Ephraim115 Posted February 16, 2017 Share Posted February 16, 2017 Ok, so I know that this: FIG1 attacker defender 0x0 starts a normal fight... You just put the character ids in and the characters have a normal fight. But does anybody know what I need to do, If I wanted two specific units to do exactly what i want? By that I mean, get them to do criticals, automatically miss, sureshot, pierce, etc. Thank you.... Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted February 16, 2017 Share Posted February 16, 2017 EA Standard Library/Unit Helpers.txt Before the FIG1 command you tell it how you want the fight to play out. StartBattle //scripted fight setup MissedAttack(0,0) //Seth misses NormalDamage(1,0) //Valter hits EndAttack FIG1 Seth Valter_Prologue 0x0 //execute fight The first number is 0 for the attacker, 1 for the defender. The second number is the damage, leave it as 0 for normal damage. Quote Link to comment Share on other sites More sharing options...
Ephraim115 Posted February 18, 2017 Author Share Posted February 18, 2017 Thanks so much, I understand how to do it now. Quote Link to comment Share on other sites More sharing options...
Ephraim115 Posted February 21, 2017 Author Share Posted February 21, 2017 Okay, I have a slight issue I have events here: #include EAstdlib.event EventPointerTable(0x07,ThisChapter) ORG 0xE80000 ThisChapter: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno Dunno Dunno POIN Tutorial POIN TrapData TrapData POIN Units Units POIN $0 $0 $0 $0 $0 $0 POIN BeginningScene EndingScene Units: UNIT 0x0B 0x1B 0x00 Level(4, Enemy, 0) [1,1] 0x00 0x00 0x0 0x00 [0x84] NoAI UNIT Units2: UNIT 0x13 0x27 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x00] NoAI UNIT Units5: UNIT 0x18 0x7F 0x00 Level(1, NPC, 1) [6,3] 0x00 0x00 0x0 0x00 [0x38] NoAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: MUS1 0x25 _0x0E22 0x28 ENUN _LOAD1 0x1 Units ENUN CUMO [1, 1] STAL 60 CURE TEXTSTART TEXTSHOW 0x907 TEXTEND REMA _LOAD1 0x1 Units2 ENUN MOVE 0x13 [6,4] ENUN CUMO 0x13 STAL 60 CURE TEXTSTART TEXTSHOW 0x908 TEXTEND REMA CUMO 0x0B STAL 60 CURE TEXTSTART TEXTSHOW 0x909 TEXTEND REMA StartBattle CriticalHit(0,0) EndAttack FIG1 0x0B 0x13 0x0 ENUN _LOAD1 0x1 Units5 ENUN CUMO [6, 3] STAL 60 CURE TEXTSTART TEXTSHOW 0x90A TEXTEND REMA CUMO [1, 1] STAL 60 CURE TEXTSTART TEXTSHOW 0x90B TEXTEND REMA MOVE 0x0B [0,1] ENUN DISA 0x0B ENUN ENDA EndingScene: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset ---------------------------------------------------------------------------------------------------------------------------------------------------------------- If you take a look at where I choose to begin the fight, It would be after text 909... However, after assembling this to the game, the game is COMPLETELY IGNORING the fight, and skipping it like its INVISIBLE. I did get the fighting to work one time, but only as a turnbased event. I made two units fight on turn 2. What I want to do is have two units fight at the beginning scene, like before the chapter starts (like a cutscene). In the same exact way Valter fights seth. Would you know why it keeps stopping me unless its a turn based event? Thanks so much again Quote Link to comment Share on other sites More sharing options...
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