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- #define DISABLE_TUTORIALS
- #include EAstdlib.event
- EventPointerTable(0x09,Pointers)
- EventPointerTable(0x0E,TileChanges)
- ORG 0x1002C70
- 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 EndingScene
- Good:
- UNIT Hector HectorLord 0x0 Level(1,Ally,False) [0,8] [4,8] [WolfBeil,Elixir,0x0] NoAI
- UNIT Lyn LynLord Hector Level(1,Ally,False) [0,8] [3,7] [ManiKatti,Elixir,0x0,0x0] NoAI
- UNIT Eliwood EliwoodLord Hector Level(1,Ally,False) [0,8] [3,9] [Rapier,Elixir,0x0,0x0] NoAI
- UNIT
- LoadDorcas:
- UNIT Dorcas Fighter Hector Level(1,Ally,False) [2,4] [2,4] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadDart:
- UNIT Dart Pirate Hector Level(1,Ally,False) [2,6] [2,6] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadGuy:
- UNIT Guy Myrmidon Hector Level(1,Ally,False) [2,9] [2,8] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadRaven:
- UNIT Raven Mercenary Hector Level(1,Ally,False) [2,10] [2,10] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadMatthew:
- UNIT Matthew Thief Hector Level(1,Ally,False) [2,12] [2,12] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadOswin:
- UNIT Oswin Knight Hector Level(1,Ally,False) [1,3] [1,3] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadSain:
- UNIT Sain Cavalier Hector Level(1,Ally,False) [1,5] [1,5] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadHeath:
- UNIT Heath WyvernKnight Hector Level(1,Ally,False) [1,7] [1,7] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadWil:
- UNIT Wil Archer Hector Level(1,Ally,False) [1,9] [1,9] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadRath:
- UNIT Rath Nomad Hector Level(1,Ally,False) [1,11] [1,11] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadNinian:
- UNIT Ninian Dancer Hector Level(1,Ally,False) [1,13] [1,13] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadErk:
- UNIT Erk Mage Hector Level(1,Ally,False) [0,4] [0,4] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadLucius:
- UNIT Lucius Monk Hector Level(1,Ally,False) [0,6] [0,6] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadCanas:
- UNIT Canas Shaman Hector Level(1,Ally,False) [0,8] [0,8] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadSerra:
- UNIT Serra Cleric Hector Level(1,Ally,False) [0,10] [0,10] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadPriscilla:
- UNIT Priscilla Troubadour Hector Level(1,Ally,False) [0,12] [0,12] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadFlorina:
- UNIT Florina PegasusKnight Hector Level(1,Ally,False) [1,8] [1,8] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadMerlinus:
- UNIT Merlinus TransporterHorse Hector Level(1,Ally,False) [30,14] [29,14] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- LoadBatta:
- UNIT Batta Brigand 0x0 Level(5,Enemy,True) [5,14] [5,14] [IronAxe] GuardTile
- UNIT
- LoadBattaTroop1:
- UNIT 0xA7 Brigand Batta Level(2,Enemy,True) [5,14] [4,14] [IronAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(2,Enemy,True) [5,14] [5,13] [HandAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(2,Enemy,True) [5,14] [6,14] [SteelAxe] PursueWithoutHeed
- UNIT
- LoadBattaTroop2:
- UNIT 0xA7 Brigand Batta Level(1,Enemy,True) [5,14] [4,14] [HandAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(3,Enemy,True) [5,14] [4,13] [IronAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(1,Enemy,True) [5,14] [6,13] [SteelAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(2,Enemy,True) [5,14] [6,14] [SteelAxe] PursueWithoutHeed
- UNIT
- LoadBattaTroopDrop:
