Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //Made by markyjoe1990 of Youtube
- //Modified by Nintenlord
- #define DISABLE_TUTORIALS
- #include EAstdlib.event
- EventPointerTable(0x09,Pointers)
- ORG 0xD102E0
- 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 0x8A Soldier Zugu Level(1,Enemy,False) [22,3] [5,3] [IronSpear] AttackInRange
- UNIT 0x8A Fighter Zugu Level(1,Enemy,False) [22,3] [6,7] [IronAxe] AttackInRange
- UNIT 0x8A Soldier Zugu Level(1,Enemy,False) [22,3] [9,9] [IronSpear] AttackInRange
- UNIT 0x8A Cavalier Zugu Level(1,Enemy,False) [22,3] [6,13] [SteelSpear] AttackInRange
- UNIT 0x8A Mercenary Zugu Level(1,Enemy,False) [22,3] [7,10] [IronSword] AttackInRange
- UNIT 0x8A Archer Zugu Level(1,Enemy,False) [22,3] [11,8] [IronBow] AttackInRange
- UNIT 0x8A Myrmidon Zugu Level(1,Enemy,False) [22,3] [13,6] [SteelSword] AttackInRange
- UNIT 0x8A Fighter Zugu Level(1,Enemy,False) [22,3] [15,9] [HandAxe] AttackInRange
- UNIT 0x8A Cavalier Zugu Level(1,Enemy,False) [24,13] [24,13] [IronSpear] PursueWithoutHeed
- UNIT 0x8A Cavalier Zugu Level(1,Enemy,False) [23,14] [23,14] [IronSword] PursueWithoutHeed
- UNIT 0x8A Archer Zugu Level(1,Enemy,False) [22,3] [23,5] [IronBow] AttackInRange
- UNIT Empty
- Bad1:
- UNIT 0x8A Cavalier Zugu Level(1,Enemy,False) [24,13] [24,13] [IronSpear] PursueWithoutHeed
- UNIT 0x8A Cavalier Zugu Level(1,Enemy,False) [23,14] [23,14] [IronSword] PursueWithoutHeed
- UNIT Empty
- Bad2:
- UNIT Zugu Cavalier 0x00 Level(5,Enemy,False) [22,3] [22,3] [SteelSword,Javelin] Guard
- UNIT Empty
- Civilians:
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [4,1] [8,8] [Javelin] Guard
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [17,7] [17,7] [ShortSpear] Guard
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [17,10] [23,10] [IronSpear] AttackInRange
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [24,4] [24,4] [ShortSpear] Guard
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [17,14] [20,15] [IronSpear] AttackInRange
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [7,14] [8,14] [Javelin] Guard
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [12,2] [11,3] [Javelin] Guard
- UNIT 0xCE Soldier Zugu Level(1,Enemy,False) [17,10] [21,14] [IronSpear] AttackInRange
- UNIT Empty
- Good:
- UNIT Lyn_t Soldier 0x00 Level(1,Ally,False) [0,7] [3,6] [ManiKatti,IronSpear,Vulnerary] NoAI
- UNIT Kent_t Cavalier Lyn_t Level(1,Ally,False) [0,6] [2,5] [SteelSword,Javelin,Vulnerary] NoAI
- UNIT Sain_t Cavalier Lyn_t Level(1,Ally,False) [0,8] [4,5] [SteelSpear,IronSword,Vulnerary] NoAI
- UNIT Empty
- Npc:
- UNIT Serra Cleric 0x00 Level(1,NPC,False) [17,7] [4,6] [Heal,Vulnerary] NoAI
- UNIT Empty
- Event1:
- UNIT Lyn_t Soldier 0x00 Level(1,Ally,False) [22,3] [22,3] [ManiKatti,IronSpear,Vulnerary] NoAI
- UNIT Empty
- Turn_events:
- TurnEventPlayer(0x00,Opening_event,1)
- TurnEventPlayer(0x00,Turn10,10)
- TURN
- Character_events:
- CHAR
- Location_events:
- Seize(0x03,Ending_event,22,3)
