Heya!
Whenever my Prologue finishes and I move onto the next map, Chapter 1, it loads the Prologue Events instead of the Chapter 1 Events. It does correctly load the Chapter 1 Map but due to the Prologue Events occuring the game glitches and crashes. I’ve tried removing the Prologue to see what would happen and then it does load Chapter 1 correctly but upon inserting the Prologue again the same thing happens.
[details=Prologue]#include EAstdlib.event
EventPointerTable(0x7,ThisChapter)
EventPointerTable(0x6,TileChanges)
ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene
TurnBasedEvents:
END_MAIN
CharacterBasedEvents:
END_MAIN
LocationBasedEvents:
END_MAIN
MiscBasedEvents:
CauseGameOverIfLordDies
END_MAIN
Dunno:
END_MAIN
Tutorial:
END_MAIN
TrapData:
ENDTRAP
ALIGN 4
Units:
UNIT 0x01 0x02 0x00 Level(1, NPC, 0) [19,9] 0x00 0x00 0x00 0x00 [0x38, 0x4B, 0x6C] NoAI
UNIT 0x0F 0x0F 0x00 Level(1, Ally, 0) [18,9] 0x00 0x00 0x00 0x00 [0x00] NoAI
UNIT
Units2:
UNIT 0xC7 0x27 0x00 Level(5, NPC, 0) [18,9] 0x00 0x00 0x0 0x00 [0x00] GuardTileAI
UNIT
Melissa:
UNIT 0x08 0x0D 0x00 Level(1, NPC, 0) [3,7] 0x00 0x00 0x0 0x00 [0x01] DoNothing
UNIT
NPCs:
UNIT 0xFA 0x6F 0x00 Level(5, NPC, 0) [4,8] 0x00 0x00 0x1 NPC1_Move [0x00] DoNothing
UNIT 0xFA 0x71 0x00 Level(5, NPC, 0) [5,7] 0x00 0x00 0x1 NPC2_Move [0x00] DoNothing
UNIT 0xFA 0x6D 0x00 Level(5, NPC, 0) [19,15] 0x00 0x00 0x1 NPC3_Move [0x00] DoNothing
UNIT 0xFA 0x6E 0x00 Level(5, NPC, 0) [18,15] 0x00 0x00 0x1 NPC4_Move [0x00] DoNothing
UNIT 0xFA 0x6E 0x00 Level(5, NPC, 0) [5,8] 0x00 0x00 0x1 NPC5_Move [0x00] DoNothing
UNIT 0xFA 0x71 0x00 Level(5, NPC, 0) [4,7] 0x00 0x00 0x1 NPC6_Move [0x00] DoNothing
UNIT 0xFA 0x72 0x00 Level(5, NPC, 0) [6,8] 0x00 0x00 0x1 NPC7_Move [0x00] DoNothing
UNIT 0xFA 0x70 0x00 Level(5, NPC, 0) [18,16] 0x00 0x00 0x1 NPC8_Move [0x00] DoNothing
UNIT 0xC5 0x73 0x00 Level(5, NPC, 0) [3,7] 0x00 0x00 0x1 Octavius_Move [0x00] DoNothing