- UNIT 0xA7 Brigand Batta Level(1,Enemy,True) [5,14] [4,14] [IronAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(1,Enemy,True) [5,14] [4,13] [IronAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(2,Enemy,True) [5,14] [5,13] [HandAxe] PursueWithoutHeed
- UNIT 0xA7 Brigand Batta Level(1,Enemy,True) [5,14] [6,13] [IronAxe] PursueWithoutHeed
- UNIT 0xDD Brigand Batta Level(4,Enemy,True) [5,14] [6,14] [SteelAxe,HandAxe] PursueWithoutHeed
- UNIT
- LoadGlass:
- UNIT Glass Mercenary 0x0 Level(5,Enemy,True) [9,13] [9,13] [IronSword] GuardTile
- UNIT
- LoadGlassTroop1:
- UNIT 0xA8 Mercenary Glass Level(2,Enemy,True) [9,13] [8,13] [IronSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(1,Enemy,True) [9,13] [10,12] [IronSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(2,Enemy,True) [9,13] [10,13] [SteelSword] PursueWithoutHeed
- UNIT
- LoadGlassTroop2:
- UNIT 0xA8 Mercenary Glass Level(1,Enemy,True) [9,13] [8,13] [SlimSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(3,Enemy,True) [9,13] [8,12] [IronSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(1,Enemy,True) [9,13] [10,12] [IronSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(2,Enemy,True) [9,13] [10,13] [IronBlade] PursueWithoutHeed
- UNIT
- LoadGlassTroopDrop:
- UNIT 0xA8 Mercenary Glass Level(1,Enemy,True) [9,13] [8,13] [IronSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(1,Enemy,True) [9,13] [8,12] [IronBlade] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(2,Enemy,True) [9,13] [9,12] [SlimSword] PursueWithoutHeed
- UNIT 0xA8 Mercenary Glass Level(1,Enemy,True) [9,13] [10,12] [IronSword] PursueWithoutHeed
- UNIT 0xDD Mercenary Glass Level(4,Enemy,True) [9,13] [10,13] [SteelSword,IronBlade] PursueWithoutHeed
- UNIT
- LoadBool:
- UNIT Bool Knight 0x0 Level(5,Enemy,True) [13,5] [13,5] [IronSpear] GuardTile
- UNIT
- LoadBoolTroop1:
- UNIT 0xAA Knight Bool Level(2,Enemy,True) [13,5] [13,4] [IronSpear] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(1,Enemy,True) [13,5] [12,6] [IronSpear] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(2,Enemy,True) [13,5] [13,6] [SteelSpear] PursueWithoutHeed
- UNIT
- LoadBoolTroop2:
- UNIT 0xAA Knight Bool Level(3,Enemy,True) [13,5] [12,4] [IronSpear] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(1,Enemy,True) [13,5] [12,5] [Javelin] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(1,Enemy,True) [13,5] [12,6] [Javelin] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(2,Enemy,True) [13,5] [13,6] [IronSpear] PursueWithoutHeed
- UNIT
- LoadBoolTroopDrop:
- UNIT 0xAA Knight Bool Level(1,Enemy,True) [13,5] [13,4] [SteelSpear] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(1,Enemy,True) [13,5] [12,4] [Javelin] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(2,Enemy,True) [13,5] [12,5] [SteelSpear] PursueWithoutHeed
- UNIT 0xAA Knight Bool Level(1,Enemy,True) [13,5] [12,6] [IronSpear] PursueWithoutHeed
- UNIT 0xDD Knight Bool Level(4,Enemy,True) [13,5] [13,6] [SteelSpear,Javelin] PursueWithoutHeed
- UNIT
- LoadErik:
- UNIT Erik Cavalier 0x0 Level(5,Enemy,True) [17,10] [17,10] [IronSword,IronSpear] GuardTile
- UNIT
- LoadErikTroop1:
- UNIT 0xB3 Cavalier Erik Level(2,Enemy,True) [17,10] [16,9] [Javelin] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(1,Enemy,True) [17,10] [17,9] [IronSpear] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(2,Enemy,True) [17,10] [18,10] [SteelSword] PursueWithoutHeed
- UNIT
- LoadErikTroop2:
