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- Offset(x00004000)
- //Var x0070 will be used to track what part of the event to run
- Switch(x70)
- Case(x0001) //PART 2
- JumpForward(x02)
- Break()
- Case(x0002) //PART 3
- JumpForward(x03)
- Break()
- Case(x0003) //PART 4
- JumpForward(x04)
- Break()
- Case(x0004) //PART 5
- JumpForward(x05)
- Break()
- Case(x0005) //PART 6
- JumpForward(x06)
- Break()
- Case(x0006) //PART 7
- JumpForward(x07)
- Break()
- Case(x0007) //PART 8 (FINAL)
- JumpForward(x08)
- Break()
- Default() //First part no jump, run part 1 below
- Break()
- EndSwitch()
- //PART 1
- Erase(x02,x00)
- Erase(x78,x00)
- Erase(x79,x00)
- Erase(x7A,x00)
- Erase(x7B,x00)
- WarpUnit(x80,x00,005,007,x00,x00)
- LoadEVTCHR(x01,x36,x00)
- WaitForInstruction(x34,x00)
- SaveEVTCHR(x01)
- UnitAnim(x80,x00,x0259,x00)
- LoadEVTCHR(x00,x61,x00)
- WaitForInstruction(x34,x00)
- SaveEVTCHR(x00)
- BGSound(x0D,+127,+127,x00,060)
- Camera(+00496,-00192,+00180,+00302,+02560,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- WarpUnit(x02,x00,005,000,x00,x02)
- ColorUnit(x02,x00,x01,-006,-004,-002,000)
- SpriteMove(x02,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x02,x00)
- ColorUnit(x02,x00,x08,+000,+000,+000,004)
- SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00032)
- WaitSpriteMove(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- Wait(00040)
- DisplayMessage(x10,x11,x0001,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- Camera(+00596,-00192,+00480,+00302,+02560,+00000,+04096,+00100)
- Wait(00012)
- WalkTo(x02,x00,005,002,x00,x00,+008,x01)
- WaitWalk(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- WarpUnit(x78,x00,005,000,x00,x02)
- ColorUnit(x78,x00,x01,-006,-004,-002,000)
- SpriteMove(x78,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x78,x00)
- ColorUnit(x78,x00,x08,+000,+000,+000,004)
- SpriteMove(x78,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x78,x00)
- BlockStart()
- WalkTo(x78,x00,005,001,x00,x00,+008,x01)
- WaitWalk(x78,x00)
- UnitAnim(x78,x00,x0002,x00)
- BlockEnd()
- Wait(00018)
- WarpUnit(x79,x00,005,000,x00,x02)
- ColorUnit(x79,x00,x01,-006,-004,-002,000)
- SpriteMove(x79,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x79,x00)
- ColorUnit(x79,x00,x08,+000,+000,+000,004)
- SpriteMove(x79,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x79,x00)
- UnitAnim(x79,x00,x0002,x00)
- BlockStart()
- Wait(00010)
- WarpUnit(x7A,x00,004,000,x00,x02)
- ColorUnit(x7A,x00,x01,-006,-004,-002,000)
- SpriteMove(x7A,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x7A,x00)
- ColorUnit(x7A,x00,x08,+000,+000,+000,004)
- SpriteMove(x7A,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x7A,x00)
- WalkTo(x7A,x00,004,001,x00,x00,+008,x01)
- WaitWalk(x7A,x00)
- UnitAnim(x7A,x00,x0002,x00)
- BlockEnd()
- BlockStart()
- Jump(x02,x00,002,x03)
- WaitWalk(x02,x00)
- WalkTo(x02,x00,007,007,x00,x00,+008,x01)
- WaitWalk(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- BlockEnd()
- WarpUnit(x7B,x00,003,000,x00,x02)
- ColorUnit(x7B,x00,x01,-006,-004,-002,000)
- SpriteMove(x7B,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x7B,x00)
- ColorUnit(x7B,x00,x08,+000,+000,+000,004)
- SpriteMove(x7B,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x7B,x00)
- WalkTo(x7B,x00,003,002,x00,x00,+008,x01)
- WaitWalk(x7B,x00)
- UnitAnim(x7B,x00,x0002,x00)
- WaitForInstruction(x04,x00)
- Camera(+00596,-00192,+00680,+00302,+02560,+00000,+04096,+00100)
- BlockStart()
- Wait(00018)
- Jump(x7B,x00,002,x03)
- WalkTo(x7B,x00,001,008,x00,x00,+008,x01)
- WaitWalk(x7B,x00)
- UnitAnim(x7B,x00,x0002,x00)
- RotateUnit(x7B,x00,x0C,x00,x00,x00)
- BlockEnd()
- BlockStart()
- WalkTo(x79,x00,008,002,x00,x00,+006,x01)
- WaitWalk(x79,x00)
- UnitAnim(x79,x00,x0002,x00)
- RotateUnit(x79,x00,x08,x00,x00,x00)
- BlockEnd()
- BlockStart()
- Wait(00080)
- WalkTo(x78,x00,005,002,x00,x00,+004,x01)
- WaitWalk(x78,x00)
- UnitAnim(x78,x00,x0002,x00)
- RotateUnit(x78,x00,x08,x00,x00,x00)
- BlockEnd()
- BlockStart()
- Wait(00055)
- WalkTo(x7A,x00,006,010,x00,x00,+008,x01)
- WaitWalk(x7A,x00)
- UnitAnim(x7A,x00,x0002,x00)
- RotateUnit(x7A,x00,x00,x00,x00,x00)
- BlockEnd()
- WaitForInstruction(x04,x00)
- WaitWalk(x02,x00)
- Wait(00012)
- SpriteMove(x02,x00,-00004,+00000,+00000,x00,x01,+00018)
- WaitSpriteMove(x02,x00)
- DisplayMessage(x10,x12,x0002,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- AddUnit(x81,x00,x01)
- WaitAddUnitEnd()
- Camera(+00746,-00352,+00740,+00302,+02560,+00000,+04096,+00060)
- WaitForInstruction(x04,x00)
- EditBGSound(x0D,+000,+000,x01,x00)
- WaitWalk(x78,x00)
- WaitWalk(x79,x00)
- WaitWalk(x7A,x00)
- WaitWalk(x7B,x00)
- BlockStart()
- Wait(00012)
- UnitAnim(x78,x00,x0021,x00)
- Wait(00008)
- UnitAnim(x78,x00,x0016,x00)
- Wait(00008)
- UnitAnim(x02,x00,x0202,x00)
- SpriteMove(x02,x00,+00003,+00000,+00000,x00,x01,+00010)
- WaitSpriteMove(x02,x00)
- UnitAnim(x79,x00,x0021,x00)
- UnitAnim(x02,x00,x0203,x00)
- Wait(00007)
- UnitAnim(x7A,x00,x0021,x00)
- Wait(00007)
- UnitAnim(x7B,x00,x0021,x00)
- UnitAnim(x02,x00,x0204,x00)
- BlockEnd()
- Effect(x021B,x80,005,007,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- DisplayMessage(x10,x11,x0003,x80,x00,x00,+00000,+00000,+00000,x01)
- WaitForInstruction(x01,x00)
- DisplayMessage(x10,x12,x0004,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- SETVAR(x0000,x0018)
- If()
- //If they do not accept the challenge, return them to the world map (at Mandalia)
- PostEvent(x80,x0000)
- //Set current world map location to Mandalia Plains, since Thieves Fort is set to always trigger
- //This event in chapters 2/3, and we don't want the player stuck in an infinite loop
- SET(x0031,x0018)
- JumpForward(x01)
- EndIf()
- UnitAnim(x02,x00,x0203,x00)
- DisplayMessage(x10,x12,x0005,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- BlockStart()
- Wait(00012)
- SpriteMove(x02,x00,+00006,+00000,+00000,x00,x01,+00010)
- BlockEnd()
- //For Effect
- WarpUnit(x81,x00,007,007,x00,x02)
- DisplayMessage(x10,x11,x0006,x80,x00,x00,+00000,+00000,+00000,x01)
- WaitForInstruction(x01,x00)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x00DC,x81,005,007,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(022,x00)
- SET(x007F,x00A0)
- //Using Jumps instead of CallSub because it is not working as of this version of JuraviS (NOTE: I believe CallSub works now)
- BackTarget(xF0)
- //Battle Stats x0001 has to be the same as what it was at the start of the event,
- //otherwise when units are hit before they get their turn they will not react
- //(But still take damage). This is just a graphical glitch, but an important one to take care of to make things looks good
- //It gets set to FF on ChangeMap, so it must be assigned
- SET(x0070,x0010)
- UnitAddress(x02,x71)
- SaveAddress(x70,x0001,x71,001)
- SET(x0070,x0011)
- UnitAddress(x78,x71)
- SaveAddress(x70,x0001,x71,001)
- SET(x0070,x0012)
- UnitAddress(x79,x71)
- SaveAddress(x70,x0001,x71,001)
- SET(x0070,x0013)
- UnitAddress(x7A,x71)
- SaveAddress(x70,x0001,x71,001)
- SET(x0070,x0014)
- UnitAddress(x7B,x71)
- SaveAddress(x70,x0001,x71,001)
- //Resetting positions as well before adding so nobody gets AddUnit'd off the map
- WarpUnit(x02,x00,000,000,x00,x00)
- WarpUnit(x78,x00,000,001,x00,x00)
- WarpUnit(x79,x00,000,002,x00,x00)
- WarpUnit(x7A,x00,000,003,x00,x00)
- WarpUnit(x7B,x00,000,004,x00,x00)
- AddUnit(x02,x00,x00)
- WaitAddUnit()
- AddUnit(x78,x00,x00)
- WaitAddUnit()
- AddUnit(x79,x00,x00)
- WaitAddUnit()
- AddUnit(x7A,x00,x00)
- WaitAddUnit()
- AddUnit(x7B,x00,x00)
- WaitAddUnit()
- //Jump ahead back to the correct PART
- AlterParameter(x00,x7F)
- JumpForward(x00)
- ForwardTarget(xA0)
- Music(x01,+127,060)