UNIT 0x28 0x2F 0x00 Level(5, NPC, 0) [3,8] 0x00 0x00 0x1 Guillaume_Move [0x00] DoNothing
UNIT 0xFA 0x6F 0x00 Level(5, Enemy, 0) [21,0] 0x00 0x00 0x0 0x0 [0x00] DoNothing
UNIT
NPC1_Move:
REDA [5,12] 0x5 0x00 0x00 0x00 0x00
NPC2_Move:
REDA [9,11] 0x5 0x00 0x00 0x00 0x00
NPC3_Move:
REDA [16,15] 0x5 0x00 0x00 0x00 0x00
NPC4_Move:
REDA [16,16] 0x5 0x00 0x00 0x00 0x00
NPC5_Move:
REDA [7,11] 0x5 0x00 0x00 0x00 0x00
NPC6_Move:
REDA [6,11] 0x5 0x00 0x00 0x00 0x00
NPC7_Move:
REDA [8,11] 0x5 0x00 0x00 0x00 0x00
NPC8_Move:
REDA [15,17] 0x5 0x00 0x00 0x00 0x00
Octavius_Move:
REDA [8,12] 0x3 0x00 0x00 0x00 0x00
Guillaume_Move:
REDA [9,12] 0x3 0x00 0x00 0x00 0x00
Deimos:
UNIT 0x45 0x0F 0x00 Level(1, NPC, 0) [3,7] 0x00 0x00 0x1 Deimos_Move [0x00] DoNothing
UNIT
Deimos_Move:
REDA [7,13] 0x3 0x00 0x00 0x00 0x00
FlorianDead:
UNIT 0xC7 0x78 0x00 Level(5, NPC, 0) [15,14] 0x00 0x00 0x0 0x00 [0x00] DoNothing
UNIT
BeginningScene:
MUSC 0x09
CAM1 [13,4]
ENUN
FADU 10
STAL 25
LOAD1 0x1 Units
FlashCursor(18,9,60)
FlashCursor(19,9,60)
ENUN
MOVE 0x03 0x01 [12,8]
MOVE 0x03 0x0F [11,8]
Text(Introduction_Text_1)
ENUN
STAL 25
MOVE 0x05 0x0F [7,14]
LOAD1 0x1 Units2
FlashCursor(18,9,60)
MOVE 0x05 0xC7 [13,8]
ENUN
Text(Introduction_Text_2)
ENUN
CAM1 [10,14]
MOVE 0x05 0x01 [7,13]
MOVE 0x05 0xC7 [9,14]
ENUN
STAL 25
MUSC Silent
MUSC 0x2a
ENUN
STAL 50
LOAD1 0x1 Melissa
MOVE 0x05 0x08 [6,14]
ENUN
Text(0x1B,Introduction_Text_3)
ENUN
STAL 25
MUSC Silent
MUSC 0x09
ENUN
MOVE 0x05 0x08 [3,8]
MOVE 0x05 0xC7 [13,14]
ENUN
LOAD1 0x1 NPCs
MOVE 0x05 0x01 [7,12]
ENUN
FlashCursor(8,12,60)
Text(Introduction_Text_4)
ENUN
STAL 20
LOAD1 0x1 Deimos
MOVE 0x05 0x08 [6,12]
ENUN
Text(Introduction_Text_5)
_SETVAL 3 0x08; GIVEITEMTO 0x0F
ENUN
MOVE 0x03 0x45 [11,11]
ENUN
FlashCursor(13,14,60)
ENUN
Text(Introduction_Text_6)
ENUN
TurnEnemy(0xC7)
ENUN
MOVE 0x05 0x0F [12,14]
ENUN
STAL 20
ENUN
StartBattle
MissedAttack(0x0,0x0)
EndAttack
FIG1 0x0F 0xC7 0x0
ENUN
FlashCursor(13,14,60)
Text(Introduction_Text_7)
_SETVAL 3 0x38; GIVEITEMTO 0xC7
ENUN
StartBattle
MissedAttack(0x1,0x0)
NormalDamage(0x0,0x0)
EndAttack
FIG1 0x0F 0xC7 0x0
ENUN
TEXTSHOW Introduction_Text_8
TEXTEND
MUSC Silent
ENUN
MUSC 0xB7
STAL 60
MOVE 0x01 0xC7 [14,14]
MUSC Silent
ENUN
MUSC 0xB7
STAL 60
MOVE 0x01 0xC7 [15,14]
ENUN
MUSC Silent
MUSC 0xB7
STAL 60
ENUN
SET_SOMETHING 0xC7
DISA_IF 0xC7
LOAD1 0x1 FlorianDead
TEXTCONT
TEXTEND
REMA
MUSC 0x16
Text(Introduction_Text_9)
ENUN
_SETVAL 0xB 0x500012
_MOVE 0x18 0xFFFE [1,6]
_SETVAL 0xB 0x600011
_MOVE 0x18 0xFFFE [2,6]
_SETVAL 0xB 0x700011
_MOVE 0x18 0xFFFE [1,5]
_SETVAL 0xB 0x800011
_MOVE 0x18 0xFFFE [2,5]
_SETVAL 0xB 0x900011
_MOVE 0x18 0xFFFE [1,4]
_SETVAL 0xB 0x1600015
_MOVE 0x18 0xFFFE [19,15]
_SETVAL 0xB 0x1600016
_MOVE 0x18 0xFFFE [19,16]
_SETVAL 0xB 0x1500017
_MOVE 0x18 0xFFFE [18,15]
NoFade
FlashCursor(7,12,60)
ENUN
TEXTSHOW Introduction_Text_10
TEXTEND
MOVE 0x05 0x01 [15,13]
MOVE 0x05 0xC5 [12,13]
MOVE 0x05 0x28 [14,13]
ENUN
TEXTCONT
TEXTEND
REMA
ENUN
MOVE 0x05 0x01 [13,14]
STAL 20
ENUN
Text(Introduction_Text_14)
ENUN
StartBattle
NormalDamage(0x0,0x0)
NormalDamage(0x0,0x0)
NormalDamage(0x0,0x0)
EndAttack
FIG2 0x01 0x0F 0x0
ENUN
MOVE 0x05 0x28 [14,14]
Text(Introduction_Text_13)
ENUN
MOVE 0x05 0x01 [19,16]
MOVE 0x05 0x28 [20,16]
ENUN
TEXTSHOW Introduction_Text_12
TEXTEND
MOVE 0x05 0x08 [11,14]
ENUN
TEXTCONT
TEXTEND
ENUN
REMA
MOVE 0x5 0x0F [7,7]
MOVE 0x5 0x08 [8,7]
ENUN
FlashCursor(11,11,60)
Text(Introduction_Text_11)
ENUN
MNC2 0x1
ENDA
// Tile Changes
TileChanges:
MapChanges:
TileMap(1,7,9,2,1,Gate_1_Closed)
TileMap(2,17,5,1,2,Gate_2_Closed)
TileMap(3,17,5,1,2,Gate_2_Open)
TileMapEnd
Gate_1_Closed:
SHORT 0x684 0x688
ALIGN 4
Gate_2_Closed:
SHORT 0x704 0x784
ALIGN 4
Gate_2_Open:
SHORT 0x69c 0x698
ALIGN 4
MESSAGE Events end at offset currentOffset[/details]This is my Prologue.