- UNIT 0xB3 Cavalier Erik Level(1,Enemy,True) [17,10] [16,11] [IronSpear] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(3,Enemy,True) [17,10] [16,10] [IronSword] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(1,Enemy,True) [17,10] [16,9] [Javelin] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(2,Enemy,True) [17,10] [18,10] [SteelSpear] PursueWithoutHeed
- UNIT
- LoadErikTroopDrop:
- UNIT 0xB3 Cavalier Erik Level(1,Enemy,True) [17,10] [16,11] [SteelSpear,IronSword] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(1,Enemy,True) [17,10] [16,10] [Javelin,IronSword] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(2,Enemy,True) [17,10] [16,9] [SteelSpear,SteelSword] PursueWithoutHeed
- UNIT 0xB3 Cavalier Erik Level(1,Enemy,True) [17,10] [17,9] [IronSpear,SteelSword] PursueWithoutHeed
- UNIT 0xDD Cavalier Erik Level(4,Enemy,True) [17,10] [18,10] [Javelin,SteelSword] PursueWithoutHeed
- UNIT
- LoadBridgeDemolition:
- UNIT Zugu Brigand 0x0 Level(2,Enemy,True) [0,8] [4,8] [SteelAxe] PursueWithoutHeed
- UNIT 0xAA PegasusKnight Zugu Level(2,Enemy,True) [0,6] [3,6] [SlimSpear] PursueWithoutHeed
- UNIT 0xAA PegasusKnight Zugu Level(2,Enemy,True) [0,8] [3,8] [Javelin] PursueWithoutHeed
- UNIT 0xAA PegasusKnight Zugu Level(2,Enemy,True) [0,10] [3,10] [SlimSpear] PursueWithoutHeed
- UNIT 0xAC Mage Zugu Level(2,Enemy,True) [0,7] [2,7] [Fire] PursueWithoutHeed
- UNIT 0xAC Mage Zugu Level(2,Enemy,True) [0,9] [2,9] [Fire] PursueWithoutHeed
- UNIT 0xAA Troubadour Zugu Level(4,Enemy,True) [0,8] [1,8] [Physic] HealUnits
- UNIT
- LoadSurprise:
- UNIT 0xAA Soldier 0x0 Level(3,Enemy,True) [29,8] [27,6] [IronSpear] PursueWithoutHeed
- UNIT 0xA9 Archer 0x0 Level(3,Enemy,True) [29,8] [27,7] [IronBow] PursueWithoutHeed
- UNIT 0xA9 Archer 0x0 Level(3,Enemy,True) [29,8] [28,9] [IronBow] PursueWithoutHeed
- UNIT 0xA9 Archer 0x0 Level(3,Enemy,True) [29,8] [29,10] [ShortBow] PursueWithoutHeed
- UNIT 0xAA Soldier 0x0 Level(3,Enemy,True) [29,8] [28,10] [Javelin] PursueWithoutHeed
- UNIT
- LoadShopkeepers:
- UNIT 0xAA Nomad 0x0 Level(1,NPC,False) [29,14] [19,14] [0x0,0x0,0x0,0x0] NoAI
- UNIT 0xAA Nomad 0x0 Level(1,NPC,False) [29,14] [20,13] [0x0,0x0,0x0,0x0] NoAI
- UNIT 0xAA Nomad 0x0 Level(1,NPC,False) [29,14] [21,14] [0x0,0x0,0x0,0x0] NoAI
- UNIT
- Bad:
- UNIT
- Turn_events:
- TurnEventPlayer(0x0,Opening_event,1)
- TURN 0x0 HordeTurnCounter [1,255] 0x0 0x00
- End_MAIN
- Character_events:
- CHAR 0x0 HectorMerlinus Hector Merlinus 0x110003
- End_MAIN
- Location_events:
- Village(0x0,Village1,5,14)
- Village(0x0,Village2,9,13)
- Village(0x0,Village3,13,5)
- Village(0x0,Village4,17,10)
- Village(0x0,BigVillage,25,10)
- Village(0x0,Village5,29,8)
- Armory(ArmoryList,20,13)
- Vendor(VendorList,19,14)
- Vendor(VendorList2,21,14)
- End_MAIN
- Misc_events:
- CauseGameOverIfLordDies
- DefeatAll(AllEnemiesDefeated)
- AFEV 0x0 IncrementCasualties 0x64 // We mapped other deaths to 0x64, 0x65 is still the game over flag.
- AFEV 0x1A Ranking 0x11 // Show Ranking after horde finish.
- AFEV 0x1B ShowShops 0x1A // Show shops after ranking.
- End_MAIN
- TrapData:
- End_MAIN
- IncrementCasualties:
- IFEF 0x90 0x50 // Do we have a casualty yet?
- ENUT 0x50 // We have the first one.
- ELSE 0x91
- ENIF 0x90
- IFEF 0x92 0x51 // Did we have a second one already?
- ENUT 0x51 // Mark 1+ casualty.
- ELSE 0x93
- ENIF 0x92
- // No further flags for more than 1 casualty.
- ENIF 0x93
- ENIF 0x91
- HordeTurnCounter:
- IFET 0xA0 0x10 // If the horde has started
- IFET 0xD8 0x11 // If the horde has ended
- ELSE 0xD9
- ENIF 0xD8
- IFET 0xA2 0x30 // If we've already set the flag for turn 0.
- IFET 0xA4 0x31 // If we've already set the flag for turn 1.
- IFET 0xA6 0x32 // If we've already set the flag for turn 2. (etc.)
