Rindille Posted March 4, 2017 Share Posted March 4, 2017 So now my tile changes started working...but in a wrong way. When my unit visited the village, it got destroyed. I can't see anything wrong with Tiled, so maybe I make some mistake in my EA script. I don't know what it is though. Here's my Tiled screenshot: Spoiler Here's my EA script: Spoiler #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) EventPointerTable(0x0E,TileChanges) ORG 0xD80160 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 0x67 0x39 0x00 Level(1,Enemy,0) [5,6][5,6][0x1F]PursueWithoutHeed UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [9,5][9,5][0x1F]PursueWithoutHeed UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [6,10][6,10][0x2C] AttackInRange UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [8,10][8,10][0x32] AttackInRange UNIT 0x67 0x2E 0x00 Level(1,Enemy,0) [15,10][15,10][0x2C]AttackInRange UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [16,12][16,10][0x1F]DestroyVillages UNIT 0x67 0x39 0x00 Level(1,Enemy,0) [14,12][13,11][0x1F]DestroyVillages UNIT 0x87 0x39 0x00 Level(3,Enemy,0) [15,11][15,11][0x28]AttackInRange UNIT TwoLordsAagin: UNIT Hector 0x03 0x03 Level(1,Ally,0)[4,2] [5,3] [0x8D] NoAI UNIT 0x03 0x02 0x00 Level(1,Ally,0)[4,2] [4,3] [0x44] NoAI UNIT TwoLords: UNIT Hector 0x03 0x03 Level(1,Ally,0)[3,5] [3,5] [0x8D] NoAI UNIT 0x03 0x02 0x00 Level(1,Ally,0)[2,5] [2,5] [0x44] NoAI UNIT Good: UNIT Erk 0x20 0x02 Level(1,Ally,0) [0,6] [1,6] [0x38] NoAI UNIT Eliwood 0x01 0x02 Level(1,Ally,0)[0,7] [1,7] [0x09] NoAI UNIT Turn_events: OpeningTurnEvent(Opening_event) TurnEventPlayer(0x00,TheyCome,2) END_MAIN //Turn events list here TheyCome: LOU1 Good ENUN STAL 20 TEX1 0x81B REMA ENDA Character_events: CHAR 0x07 EliAce 0x03 Eliwood 0x000000 CHAR 0x07 EliAce Eliwood 0x03 0x000000 CHAR 0x08 EliAron 0x03 Erk 0x000000 CHAR 0x08 EliAron Erk 0x03 0x000000 CHAR 0x09 AzelAce Hector Eliwood 0x000000 CHAR 0x09 AzelAce Eliwood Hector 0x000000 CHAR 0x0A AzelAron Hector Erk 0x000000 CHAR 0x0A AzelAron Erk Hector 0x000000 END_MAIN //All the chara events list here EliAce: TEX1 0x81D REMA ENDA EliAron: TEX1 0x81E REMA ENDA AzelAce: TEX1 0x81F REMA ENDA AzelAron: TEX1 0x820 REMA ENDA Location_events: Village(0x06,item1,2,10) Village(0x0B,item2,15,2) House(0x0C,talk1,9,2) House(0x0D,talk2,4,2) END_MAIN //All the location events list here item1: FADI 10 BACG 0x02 FADU 10 TEX1 0x821 REMA ITGV 0x6B ENDA item2: FADI 10 BACG 0x02 FADU 10 TEX1 0x822 REMA ITGV 0x28 ENDA talk1: FADI 10 BACG 0x0D FADU 10 TEX1 0x823 REMA ENDA talk2: FADI 10 BACG 0x0D FADU 10 TEX1 0x824 REMA ENDA Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) END_MAIN Opening_event: FADI 10 BACG 0x13 FADU 10 TEX6 0x5 [00,00] 0x815 _ASM0x42 0x83181 FADI 10 BACG 0x31 LOU1 TwoLords ENUN FADU 10 TEX1 0x816 REMA MOVE Hector [4,2] MOVE 0x03 [4,2] ENUN DISA Hector DISA 0x03 STAL 20 FADI 10 LOU1 Bad ENUN BACG 0x35 FADU 10 TEX1 0x817 REMA LOU1 TwoLordsAagin ENUN TEX1 0x818 REMA TEX1 0x819 ENDA Ending_event: ASMC $7A8B9 CAM1 [5,5] CURF [4,2] STAL 20 FADI 10 BACG 0x35 HIDEMAP FADU 10 TEX1 0x825 SHCG 0x38 STAL 20 TEXTCG 0x826 0x1 MORETEXTCG 0x81A 0x1 MORETEXTCG 0x81C 0x1 FADI 10 BACG 0x35 FADU 10 TEX1 0x827 REMA MoveToChapter(0x02) ENDA TrapData: ENDTRAP //Notes //Prologue map wrote in D80000 //Map change is chap2 change //CG 0x38 edit at D20000 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? //Tile change ALIGN 4 TileChanges: TileMap(0x00,2,10,1,1,VillageGate) TileMap(0x01,15,2,1,1,VillageGate) TileMap(0x02,14,1,3,2,VillageDestroyed) TileMap(0x03,1,9,3,2,VillageDestroyed) TileMapEnd VillageGate: SHORT 0x0F18 VillageDestroyed: SHORT 0x0B90 SHORT 0x0B94 SHORT 0x0B98 SHORT 0x0C10 SHORT 0x0C14 SHORT 0x0C18 Could someone help me please? Thanks! Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 4, 2017 Share Posted March 4, 2017 Destroyed villages should be the first thing in your event list and have the lowest tile change IDs Quote Link to comment Share on other sites More sharing options...
Rindille Posted March 4, 2017 Author Share Posted March 4, 2017 58 minutes ago, Primefusion said: Destroyed villages should be the first thing in your event list and have the lowest tile change IDs It worked! Thank you! :D Quote Link to comment Share on other sites More sharing options...
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