- //Player Party
- WarpUnit(x02,x00,005,003,x00,x02)
- WarpUnit(x78,x00,000,001,x00,x02)
- WarpUnit(x79,x00,002,001,x00,x02)
- WarpUnit(x7A,x00,007,001,x00,x02)
- WarpUnit(x7B,x00,009,002,x00,x02)
- //Robot
- RemoveUnit(x80,x00)
- //Enemies
- WarpUnit(x86,x00,000,006,x00,x00)
- WarpUnit(x87,x00,004,007,x00,x00)
- WarpUnit(x8C,x00,009,008,x00,x00)
- WarpUnit(x8D,x00,003,014,x00,x00)
- AddUnit(x86,x00,x00)
- WaitAddUnit()
- AddUnit(x87,x00,x00)
- WaitAddUnit()
- AddUnit(x8C,x00,x00)
- WaitAddUnit()
- AddUnit(x8D,x00,x00)
- WaitAddUnit()
- UnitAnim(x01,x01,x0002,x00)
- Camera(+00396,-00192,+01080,+00302,+00512,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- Camera(+00596,-00192,+00180,+00302,+00512,+00000,+04096,+00120)
- WaitForInstruction(x04,x00)
- Wait(00030)
- DisplayMessage(x10,x11,x0007,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- //Set Var x0070 to x0001 to make the next part of the event play when the player wins
- SET(x0070,x0001)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x08,090)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //PART 2
- ForwardTarget(x02)
- FadeSound(x00,090)
- UnitAnim(x01,x01,x0002,x00)
- Focus(x02,x00,x02,x00,x00)
- FocusSpeed(+00030)
- Camera(+00000,+00000,+00000,+00302,+00000,+00000,+04096,+00000)
- WaitForInstruction(x04,x00)
- InflictStatus(x02,x00,x00,x0C,x00)
- Wait(00030)
- DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x001E,x02,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(103,x00)
- PlayTrack(x56)
- //Every time this JumpBack is called what its doing is going back to BackTarget(xF0), running that block of instructions, and coming back to the designated point where it was called
- //This was done to save space in the event, rather than writing the same instructions 7 times
- //This method could probably be used a ton more in this event to save even more space
- SET(x007F,x00A1)
- JumpBack(xF0)
- ForwardTarget(xA1)
- //Player Party
- WarpUnit(x02,x00,005,005,x00,x02)
- WarpUnit(x78,x00,005,005,x00,x02)
- WarpUnit(x79,x00,005,005,x00,x02)
- WarpUnit(x7A,x00,005,005,x00,x02)
- WarpUnit(x7B,x00,005,005,x00,x02)
- //Robot
- RemoveUnit(x80,x00)
- //Enemies
- WarpUnit(x83,x00,001,008,x00,x02)
- WarpUnit(x84,x00,005,009,x00,x02)
- WarpUnit(x8A,x00,000,005,x00,x03)
- WarpUnit(x88,x00,006,004,x00,x02)
- AddUnit(x83,x00,x00)
- WaitAddUnit()
- AddUnit(x84,x00,x00)
- WaitAddUnit()
- AddUnit(x8A,x00,x00)
- WaitAddUnit()
- AddUnit(x88,x00,x00)
- WaitAddUnit()
- Erase(x02,x00)
- Erase(x78,x00)
- Erase(x79,x00)
- Erase(x7A,x00)
- Erase(x7B,x00)
- UnitAnim(x02,x01,x0002,x00)
- SpriteMove(x83,x00,+00106,-00174,-00176,x00,x00,+00000)
- SpriteMove(x84,x00,+00004,-00168,-00176,x00,x00,+00000)
- Camera(+00392,-01452,+00440,-00290,+04688,+00000,+08192,+00001)
- WaitForInstruction(x04,x00)
- Reveal(030)
- CameraFusionStart()
- Camera(+00384,-00848,+00424,-00260,+04832,-00096,+07040,+00128)
- Camera(+00464,-00652,+00136,-00114,+05648,-00032,+03840,+00128)
- Camera(+00608,-00460,+00168,+00206,+06144,-00032,+04096,+00128)
- Camera(+00432,-00204,+00504,+00206,+06480,-00000,+04097,+00128)
- //Camera(+00432,-00106,+00376,+00206,+06544,+00000,+04097,+00128)
- CameraFusionEnd()
- WaitForInstruction(x04,x00)
- Wait(00020)
- UseFieldObject(x02,x00)
- Sound(x004C)
- UnitShadow(x02,x00,x01)
- ColorUnit(x02,x00,x01,-006,-004,-002,000)
- SpriteMove(x02,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x02,x00)
- ColorUnit(x02,x00,x08,+000,+000,+000,004)
- SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00032)
- WaitSpriteMove(x02,x00)
- UnitShadow(x02,x00,x00)
- UnitAnim(x02,x00,x0002,x00)
- Wait(00040)
- WalkTo(x02,x00,005,007,x00,x00,+008,x01)
- WaitWalk(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- RotateUnit(x02,x00,x00,x00,x00,x00)
- UnitShadow(x78,x00,x01)
- ColorUnit(x78,x00,x01,-006,-004,-002,000)
- SpriteMove(x78,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x78,x00)
- ColorUnit(x78,x00,x08,+000,+000,+000,004)
- SpriteMove(x78,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x78,x00)
- UnitShadow(x78,x00,x00)
- BlockStart()
- WalkTo(x78,x00,004,006,x00,x00,+008,x01)
- WaitWalk(x78,x00)
- UnitAnim(x78,x00,x0002,x00)
- BlockEnd()
- Wait(00018)
- UnitShadow(x79,x00,x01)
- ColorUnit(x79,x00,x01,-006,-004,-002,000)
- SpriteMove(x79,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x79,x00)
- ColorUnit(x79,x00,x08,+000,+000,+000,004)
- SpriteMove(x79,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x79,x00)
- UnitShadow(x79,x00,x00)
- UnitAnim(x79,x00,x0002,x00)
- WalkTo(x79,x00,006,005,x00,x00,+008,x01)
- WaitWalk(x79,x00)
- UnitAnim(x79,x00,x0002,x00)
- Wait(00010)
- UnitShadow(x7A,x00,x01)
- ColorUnit(x7A,x00,x01,-006,-004,-002,000)
- SpriteMove(x7A,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x7A,x00)
- ColorUnit(x7A,x00,x08,+000,+000,+000,004)
- SpriteMove(x7A,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x7A,x00)
- UnitShadow(x7A,x00,x00)
- WalkTo(x7A,x00,004,005,x00,x00,+008,x01)
- WaitWalk(x7A,x00)
- UnitAnim(x7A,x00,x0002,x00)
- UnitShadow(x7B,x00,x01)
- ColorUnit(x7B,x00,x01,-006,-004,-002,000)
- SpriteMove(x7B,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x7B,x00)
- ColorUnit(x7B,x00,x08,+000,+000,+000,004)
- SpriteMove(x7B,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x7B,x00)
- UnitShadow(x7B,x00,x00)
- UnitAnim(x7B,x00,x0002,x00)
- Camera(+00432,-00804,+00504,+00206,+06480,-00000,+04097,+00068)
- WaitForInstruction(x04,x00)
- UnitAnim(x83,x00,x0075,x00)
- Wait(00030)
- UnitAnim(x84,x00,x0075,x00)
- Wait(00030)
- RotateUnit(x83,x00,x0C,x00,x00,x00)
- RotateUnit(x84,x00,x00,x00,x00,x00)
- Camera(+00532,-00204,+00504,+00206,+06656,-00000,+04097,+00068)
- WaitForInstruction(x04,x00)
- SpriteMove(x83,x00,+00000,-00000,-00000,x00,x00,+00000)
- SpriteMove(x84,x00,+00000,-00000,-00000,x00,x00,+00000)
- UnitAnim(x83,x00,x0076,x00)
- Wait(00030)
- UnitAnim(x84,x00,x0076,x00)
- RotateUnit(x02,x00,x08,x00,x00,x00)
- WaitRotateUnit(x02,x00)
- Wait(00030)
- DisplayMessage(x10,x11,x0009,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- //Set Var x0070 to x0002 to make the next part of the event play when the player wins
- SET(x0070,x0002)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x08,090)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //PART 3
- ForwardTarget(x03)
- FadeSound(x00,090)
- UnitAnim(x01,x01,x0002,x00)
- Focus(x02,x00,x02,x00,x00)
- FocusSpeed(+00030)
- Camera(+00000,+00000,+00000,+00302,+00000,+00000,+04096,+00000)
- WaitForInstruction(x04,x00)
- InflictStatus(x02,x00,x00,x0C,x00)
- Wait(00030)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x00C7,x02,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(056,x00)
- PlayTrack(x5F)
- SET(x007F,x00A2)
- JumpBack(xF0)
- ForwardTarget(xA2)
- //Player Party
- WarpUnit(x02,x00,002,005,x00,x03)
- WarpUnit(x78,x00,003,006,x00,x03)
- WarpUnit(x79,x00,003,004,x00,x03)
- WarpUnit(x7A,x00,004,007,x00,x03)
- WarpUnit(x7B,x00,004,003,x00,x03)
- //Robot
- RemoveUnit(x80,x00)
- //Enemies
- WarpUnit(x8E,x00,008,006,x00,x01)
- WarpUnit(x8F,x00,008,003,x00,x01)
- WarpUnit(x8B,x00,009,005,x00,x01)
- WarpUnit(x89,x00,009,004,x00,x01)
- AddUnit(x8E,x00,x00)
- WaitAddUnit()
- AddUnit(x8F,x00,x00)
- WaitAddUnit()
- AddUnit(x8B,x00,x00)
- WaitAddUnit()
- AddUnit(x89,x00,x00)
- WaitAddUnit()
- UnitAnim(x04,x01,x0002,x00)
- Camera(+00596,-01092,+00880,+00302,+00512,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- Camera(+00596,-00192,+00880,+00302,+00512,+00000,+04096,+00120)
- WaitForInstruction(x04,x00)
- //Set Var x0070 to x0003 to make the next part of the event play when the player wins
- SET(x0070,x0003)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x08,090)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //PART 4
- ForwardTarget(x04)
- FadeSound(x00,090)
- UnitAnim(x01,x01,x0002,x00)
- Focus(x02,x00,x02,x00,x00)
- FocusSpeed(+00030)
- Camera(+00000,+00000,+00000,+00302,+00000,+00000,+04096,+00000)
- WaitForInstruction(x04,x00)
- InflictStatus(x02,x00,x00,x0C,x00)
- Wait(00030)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x0025,x02,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(034,x00)
- PlayTrack(x5C)
- SET(x007F,x00A3)
- JumpBack(xF0)
- ForwardTarget(xA3)
- //Player Party
- WarpUnit(x02,x00,008,003,x00,x01)
- WarpUnit(x78,x00,009,004,x00,x01)
- WarpUnit(x79,x00,009,002,x00,x01)
- WarpUnit(x7A,x00,010,004,x00,x01)
- WarpUnit(x7B,x00,010,002,x00,x01)
- //Robot
- RemoveUnit(x80,x00)
- //Enemies
- WarpUnit(x84,x00,007,008,x00,x00)
- WarpUnit(x8C,x00,008,008,x00,x00)
- WarpUnit(x8D,x00,003,006,x00,x00)
- WarpUnit(x8E,x00,001,003,x00,x03)
- AddUnit(x84,x00,x00)
- WaitAddUnit()
- AddUnit(x8C,x00,x00)
- WaitAddUnit()
- AddUnit(x8D,x00,x00)
- WaitAddUnit()
- AddUnit(x8E,x00,x00)
- WaitAddUnit()
- UnitAnim(x00,x00,x0002,x00)
- Camera(+00900,-00048,+00392,+00302,+00512,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- //Set Var x0070 to x0004 to make the next part of the event play when the player wins
- SET(x0070,x0004)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x08,090)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //PART 5
- ForwardTarget(x05)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x005E,x02,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(032,x00)
- PlayTrack(x1F)
- SET(x007F,x00A4)
- JumpBack(xF0)
- ForwardTarget(xA4)
- //Player Party
- WarpUnit(x02,x00,000,003,x00,x02)
- WarpUnit(x78,x00,001,003,x00,x02)
- WarpUnit(x79,x00,002,003,x00,x02)
- WarpUnit(x7A,x00,003,003,x00,x02)
- WarpUnit(x7B,x00,004,003,x00,x02)
- //Robot
- RemoveUnit(x80,x00)
- //Enemies
- WarpUnit(x86,x00,007,011,x00,x00)
- WarpUnit(x87,x00,006,011,x00,x00)
- WarpUnit(x88,x00,005,012,x00,x00)
- WarpUnit(x89,x00,004,012,x00,x00)
- AddUnit(x86,x00,x00)
- WaitAddUnit()
- AddUnit(x87,x00,x00)
- WaitAddUnit()
- AddUnit(x88,x00,x00)
- WaitAddUnit()
- AddUnit(x89,x00,x00)
- WaitAddUnit()
- UnitAnim(x00,x00,x0002,x00)
- Camera(+00350,-00192,+00380,+00302,+00512,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- Camera(+00350,-00202,+01480,+00302,+00512,+00000,+04096,+00180)
- WaitForInstruction(x04,x00)
- //Set Var x0070 to x0005 to make the next part of the event play when the player wins
- SET(x0070,x0005)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x08,090)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //Part 6
- ForwardTarget(x06)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x0068,x02,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(049,x00)
- PlayTrack(x09)
- SET(x007F,x00A5)
- JumpBack(xF0)
- ForwardTarget(xA5)
- //Player Party
- WarpUnit(x02,x00,002,000,x00,x02)
- WarpUnit(x78,x00,003,000,x00,x02)
- WarpUnit(x79,x00,004,000,x00,x02)
- WarpUnit(x7A,x00,005,000,x00,x02)
- WarpUnit(x7B,x00,006,000,x00,x02)
- //Robot
- RemoveUnit(x80,x00)
- //Enemies
- WarpUnit(x81,x00,001,009,x00,x00)
- WarpUnit(x82,x00,007,004,x00,x00)
- WarpUnit(x85,x00,004,006,x00,x00)
- AddUnit(x81,x00,x00)
- WaitAddUnit()
- AddUnit(x82,x00,x00)
- WaitAddUnit()
- AddUnit(x85,x00,x00)
- WaitAddUnit()
- UnitAnim(x00,x00,x0002,x00)
- Camera(+00396,-00352,+00580,+00302,+00512,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- Camera(+00396,-00052,+00580,+00302,+00512,+00000,+04096,+00120)
- WaitForInstruction(x04,x00)
- //Set Var x0070 to x0006 to make the next part of the event play when the player wins
- SET(x0070,x0006)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x08,090)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //PART 7
- ForwardTarget(x07)
- BlockStart()
- Wait(00040)