- IFET 0xA8 0x33 // Turn 3
- IFET 0xAA 0x34 // Turn 4
- IFET 0xAC 0x35 // Turn 5
- IFET 0xAE 0x36 // Turn 6
- IFET 0xB0 0x37 // Turn 7
- IFET 0xB2 0x38 // Turn 8
- IFET 0xB4 0x39 // Turn 9
- IFET 0xB6 0x3A // Turn 10
- IFET 0xB8 0x3B // Turn 11
- IFET 0xBA 0x3C // Turn 12
- IFET 0xBC 0x3D // Turn 13
- IFET 0xBE 0x3E // Turn 14
- IFET 0xC0 0x3F // Turn 15
- IFET 0xC2 0x40 // Turn 16
- IFET 0xC4 0x41 // Turn 17
- IFET 0xC6 0x42 // Turn 18
- IFET 0xC8 0x43 // Turn 19
- IFET 0xCA 0x44 // Turn 20
- IFET 0xCC 0x45 // Turn 21
- IFET 0xCE 0x46 // Turn 22
- IFET 0xD0 0x47 // Turn 23
- IFET 0xD2 0x48 // Turn 24
- IFET 0xD4 0x49 // Turn 25
- IFET 0xD6 0x4A // Turn 25+
- ELSE 0xD7
- ENIF 0xD6
- ENUT 0x4A // Turn 25+
- ENIF 0xD7
- ELSE 0xD5
- ENIF 0xD4
- ENUT 0x49 // Turn 25
- ENIF 0xD5
- ELSE 0xD3
- ENIF 0xD2
- ENUT 0x48 // Turn 24
- ENIF 0xD3
- ELSE 0xD1
- ENIF 0xD0
- ENUT 0x47 // Turn 23
- ENIF 0xD1
- ELSE 0xCF
- ENIF 0xCE
- ENUT 0x46 // Turn 22
- ENIF 0xCF
- ELSE 0xCD
- ENIF 0xCC
- ENUT 0x45 // Turn 21
- ENIF 0xCD
- ELSE 0xCB
- ENIF 0xCA
- ENUT 0x44 // Turn 20
- ENIF 0xCB
- ELSE 0xC9
- ENIF 0xC8
- ENUT 0x43 // Turn 19
- ENIF 0xC9
- ELSE 0xC7
- ENIF 0xC6
- ENUT 0x42 // Turn 18
- ENIF 0xC7
- ELSE 0xC5
- ENIF 0xC4
- ENUT 0x41 // Turn 17
- ENIF 0xC5
- ELSE 0xC3
- ENIF 0xC2
- ENUT 0x40 // Turn 16
- ENIF 0xC3
- ELSE 0xC1
- ENIF 0xC0
- ENUT 0x3F // Turn 15
- ENIF 0xC1
- ELSE 0xBF
- ENIF 0xBE
- ENUT 0x3E // Turn 14
- ENIF 0xBF
- ELSE 0xBD
- ENIF 0xBC
- ENUT 0x3D // Turn 13
- ENIF 0xBD
- ELSE 0xBB
- ENIF 0xBA
- ENUT 0x3C // Turn 12
- ENIF 0xBB
- ELSE 0xB9
- ENIF 0xB8
- ENUT 0x3B // Turn 11
- ENIF 0xB9
- ELSE 0xB7
- ENIF 0xB6
- ENUT 0x3A // Turn 10
- ENIF 0xB7
- ELSE 0xB5
- ENIF 0xB4
- ENUT 0x39 // Turn 9
- LOU1 LoadSurprise // Load our surprise on turn 10. :)
- ENUN
- ENIF 0xB5
- ELSE 0xB3
- ENIF 0xB2
- ENUT 0x38 // Turn 8
- ENIF 0xB3
- ELSE 0xB1
- ENIF 0xB0
- ENUT 0x37 // Turn 7
- LOU1 LoadGlassTroop2 LoadBoolTroop2 // Load Glass and Bool's final batch on turn 8.
- ENUN
- CHAI Glass PursueWithoutHeed
- CHAI Bool PursueWithoutHeed // Make Glass and Bool pursue at this point.
- ENIF 0xB1
- ELSE 0xAF
- ENIF 0xAE
- ENUT 0x36 // Turn 6
- ENIF 0xAF
- ELSE 0xAD
- ENIF 0xAC
- ENUT 0x35 // Turn 5
- LOU1 LoadBattaTroopDrop LoadErikTroopDrop // Load Batta and Erik's final batch on turn 6.
- ENUN
- CHAI Batta PursueWithoutHeed
- CHAI Erik PursueWithoutHeed // Make Batta and Erik pursue at this point.
- LOU1 LoadBridgeDemolition // Also load the demolition group
- ENUN
- TEX1 0x136D // Show demolition text.
- REMA
- ENIF 0xAD
- ELSE 0xAB
- ENIF 0xAA
- ENUT 0x34 // Turn 4
- ENIF 0xAB
- ELSE 0xA9
- ENIF 0xA8
- ENUT 0x33 // Turn 3
- LOU1 LoadBoolTroopDrop LoadErikTroop2 // Load the second batch of Bool and Erik's troops on turn 4.
- ENUN
- ENIF 0xA9
- ELSE 0xA7
- ENIF 0xA6
- ENUT 0x32 // Set the flag for turn 2. (etc.)
- ENIF 0xA7
- ELSE 0xA5
- ENIF 0xA4
- ENUT 0x31 // Set the flag for turn 1.
- LOU1 LoadBattaTroop2 LoadGlassTroopDrop // Load the second batch of Batta and Glass's troops on turn 2.
- ENUN
- ENIF 0xA5
- ELSE 0xA3
- ENIF 0xA2
- ENUT 0x30 // Set the flag for turn 0.
- ENIF 0xA3
- ENIF 0xD9
- ELSE 0xA1
- ENIF 0xA0
- ENIF 0xA1
- ENDA
- Opening_event:
- SHOWMAP
- OOBB
- ENUT 0x9B
- LOU1 Good
- ENUN
- CURF Hector
- FADI 0x10
- BACG 0x1D
- FADU 0x10
- TEX1 0x1354
- IFEF 0x01 0xA0 // Set if Dorcas is Recruited
- ELSE 0x03
- ENIF 0x01
- IFCD 0x02 Dorcas // Set if Dorcas is not Dead
- ELSE 0x04
- ENIF 0x02
- LOU1 LoadDorcas // Load Dorcas if Recruited and Not Dead.
- ENIF 0x04
- ENIF 0x03
- ENUN
- IFEF 0x05 0xA1 // Set if Dart is Recruited
- ELSE 0x06
- ENIF 0x05
- IFCD 0x07 Dart // Set if Dart is Not Dead
- ELSE 0x08
- ENIF 0x07
- LOU1 LoadDart // Load Dart if Recruited and Not Dead.
- ENIF 0x08
- ENIF 0x06
- ENUN
- IFEF 0x09 0xA2 // Set if Guy is Recruited
- ELSE 0x0A
- ENIF 0x09
- IFCD 0x0B Guy // Set if Guy is Not Dead
- ELSE 0x0C
- ENIF 0x0B
- LOU1 LoadGuy // Load Guy if Recruited and Not Dead.
- ENIF 0x0C
- ENIF 0x0A
- ENUN
- IFEF 0x0D 0xA3 // Set if Raven is Recruited
- ELSE 0x0E
- ENIF 0x0D
- IFCD 0x0F Raven // Set if Raven is Not Dead
- ELSE 0x10
- ENIF 0x0F
- LOU1 LoadRaven // Load Raven if Recruited and Not Dead.
- ENIF 0x10
- ENIF 0x0E
- ENUN
- IFEF 0x11 0xA4 // Set if Matthew is Recruited
- ELSE 0x13
- ENIF 0x11
- IFCD 0x12 Matthew // Set if Matthew is not Dead
- ELSE 0x14
- ENIF 0x12
- LOU1 LoadMatthew // Load Matthew if Recruited and Not Dead.
- ENIF 0x14
- ENIF 0x13
- ENUN
- IFEF 0x15 0x9C // Set if Oswin is Recruited
- ELSE 0x16
- ENIF 0x15
- IFCD 0x17 Oswin // Set if Oswin is Not Dead
- ELSE 0x18
- ENIF 0x17
- LOU1 LoadOswin // Load Oswin if Recruited and Not Dead.
- ENIF 0x18
- ENIF 0x16
- ENUN
- IFEF 0x19 0x7A // Set if Sain is Recruited
- ELSE 0x1A
- ENIF 0x19
- IFCD 0x1B Sain // Set if Sain is Not Dead
- ELSE 0x1C
- ENIF 0x1B
- LOU1 LoadSain // Load Sain if Recruited and Not Dead.
- ENIF 0x1C
- ENIF 0x1A
- ENUN
- IFEF 0x1D 0x9E // Set if Heath is Recruited
- ELSE 0x1E
- ENIF 0x1D
- IFCD 0x1F Heath // Set if Heath is Not Dead
- ELSE 0x20
- ENIF 0x1F
- LOU1 LoadHeath // Load Heath if Recruited and Not Dead.
