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Defeat X Enemies: Chapter Goal FE7

a guest Dec 8th, 2012 204 Never
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  1. //Defeat X Enemies Chapter Goal Skeleton, coded by Arch
  2.  
  3.  
  4. MiscEvents:
  5. AFEV 0x06 Countdown 0x07
  6. AFEV
  7.  
  8. //This AFEV is triggered by 0x07. For this to work, all generic enemies must be given a death quote attached to event ID
  9.  
  10. 0x07. Killing an enemy triggers 0x07, which triggers the AFEV.
  11.  
  12. Countdown:
  13. IFET 0x31 0x38
  14. JUMP EndingEvent
  15. ENIF 0x31
  16. IFET 0x30 0x37
  17. ENUT 0x38 //49
  18. ENIF 0x30
  19. IFET 0x2F 0x36
  20. ENUT 0x37 //48
  21. ENIF 0x2F
  22. IFET 0x2E 0x35
  23. ENUT 0x36 //47
  24. ENIF 0x2E
  25. IFET 0x2D 0x34
  26. ENUT 0x35 //46
  27. ENIF 0x2D
  28. IFET 0x2C 0x33
  29. ENUT 0x34 //45
  30. ENIF 0x2C
  31. IFET 0x2B 0x32
  32. ENUT 0x33 //44
  33. ENIF 0x2B
  34. IFET 0x2A 0x31
  35. ENUT 0x32 //43
  36. ENIF 0x2A
  37. IFET 0x29 0x30
  38. ENUT 0x31 //42
  39. ENIF 0x29
  40. IFET 0x28 0x2F
  41. ENUT 0x30 //41
  42. ENIF 0x28
  43. IFET 0x27 0x2E
  44. ENUT 0x2F //40
  45. ENIF 0x27
  46. IFET 0x26 0x2D
  47. ENUT 0x2E //39
  48. ENIF 0x26
  49. IFET 0x25 0x2C
  50. ENUT 0x2D //38
  51. ENIF 0x25
  52. IFET 0x24 0x2B
  53. ENUT 0x2C //37
  54. ENIF 0x24
  55. IFET 0x23 0x2A
  56. ENUT 0x2B //36
  57. ENIF 0x23
  58. IFET 0x22 0x29
  59. ENUT 0x2A //35
  60. ENIF 0x22
  61. IFET 0x21 0x28
  62. ENUT 0x29 //34
  63. ENIF 0x21
  64. IFET 0x20 0x27
  65. ENUT 0x28 //33
  66. ENIF 0x20
  67. IFET 0x1F 0x26
  68. ENUT 0x27 //32
  69. ENIF 0x1F
  70. IFET 0x1E 0x25
  71. ENUT 0x26 //31
  72. ENIF 0x1E
  73. IFET 0x1D 0x24
  74. ENUT 0x25 //30
  75. ENIF 0x1D
  76. IFET 0x1C 0x23
  77. ENUT 0x24 //29
  78. ENIF 0x1C
  79. IFET 0x1B 0x22
  80. ENUT 0x23 //28
  81. ENIF 0x1B
  82. IFET 0x1A 0x21
  83. ENUT 0x22 //27
  84. ENIF 0x1A
  85. IFET 0x19 0x20
  86. ENUT 0x21 //26
  87. ENIF 0x19
  88. IFET 0x18 0x1F
  89. ENUT 0x20 //25
  90. ENIF 0x18
  91. IFET 0x17 0x1E
  92. ENUT 0x1F //24
  93. ENIF 0x17
  94. IFET 0x16 0x1D
  95. ENUT 0x1E //23
  96. ENIF 0x16
  97. IFET 0x15 0x1C
  98. ENUT 0x1D //22
  99. ENIF 0x15
  100. IFET 0x14 0x1B
  101. ENUT 0x1C //21
  102. ENIF 0x14
  103. IFET 0x13 0x1A
  104. ENUT 0x1B //20
  105. ENIF 0x13
  106. IFET 0x12 0x19
  107. ENUT 0x1A //19
  108. ENIF 0x12
  109. IFET 0x11 0x18
  110. ENUT 0x19 //18
  111. ENIF 0x11
  112. IFET 0x10 0x17
  113. ENUT 0x18 //17
  114. ENIF 0x10
  115. IFET 0x0F 0x16
  116. ENUT 0x17 //16
  117. ENIF 0x0F
  118. IFET 0x0E 0x15
  119. ENUT 0x16 //15
  120. ENIF 0x0E
  121. IFET 0x0D 0x14
  122. ENUT 0x15 //14
  123. ENIF 0x0D
  124. IFET 0x0C 0x13
  125. ENUT 0x14 //13
  126. ENIF 0x0C
  127. IFET 0x0B 0x12
  128. ENUT 0x13 //12
  129. ENIF 0x0B
  130. IFET 0x0A 0x11
  131. ENUT 0x12 //11
  132. ENIF 0x0A
  133. IFET 0x09 0x10
  134. ENUT 0x11 //10
  135. ENIF 0x09
  136. IFET 0x08 0x0F
  137. ENUT 0x10 //9
  138. ENIF 0x08
  139. IFET 0x07 0x0E
  140. ENUT 0x0F //8
  141. ENIF 0x07
  142. IFET 0x06 0x0D
  143. ENUT 0x0E //7
  144. ENIF 0x06
  145. IFET 0x05 0x0C
  146. ENUT 0x0D //6
  147. ENIF 0x05
  148. IFET 0x04 0x0B
  149. ENUT 0x0C //5
  150. ENIF 0x04
  151. IFET 0x03 0x0A
  152. ENUT 0x0B //4
  153. ENIF 0x03
  154. IFET 0x02 0x09
  155. ENUT 0x0A //3
  156. ENIF 0x02
  157. IFET 0x01 0x08
  158. ENUT 0x09 //2
  159. ENIF 0x01
  160. ENUT 0x08 //1
  161. ENUF 0x07 //Restores death quote event ID.
  162. ENUF 0x06 //Restores AFEV after it's been run.
  163. ENDA
  164.  
  165. //Event IDs for countdown begin at 0x08. This Skeleton goes up to 50 enemies, anything beyond that you must add yourself. Hopefully you understand the domino process I've constructed well enough to figure it out. The AFEV checks itself every time an enemy dies, each enemy death triggers a new Event ID which, upon the next death, will trigger the next ID in the sequence until you hit X.
  166.  
  167. //IDs 0x08 - 0x38 have been reserved for this process in this skeleton (allowing, with this skeleton, a maximum of 50 units for your Kill X goal. You can expand this skeleton to fit your personal needs if killing more than 50 is required.
  168.  
  169. //Need LESS that 50? That's perfectly doable as well. Find the IFET that triggers for the Xth enemy you want to trigger the ending event, and just replace the ENUT with "JUMP EndingEvent," and then delete all the IFETs above the JUMP code to conserve space.
  170.  
  171. EndingEvent:
  172. ENDA
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