- ColorUnit(x02,x00,x00,-127,-127,-127,001)
- Wait(00006)
- Erase(x02,x00)
- ColorUnit(x78,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x78,x00)
- ColorUnit(x79,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x79,x00)
- ColorUnit(x7A,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7A,x00)
- ColorUnit(x7B,x00,x00,-086,-084,-082,001)
- Wait(00006)
- Erase(x7B,x00)
- BlockEnd()
- Effect(x00B0,x02,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00060)
- ChangeMap(091,x00)
- FadeSound(x00,090)
- SET(x007F,x00A6)
- JumpBack(xF0)
- ForwardTarget(xA6)
- Erase(x02,x00)
- Erase(x78,x00)
- Erase(x79,x00)
- Erase(x7A,x00)
- Erase(x7B,x00)
- WarpUnit(x80,x00,005,007,x00,x00)
- LoadEVTCHR(x01,x36,x00)
- WaitForInstruction(x34,x00)
- SaveEVTCHR(x01)
- UnitAnim(x80,x00,x0259,x00)
- LoadEVTCHR(x00,x61,x00)
- WaitForInstruction(x34,x00)
- SaveEVTCHR(x00)
- BGSound(x0D,+127,+127,x00,060)
- Camera(+00496,-00192,+00180,+00302,+02560,+00000,+04096,+00001)
- Reveal(080)
- Wait(00120)
- WarpUnit(x02,x00,005,000,x00,x02)
- UnitAnim(x02,x00,x0003,x00)
- ColorUnit(x02,x00,x01,-006,-004,-002,000)
- SpriteMove(x02,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x02,x00)
- ColorUnit(x02,x00,x08,+000,+000,+000,004)
- SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00032)
- WaitSpriteMove(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- Wait(00040)
- DisplayMessage(x10,x11,x000A,x02,x00,x00,+00000,+00000,+00000,x02)
- WaitForInstruction(x01,x00)
- Camera(+00596,-00192,+00480,+00302,+02560,+00000,+04096,+00100)
- Wait(00012)
- WalkTo(x02,x00,005,002,x00,x00,+008,x01)
- WaitWalk(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- WarpUnit(x78,x00,005,000,x00,x02)
- UnitAnim(x78,x00,x0003,x00)
- ColorUnit(x78,x00,x01,-006,-004,-002,000)
- SpriteMove(x78,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x78,x00)
- ColorUnit(x78,x00,x08,+000,+000,+000,004)
- SpriteMove(x78,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x78,x00)
- BlockStart()
- WalkTo(x78,x00,005,001,x00,x00,+008,x01)
- WaitWalk(x78,x00)
- UnitAnim(x78,x00,x0002,x00)
- BlockEnd()
- Wait(00018)
- WarpUnit(x79,x00,005,000,x00,x02)
- UnitAnim(x79,x00,x0003,x00)
- ColorUnit(x79,x00,x01,-006,-004,-002,000)
- SpriteMove(x79,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x79,x00)
- ColorUnit(x79,x00,x08,+000,+000,+000,004)
- SpriteMove(x79,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x79,x00)
- UnitAnim(x79,x00,x0002,x00)
- BlockStart()
- Wait(00010)
- WarpUnit(x7A,x00,004,000,x00,x02)
- UnitAnim(x7A,x00,x0003,x00)
- ColorUnit(x7A,x00,x01,-006,-004,-002,000)
- SpriteMove(x7A,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x7A,x00)
- ColorUnit(x7A,x00,x08,+000,+000,+000,004)
- SpriteMove(x7A,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x7A,x00)
- WalkTo(x7A,x00,004,001,x00,x00,+008,x01)
- WaitWalk(x7A,x00)
- UnitAnim(x7A,x00,x0002,x00)
- BlockEnd()
- BlockStart()
- Jump(x02,x00,002,x03)
- WaitWalk(x02,x00)
- WalkTo(x02,x00,007,007,x00,x00,+008,x01)
- WaitWalk(x02,x00)
- UnitAnim(x02,x00,x0002,x00)
- BlockEnd()
- WarpUnit(x7B,x00,003,000,x00,x02)
- UnitAnim(x7B,x00,x0003,x00)
- ColorUnit(x7B,x00,x01,-006,-004,-002,000)
- SpriteMove(x7B,x00,+00000,+00000,-00024,x00,x01,+00000)
- Draw(x7B,x00)
- ColorUnit(x7B,x00,x08,+000,+000,+000,004)
- SpriteMove(x7B,x00,+00000,+00000,+00000,x00,x01,+00024)
- WaitSpriteMove(x7B,x00)
- WalkTo(x7B,x00,003,002,x00,x00,+008,x01)
- WaitWalk(x7B,x00)
- UnitAnim(x7B,x00,x0002,x00)
- WaitForInstruction(x04,x00)
- Camera(+00596,-00192,+00680,+00302,+02560,+00000,+04096,+00100)
- BlockStart()
- Wait(00018)
- Jump(x7B,x00,002,x03)
- WalkTo(x7B,x00,001,008,x00,x00,+008,x01)
- WaitWalk(x7B,x00)
- UnitAnim(x7B,x00,x0002,x00)
- RotateUnit(x7B,x00,x0C,x00,x00,x00)
- BlockEnd()
- BlockStart()
- WalkTo(x79,x00,008,002,x00,x00,+006,x01)
- WaitWalk(x79,x00)