- House(0x00,House1,4,1)
- House(0x00,House2,7,14)
- House(0x20,House3,12,2)
- House(0x00,House4,17,14)
- LOCA
- House1:
- MUSI
- FADI 10
- BACG 0x01
- FADU 10
- TEX1 0x8B2
- REMA
- MUNO
- ENDA
- House2:
- MUSI
- FADI 10
- BACG 0x01
- FADU 10
- TEX1 0x8B3
- REMA
- MUNO
- ENDA
- House3:
- MUSI
- FADI 10
- BACG 0x01
- FADU 10
- TEX1 0x8B4
- REMA
- MUNO
- ITGV Vulnerary
- ENDA
- House4:
- MUSI
- FADI 10
- BACG 0x01
- FADU 10
- TEX1 0x8B5
- REMA
- MUNO
- ENDA
- Misc_events:
- CauseGameOverIfLordDies
- AFEV 0x12 CountingCode 0x06
- AFEV
- Opening_event:
- CMOF
- CAM2 [22,3]
- MUS1 0x0053
- FADI 10
- BACG 0x12
- FADU 10
- TEX1 0x81B
- LOU1 Bad2
- ENUN
- REMA
- TEX1 0x81C
- REMA
- LOU1 Bad
- ENUN
- CAM2 [17,14]
- CURF [17,14]
- STAL 40
- CURE
- FADI 10
- BACG 0x01
- FADU 10
- TEX1 0x81D
- REMA
- LOU1 Civilians
- ENUN
- MUS1 0x0032
- CMON
- LOU1 Good
- ENUN
- CMOF
- CURF Lyn_t
- STAL 20
- CURE
- TEX1 0x81E
- REMA
- LOU1 Npc
- ENUN
- FADI 10
- BACG 0x24
- FADU 10
- TEX1 0x81F
- REMA
- TurnAlly(Serra)
- ENDA
- Turn10:
- LOU1 Bad1
- ENUN
- ENDA
- Ending_event:
- CMOF
- MUS1 0x0038
- FADI 10
- BACG 0x12
- FADU 10
- TEX1 0x820
- MUS1 0x0041
- MORETEXT 0x8B6
- MUS1 0x0039
- MORETEXT 0x8B7
- UnitClear
- LOU1 Event1
- ENUN
- REMA
- IFEF 0x09 0x37 //No soldiers dead
- MONE 0x01 5000
- ENIF 0x09
- IFET 0x0A 0x38 //One soldier dead
- MONE 0x01 4375 //How much is a soldier's life worth? 5000/8 is 625G a pop
- ENIF 0x0A
- IFET 0x0B 0x39 //Two
- MONE 0x01 3750
- ENIF 0x0B
- IFET 0x0C 0x3A //Three
- MONE 0x01 3125
- ENIF 0x0C
- IFET 0x0D 0x3B //Four
- MONE 0x01 2500
- ENIF 0x0D
- IFET 0x0E 0x3C //Five
- MONE 0x01 1875
- ENIF 0x0E
- IFET 0x0F 0x3D //Six
- MONE 0x01 1250
- ENIF 0x0F
- IFET 0x10 0x3E //Seven
- MONE 0x01 625
- ENIF 0x10
- //No money for all the soldiers killed, you'll probably want to tweak the conversation for that scenario. IFET 0x?? 0x0F is the check.
- MoveToChapter(Ch2)
- TrapData:
- ENDTRAP
- ALIGN 4
- MESSAGE Soldier death quote at offset currentOffset
- CountingCode: //This is what we'll run for the death quote
- IFET 0x28 0x3E //All the soldiers dead
- ENUF 0x3E
- ENUT 0x3F
- ENIF 0x28
- IFET 0x27 0x3D //Seventh soldier dead
- ENUF 0x3D
- ENUT 0x3E
- ENIF 0x27
- IFET 0x26 0x3C //Sixth soldier dead
- ENUF 0x3C
- ENUT 0x3D
- ENIF 0x26
- IFET 0x25 0x3B //Fifth soldier dead
- ENUF 0x3B
- ENUT 0x3C
- ENIF 0x25
- IFET 0x24 0x3A //Fourth soldier dead
- ENUF 0x3A
- ENUT 0x3B
- ENIF 0x24
- IFET 0x23 0x39 //Third soldier dead
- ENUF 0x39
- ENUT 0x3A
- ENIF 0x23
- IFET 0x22 0x38 //Second soldier dead triggered
- ENUF 0x38 //set to not trigger
- ENUT 0x39 //trigger it
- ENIF 0x22
- IFEF 0x21 0x37 //First soldier dead not triggered
- ENUT 0x38 //trigger it
- ENUT 0x37
- ENIF 0x21
- ENUF 0x06 //Use 0x06 for the eventID of the death quote.
- ENUF 0x12
- ENDA
- ENDA
- MESSAGE Events end at offset currentOffset
- //The map for this chapter is at offset: ????????
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement