Rickochet Posted April 1, 2015 Share Posted April 1, 2015 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 Quote Link to comment Share on other sites More sharing options...
dlamey8015 Posted April 2, 2015 Share Posted April 2, 2015 You have to set the enemy characters' leader to be the boss. Leader is the third parameter after the UNIT tag. Just change that to the boss' unit ID. Quote Link to comment Share on other sites More sharing options...
Rickochet Posted April 2, 2015 Author Share Posted April 2, 2015 So I tried replacing the boss ID, but nothing happened. The chapter still doesn't end when the boss dies. Quote Link to comment Share on other sites More sharing options...
dlamey8015 Posted April 3, 2015 Share Posted April 3, 2015 (edited) 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 April 3, 2015 by dlamey8015 Quote Link to comment Share on other sites More sharing options...
Rickochet Posted April 3, 2015 Author Share Posted April 3, 2015 Yeah I made sure the death quote is 0x02 in the nightmare module. I even switched the boss character around with another one, still the same result. Quote Link to comment Share on other sites More sharing options...
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