
Misc_events:
CauseGameOverIfLordDies
DefeatBoss(Ending_event)
End_MAIN
TrapData:
End_MAIN
Village1:
MUSI
FADI 10
BACG 0x01
FADU 10
TEX1 0x82E
REMA
MUNO
ENDA
Village2:
MUSI
FADI 10
BACG 0x35
FADU 10
TEX1 0x82F
REMA
ITGV SteelBow
MUNO
ENDA
Opening_event:
LOU1 Bad
ENUN
OOBB
CAM1 [7,6]
STAL 0x64
LOU1 Good
ENUN
STAL 0x64
STAL 0x32
CURF [2,13]
STAL 0x1E
FADI 10
BACG 0x23
TEX1 0x82B
REMA
CAM1 [7,6]
STAL 0x1E
LOU1 WaveOne
ENUN
STAL 0x64
MUEN 0x05
CURF [9,5]
MUS1 0x000D
FADI 10
BACG 0x23
TEX1 0x830
REMA
MOVE [10,4] [8,0]
MOVE [9,5] [9,0]
MOVE [10,5] [10,0]
ENUN
DISA [8,0]
DISA [9,0]
DISA [10,0]
ENUN
CURF [11,3]
STAL 0x1E
TEX1 0x81A
REMA
STAL 0x32
MOVE [8,2] [5,3]
MOVE [14,3] [7,4]
ENUN
ENDA
Ending_event:
MUS1 0x0038
FADI 0x04
UnitClear
CAM1 [9,5]
LOU1 Endspot
ENUN
STAL 0x64
FADU 0x04
STAL 0x64
STAL 0x1E
TEX1 0x81B
REMA
STAL 0x1E
ITGC Lyn_t 0x13
STAL 0x32
CMOF
MOVE Lyn_t [3,16] 5
MOVE Serra [2,16] 5
MOVE Erk [2,15] 5
MOVE Rebecca [3,15] 5
MUEN 0x08
STAL 0x1E
MNCH 0x04
UnitClear
ENDA
// Events
// Manual Movement
// Scripted Fights
// Units
// Shop Data
MESSAGE Events end at offset currentOffset
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It could be a death quote thing in that case; go into the nightmare modules for death quote editor, find the character who is the boss, and make sure that their death triggers event ID 0x02.

Edited by dlamey8015
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