- UnitAnim(x79,x00,x0002,x00)
- RotateUnit(x79,x00,x08,x00,x00,x00)
- BlockEnd()
- BlockStart()
- Wait(00080)
- WalkTo(x78,x00,005,002,x00,x00,+004,x01)
- WaitWalk(x78,x00)
- UnitAnim(x78,x00,x0002,x00)
- RotateUnit(x78,x00,x08,x00,x00,x00)
- BlockEnd()
- BlockStart()
- Wait(00055)
- WalkTo(x7A,x00,006,010,x00,x00,+008,x01)
- WaitWalk(x7A,x00)
- UnitAnim(x7A,x00,x0002,x00)
- RotateUnit(x7A,x00,x00,x00,x00,x00)
- BlockEnd()
- WaitForInstruction(x04,x00)
- WaitWalk(x02,x00)
- Wait(00012)
- SpriteMove(x02,x00,-00004,+00000,+00000,x00,x01,+00018)
- WaitSpriteMove(x02,x00)
- Camera(+00746,-00352,+00740,+00302,+02560,+00000,+04096,+00060)
- WaitForInstruction(x04,x00)
- EditBGSound(x0D,+000,+000,x01,x00)
- WaitWalk(x78,x00)
- WaitWalk(x79,x00)
- WaitWalk(x7A,x00)
- WaitWalk(x7B,x00)
- BlockStart()
- Wait(00012)
- UnitAnim(x78,x00,x0021,x00)
- Wait(00008)
- UnitAnim(x78,x00,x0016,x00)
- Wait(00008)
- UnitAnim(x02,x00,x0202,x00)
- SpriteMove(x02,x00,+00003,+00000,+00000,x00,x01,+00010)
- WaitSpriteMove(x02,x00)
- UnitAnim(x79,x00,x0021,x00)
- UnitAnim(x02,x00,x0203,x00)
- Wait(00007)
- UnitAnim(x7A,x00,x0021,x00)
- Wait(00007)
- UnitAnim(x7B,x00,x0021,x00)
- UnitAnim(x02,x00,x0204,x00)
- BlockEnd()
- Effect(x021B,x80,005,007,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- //Worker 7 Activation Anim's
- BlockStart()
- UnitAnim(x80,x00,x025A,x00)
- Wait(00008)
- UnitAnim(x80,x00,x025B,x00)
- Wait(00020)
- UnitAnim(x80,x00,x025C,x00)
- Wait(00004)
- UnitAnim(x80,x00,x025D,x00)
- Wait(00004)
- UnitAnim(x80,x00,x025E,x00)
- Wait(00006)
- UnitAnim(x80,x00,x025F,x00)
- Wait(00002)
- UnitAnim(x80,x00,x0260,x00)
- Wait(00002)
- UnitAnim(x80,x00,x0261,x00)
- Wait(00006)
- UnitAnim(x80,x00,x0262,x00)
- Wait(00010)
- UnitAnim(x80,x00,x0263,x00)
- Wait(00002)
- UnitAnim(x80,x00,x0264,x00)
- Wait(00002)
- UnitAnim(x80,x00,x0265,x00)
- Wait(00006)
- UnitAnim(x80,x00,x0266,x00)
- Wait(00010)
- UnitAnim(x80,x00,x0267,x00)
- Wait(00002)
- UnitAnim(x80,x00,x0268,x00)
- Wait(00004)
- UnitAnim(x80,x00,x0269,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026A,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026B,x00)
- Wait(00014)
- UnitAnim(x80,x00,x026C,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00030)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00001)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00008)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00001)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00006)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00002)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00005)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00003)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00004)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00002)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00006)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00002)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00006)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00001)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00008)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00001)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00009)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00001)
- UnitAnim(x80,x00,x026D,x00)
- Wait(00010)
- UnitAnim(x80,x00,x026E,x00)
- Wait(00010)
- BlockEnd()
- WaitForInstruction(x41,x00)
- EventSpeed(x01)
- Wait(00096)
- DisplayMessage(x10,x12,x000B,x80,x00,x00,+00000,+00000,+00000,x01)
- WaitForInstruction(x01,x00)
- Camera(+00746,-00382,+00740,+00302,+02560,+00000,+08192,+00030)
- WaitForInstruction(x04,x00)
- DisplayMessage(x10,x12,x000C,x80,x00,x00,+00000,+00100,+00000,x01)
- WaitForInstruction(x01,x00)
- PlayTrack(x06)
- //Set Var x0070 to x0006 to make the next part of the event play when the player wins
- SET(x0070,x0007)
- EventSpeed(x02)