- ENIF 0x20
- ENIF 0x1E
- ENUN
- IFEF 0x21 0x9F // Set if Wil is Recruited
- ELSE 0x23
- ENIF 0x21
- IFCD 0x22 Wil // Set if Wil is not Dead
- ELSE 0x24
- ENIF 0x22
- LOU1 LoadWil // Load Wil if Recruited and Not Dead.
- ENIF 0x24
- ENIF 0x23
- ENUN
- IFEF 0x25 0x71 // Set if Rath is Recruited
- ELSE 0x26
- ENIF 0x25
- IFCD 0x27 Rath // Set if Rath is Not Dead
- ELSE 0x28
- ENIF 0x27
- LOU1 LoadRath // Load Rath if Recruited and Not Dead.
- ENIF 0x28
- ENIF 0x26
- ENUN
- IFEF 0x29 0x72 // Set if Ninian is Recruited
- ELSE 0x2A
- ENIF 0x29
- IFCD 0x2B Ninian // Set if Ninian is Not Dead
- ELSE 0x2C
- ENIF 0x2B
- LOU1 LoadNinian // Load Ninian if Recruited and Not Dead.
- ENIF 0x2C
- ENIF 0x2A
- ENUN
- IFEF 0x2D 0x73 // Set if Erk is Recruited
- ELSE 0x2E
- ENIF 0x2D
- IFCD 0x2F Erk // Set if Erk is Not Dead
- ELSE 0x30
- ENIF 0x2F
- LOU1 LoadErk // Load Erk if Recruited and Not Dead.
- ENIF 0x20
- ENIF 0x2E
- ENUN
- IFEF 0x31 0x74 // Set if Lucius is Recruited
- ELSE 0x33
- ENIF 0x31
- IFCD 0x32 Lucius // Set if Lucius is not Dead
- ELSE 0x34
- ENIF 0x32
- LOU1 LoadLucius // Load Lucius if Recruited and Not Dead.
- ENIF 0x34
- ENIF 0x33
- ENUN
- IFEF 0x35 0x75 // Set if Canas is Recruited
- ELSE 0x36
- ENIF 0x35
- IFCD 0x37 Canas // Set if Canas is Not Dead
- ELSE 0x38
- ENIF 0x37
- LOU1 LoadCanas // Load Canas if Recruited and Not Dead.
- ENIF 0x38
- ENIF 0x36
- ENUN
- IFEF 0x39 0x77 // Set if Serra is Recruited
- ELSE 0x3A
- ENIF 0x39
- IFCD 0x3B Serra // Set if Serra is Not Dead
- ELSE 0x3C
- ENIF 0x3B
- LOU1 LoadSerra // Load Serra if Recruited and Not Dead.
- ENIF 0x3C
- ENIF 0x3A
- ENUN
- IFEF 0x3D 0x78 // Set if Priscilla is Recruited
- ELSE 0x3E
- ENIF 0x3D
- IFCD 0x3F Priscilla // Set if Priscilla is Not Dead
- ELSE 0x40
- ENIF 0x3F
- LOU1 LoadPriscilla // Load Priscilla if Recruited and Not Dead.
- ENIF 0x40
- ENIF 0x3E
- IFEF 0x41 0x79 // Set if Florina is Recruited
- ELSE 0x42
- ENIF 0x41
- IFCD 0x43 Florina // Set if Florina is Not Dead
- ELSE 0x44
- ENIF 0x43
- LOU1 LoadFlorina // Load Florina if Recruited and Not Dead.
- ENIF 0x44
- ENIF 0x42
- ENUN
- REMA
- ENDA
- AllEnemiesDefeated:
- IFET 0xE0 0x10 // Has the horde already started?
- IFET 0xE2 0x11 // Have we already seen this?
- ELSE 0xE3
- ENIF 0xE2 // Don't show again if we've already seen it.
- TEX1 0x1360 // Show outro text.
- REMA
- ENUT 0x11 // Horde is over when all enemies are defeated.
- LOU1 LoadMerlinus
- ENUN
- ENIF 0xE3
- ELSE 0xE1
- ENIF 0xE0
- ENIF 0xE1 // Nothing happens if the horde hasn't started yet.