- DarkScreen(x00,x03,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x2A,090)
- Wait(00040)
- ColorUnit(x80,x00,x04,+012,+020,+031,000)
- Wait(00012)
- ColorUnit(x80,x00,x08,+000,+000,+000,004)
- Wait(00033)
- WaitForInstruction(x38,x00)
- DisplayConditions(x00,090)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- Jump(x80,x00,001,x02)
- Camera(+00746,-00352,+00740,+00302,+02560,+00000,+04096,+00060)
- WaitForInstruction(x04,x00)
- //Jump to the end of the event to make the battle start
- JumpForward(x01)
- //PART 8
- ForwardTarget(x08)
- FadeSound(x00,090)
- UnitAnim(x01,x01,x0002,x00)
- Wait(00012)
- FaceUnit(x80,x00,x01,x01,x00,x00,x00)
- WaitRotateAll()
- CameraSpeedCurve(xAA)
- Focus(x80,x00,x80,x00,x00)
- Camera(+01253,+04352,+00000,+00302,+00512,+00000,+04096,+00032)
- WaitForInstruction(x04,x00)
- Wait(00016)
- InflictStatus(x80,x00,x00,x0C,x00)
- Wait(00010)
- DisplayMessage(x10,x11,x000D,x80,x00,x00,+00000,+00000,+00000,x01)
- WaitForInstruction(x01,x00)
- BgSound(x0B,+000,+126,x01,240)
- Wait(00030)
- //Vanilla likes to ramp up the Earthquakes steadily, so I do that here as well
- EarthquakeStart(001,002,000,001)
- Wait(00020)
- EarthquakeEnd()
- EarthquakeStart(002,002,000,001)
- Wait(00020)
- EarthquakeEnd()
- EarthquakeStart(003,002,000,001)
- Wait(00080)
- EditBGSound(x0B,+126,+000,x01,xF0)
- Effect(x0115,x80,000,000,x00)
- EffectStart()
- EventSpeed(x02)
- EffectEnd()
- Wait(00060)
- Erase(x80,x00)
- WaitForInstruction(x41,x00)
- EarthquakeEnd()
- Wait(00045)
- DarkScreen(x00,x01,012,064,x00,004)
- WaitForInstruction(x36,x00)
- DisplayConditions(x02,060)
- WaitForInstruction(x38,x00)
- DisplayConditions(x03,060)
- WaitForInstruction(x38,x00)
- DisplayConditions(x04,060)
- WaitForInstruction(x38,x00)
- DisplayConditions(x05,060)
- WaitForInstruction(x38,x00)
- DisplayConditions(x06,060)
- WaitForInstruction(x38,x00)
- DisplayConditions(x07,060)
- WaitForInstruction(x38,x00)
- RemoveDarkScreen()
- WaitForInstruction(x36,x00)
- EventSpeed(x01)
- //Set current world map location to Mandalia Plains, since Thieves Fort is set to always trigger
- //This event in chapters 2/3, and we don't want the player stuck in an infinite loop
- SET(x0031,x0018)
- //Now we want the battle series to end, so send the player back to the world map
- PostEvent(x80,x0000)
- ColorScreen(x02,000,000,000,255,255,255,+00120)
- WaitForInstruction(x0C,x00)
- //END
- ForwardTarget(x01)
- EventEnd()
- //INSTRUCTION SECTION END - TEXT START
- //Message x01
- {font:08}{Ramza}{br}
- {font:00}What is that?{end}
- //Message x02
- {font:08}{Ramza}{br}
- {font:00}Some kind of metal orb.{end}
- //Message x03
- {font:08}Robotic Voice{br}
- {font:00}WOULD YOU ATTEMPT THE{br}
- CHALLENGE OF THE MAP MAKER?{end}
- //Message x04
- {font:08}{Ramza}{br}
- {font:00}{FB}1. Accept the challenge!{br}
- 2. Refuse the challenge.{FC}{close}
- //Message x05
- {font:08}{Ramza}{br}
- {font:00}I... Accept..?{end}
- //Message x06
- {font:08}Robotic Voice{br}
- {font:00}CHALLENGE HAS BEEN ACCEPTED.{br}
- LET THE GAMES BEGIN!{br}
- DEFEAT ALL{br}
- ENEMIES TO EARN{br}
- YOUR PRIZE!{end}
- //Message x07
- {font:08}{Ramza}{br}
- {font:00}I guess we signed up for this.{br}
- Eeeaaaarrrrggghhh!{end}
- //Message x08
- {font:08}{Ramza}{br}
- {font:00}Is that all?{end}
- //Message x09
- {font:08}{Ramza}{br}
- {font:00}No. The challenge continues.{end}
- //Message x0A
- {font:08}{Ramza}{br}
- {font:00}We're back where we started.{end}
- //Message x0B
- {font:08}Robotic Voice{br}
- {font:00}AND NOW, THE FINAL BATTLE.{end}
- //Message x0C
- {font:08}Robotic Voice{br}
- {font:00}DEFEAT ME{br}
- TO CLAIM THE PRIZE!{end}
- //Message x0D
- {font:08}Robotic Voice{br}
- {font:00}CONGRATULATIONS!{br}
- {br}
- ...{br}
- And thanks for playing{br}
- the map pack! ;){end}
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