- ENDA
- Ranking:
- FADI 0x01
- BACG 0x5B
- MUEN 0x05
- FADU 0x10
- TEX1 0x1361
- IFEF 0xF0 0x3F // If 15 turns or less
- MORETEXT 0x1364 // A Rank Turns
- MONE 0x01 15000
- SCRO
- ELSE 0xF1
- ENIF 0xF0
- IFEF 0xF2 0x4A // If 25 turns or less
- MORETEXT 0x1363 // B Rank Turns
- MONE 0x01 10000
- SCRO
- ELSE 0xF3
- ENIF 0xF2
- MORETEXT 0x1362 // C Rank Turns
- MONE 0x01 5000
- SCRO
- ENIF 0xF3
- MORETEXT 0x1365
- // TODO: Figure out how to link events to tile changes. Assume A Rank for now.
- MORETEXT 0x1368
- MONE 0x01 15000
- SCRO
- MORETEXT 0x1369
- IFEF 0xF4 0x50 // No Casualties
- MORETEXT 0x136C // A Rank Survival
- MONE 0x01 15000
- SCRO
- ELSE 0xF5
- ENIF 0xF4
- IFEF 0xF6 0x51 // 1 Casualty
- MORETEXT 0x136B // B Rank Survival
- MONE 0x01 10000
- SCRO
- ELSE 0xF7
- ENIF 0xF6
- MORETEXT 0x136A // C Rank Survival
- MONE 0x01 5000
- SCRO
- ENIF 0xF7
- ENIF 0xF5
- REMA
- ENDA
- HectorMerlinus:
- TEX1 0x1352
- REMA
- IFYN 0xFF
- JUMP EndingScene
- ENIF 0xFF
- ENDA
- EndingScene:
- MoveToChapter(0x2)
- ENDA
- // Events
- Village1:
- FADI 0x10
- BACG 0x01
- FADU 0x10
- IFET 0x37 0x10 // Has Horde Started?
- IFET 0x38 0x11 // Has Horde Finished?
- IFET 0x39 0x14 // Has Reward #1 been Collected?
- TEX1 0x1340 // Show empty house.
- REMA
- ELSE 0x3A
- ENIF 0x39
- TEX1 0x135A // Show Reward #1 Text.
- REMA
- ITGV SecretBook
- ENUT 0x14
- ENIF 0x3A
- ELSE 0x3B
- ENIF 0x38
- TEX1 0x1340 // Show empty house.
- REMA
- ENIF 0x3B
- ELSE 0x3C
- ENIF 0x37
- TEX1 0x1355 // Show Snag Hint
- REMA
- ENIF 0x3C
- ENDA
- Village2:
- FADI 0x10
- BACG 0x01
- FADU 0x10
- IFET 0x47 0x10 // Has Horde Started?
- IFET 0x48 0x11 // Has Horde Finished?
- IFET 0x49 0x15 // Has Reward #2 been Collected?
- TEX1 0x1340 // Show empty house.
- REMA
- ELSE 0x4A
- ENIF 0x49
- TEX1 0x135B // Show Reward #2 Text.
- REMA
- ITGV Elixir
- ENUT 0x15
- ENIF 0x4A
- ELSE 0x4B
- ENIF 0x48
- TEX1 0x1340 // Show empty house.
- REMA
- ENIF 0x4B
- ELSE 0x4C
- ENIF 0x47
- TEX1 0x1356 // Show Bottleneck Hint
- REMA
- ENIF 0x4C
- ENDA
- Village3:
- FADI 0x10
- BACG 0x01
- FADU 0x10
- IFET 0x57 0x10 // Has Horde Started?
- IFET 0x58 0x11 // Has Horde Finished?
- IFET 0x59 0x16 // Has Reward #3 been Collected?
- TEX1 0x1340 // Show empty house.
- REMA
- ELSE 0x5A
- ENIF 0x59
- TEX1 0x135C // Show Reward #3 Text.
- REMA
- ITGV Javelin
- ENUT 0x16
- ENIF 0x5A
- ELSE 0x5B
- ENIF 0x58
- TEX1 0x1340 // Show empty house.
- REMA
- ENIF 0x5B
- ELSE 0x5C
- ENIF 0x57
- TEX1 0x1357 // Show Reinforcement Hint
- REMA
- ENIF 0x5C
- ENDA
- Village4:
- FADI 0x10
- BACG 0x01
- FADU 0x10
- IFET 0x67 0x10 // Has Horde Started?
- IFET 0x68 0x11 // Has Horde Finished?
- IFET 0x69 0x17 // Has Reward #4 been Collected?
- TEX1 0x1340 // Show empty house.
- REMA
- ELSE 0x6A
- ENIF 0x69
- TEX1 0x135D // Show Reward #4 Text.
- REMA
- ITGV AngelicRobe
- ENUT 0x17
- ENIF 0x6A
- ELSE 0x6B
- ENIF 0x68
- TEX1 0x1340 // Show empty house.
- REMA
- ENIF 0x6B
- ELSE 0x6C
- ENIF 0x67
- TEX1 0x1358 // Show Time Hint
- REMA
- ENIF 0x6C
- ENDA
- Village5:
- FADI 0x10
- BACG 0x01
- FADU 0x10
- IFET 0x77 0x10 // Has Horde Started?
- IFET 0x78 0x11 // Has Horde Finished?
- IFET 0x79 0x18 // Has Reward #5 been Collected?
- TEX1 0x1340 // Show empty house.
- REMA
- ELSE 0x7A
- ENIF 0x79
- TEX1 0x135E // Show Reward #5 Text.
- REMA
- ITGV HandAxe
- ENUT 0x18
- ENIF 0x7A
- ELSE 0x7B
- ENIF 0x78
- TEX1 0x1340 // Show empty house.
- REMA
- ENIF 0x7B
- ELSE 0x7C
- ENIF 0x77
- TEX1 0x1340 // Show Empty House
- REMA
- ENIF 0x7C
- ENDA
- BigVillage:
- FADI 0x10
- BACG 0x01
- FADU 0x10
- IFET 0x87 0x10 // Has Horde Started?
- IFET 0x88 0x11 // Has Horde Finished?
- IFET 0x89 0x19 // Has Reward #6 been Collected?
- TEX1 0x1340 // Show Empty House.
- REMA
- ELSE 0x8A
- ENIF 0x89
- TEX1 0x135F // Show Reward #6 Text.
- REMA
- ITGV NinissGrace
- ENUT 0x19
- ENIF 0x8A
- ELSE 0x8B
- ENIF 0x88
- TEX1 0x1340 // Show Empty House.
- REMA
- ENIF 0x8B
- ELSE 0x8C
- ENIF 0x87
- IFCA 0x00 0x8D Hector // Only Hector can trigger this.
- MUEN 0x05
- TEX1 0x1359 // Show Nergal
- MUS1 0x004A
- SCRO
- MUEN 0x05
- REMA
- LOU1 LoadBatta LoadGlass LoadBool LoadErik
- LOU1 LoadErikTroop1 LoadBoolTroop1 LoadGlassTroop1 LoadBattaTroop1
- ENUN
- FADU 0x10
- STAL 24
- CAM1 Hector
- MUS1 0x0032
- TEX1 0x136E
- REMA
- MUEN 0x05
- ENUT 0x10 // Start Horde!
- ELSE 0x8E
- ENIF 0x8D
- TEX1 0x1340 // Show Empty House.
- REMA
- ENIF 0x8E
- ENDA
- ShowShops:
- LOU1 LoadShopkeepers
- ENUN
- STAL 60
- DISA [19,14]
- MAC1 0x02 0x0
- DISA [20,13]
- MAC1 0x03 0x0
- DISA [21,14]
- MAC1 0x04 0x0
- STAL 60
- ENDA
- TileChanges:
- TileMap(0x00,16,6,1,3,UpperSnag)
- TileMap(0x01,14,11,1,3,LowerSnag)
- TileMap(0x02,19,14,1,1,ToShop)
- TileMap(0x03,20,13,1,1,ToArmory)
- TileMap(0x04,21,14,1,1,ToShop2)
- TileMapEnd
- UpperSnag:
- BYTE 0x1C 0x00 0x10 0x00 0x24 0x00
- LowerSnag:
- BYTE 0x1C 0x00 0x10 0x00 0x24 0x00
- ToShop:
- BYTE 0x10 0x0D
- ToArmory:
- BYTE 0x10 0x0E
- ToShop2:
- BYTE 0x10 0x0D
- // Manual Movement
- // Scripted Fights
- // Units
- // Shop Data
- ArmoryList:
- SHLI IronSword SteelSword SlimSword IronSpear SteelSpear SlimSpear IronAxe SteelAxe HandAxe IronBow SteelBow
- VendorList:
- SHLI Fire Thunder Lightning Flux Heal Mend Vulnerary
- VendorList2:
- SHLI Elixir EnergyRing DragonShield BodyRing KnightsCrest HerosCrest
- MESSAGE Events end at offset currentOffset
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