[details=Chapter 1]#include EAstdlib.event
EventPointerTable(0x0A,ThisChapter)
EventPointerTable(0x09,TileChanges)
ThisChapter:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno Dunno Dunno
POIN Tutorial
POIN TrapData TrapData
POIN Units Units
POIN $0 $0 $0 $0 $0 $0
POIN BeginningScene EndingScene
TurnBasedEvents:
TurnEventEnemy(0x0,Allies_Spawn,1)
TurnEventPlayer(0x0,Enemies_Spawn,2)
TurnEventPlayer(0x0,Enemies_Spawn2,3)
END_MAIN
CharacterBasedEvents:
CharacterEvent(0x1c,NarcisseEsther,0x03,0x01)
END_MAIN
LocationBasedEvents:
House(0,VisitHouse,11,9)
END_MAIN
MiscBasedEvents:
DefeatBoss(EndingScene)
CauseGameOverIfLordDies
END_MAIN
Dunno:
//DO NOT TOUCH
WORD $00
Tutorial:
//DO NOT TOUCH
WORD $00
TrapData:
END_MAIN
ALIGN 4
Units:
UNIT 0x01 0x02 0x00 Level(1, Ally, 0) [16,0] 0x00 0x00 0x00 0x00 [0x38, 0x4B, 0x6C] NoAI
UNIT 0x02 0x05 0x01 Level(2, Ally, 0) [15,0] 0x00 0x00 0x00 0x00 [0x03, 0x14] NoAI
UNIT
NPCs:
UNIT 0x04 0x4E 0x01 Level(2, NPC, 0) [1,7] 0x00 0x00 0x0 0x00 [0x14, 0x6C, 0x6C] NoAI
UNIT 0x81 0x4E 0x00 Level(3, NPC, 0) [2,7] 0x00 0x00 0x0 0x00 [0x14] AttackInRangeAI
UNIT
Enemies:
UNIT 0x68 0x3F 0x00 Level(3, Enemy, 0) [0,7] 0x00 0x00 0x0 0x00 [0x1F] GuardTileAI
UNIT
Enemies2:
UNIT 0x8E 0x41 0x00 Level(1, Enemy, 0) [0,8] 0x00 0x00 0x1 B1 [0x1F] PursueWithoutHeedAI
UNIT 0x8E 0x41 0x00 Level(1, Enemy, 0) [0,7] 0x00 0x00 0x1 B2 [0x1F] PursueWithoutHeedAI
UNIT
Enemies3:
UNIT 0x8E 0x0F 0x00 Level(1, Enemy, 0) [0,8] 0x00 0x00 0x1 B3 [0x01] PursueWithoutHeedAI
UNIT 0x8E 0x41 0x00 Level(1, Enemy, 0) [0,7] 0x00 0x00 0x0 0x00 [0x1F] PursueWithoutHeedAI
UNIT
Enemies4:
UNIT 0x8E 0x0F 0x00 Level(1, Enemy, 0) [-1,8] 0x00 0x00 0x1 B3 [0x01] PursueWithoutHeedAI
UNIT
B1:
REDA [5,7] 0x5 0x00 0x00 0x00 0x00
B2:
REDA [4,8] 0x5 0x00 0x00 0x00 0x00
B3:
REDA [1,8] 0x5 0x00 0x00 0x00 0x00
Allies:
UNIT 0x03 0x25 0x01 Level(1, Ally, 0) [15,0] 0x00 0x00 0x0 0x00 [0x38] NoAI
UNIT
ThroneRoom:
UNIT 0x80 0x74 0x00 Level(1, NPC, 0) [7,2] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [3,2] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [11,2] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [3,8] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x80 0x0B 0x00 Level(1, NPC, 0) [11,8] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT 0x01 0x02 0x00 Level(1, Ally, 0) [10,5] 0x00 0x00 0x00 0x00 [0x38, 0x4B, 0x6C] NoAI
UNIT 0x02 0x05 0x00 Level(2, Ally, 0) [11,5] 0x00 0x00 0x0 0x00 [0x03, 0x14] NoAI
UNIT
ThroneRoom2:
UNIT 0x81 0x4E 0x00 Level(1, NPC, 0) [7,9] 0x00 0x00 0x0 0x00 [0x00] NoAI
UNIT
BeginningScene:
MUSC 0x11
LOMA 0x42
CAM1 [7,4]
LOAD1 0x1 ThroneRoom
ENUN
FADU 10
ENUN
STAL 50
LOAD1 0x1 ThroneRoom2
STAL 50
MOVE 0x05 0x81 [7,4]
ENUN
Text(0x0A,Prologue_Throne1)
ENUN
MOVE 0x05 0x81 [7,10]
MOVE 0x05 0x01 [7,4]
ENUN
Text(0x0A,Prologue_Throne2)
ENUN
_SETVAL 3 0x3C; GIVEITEMTO 0x01
ENUN
MOVE 0x05 0x01 [7,8]
MOVE 0x05 0x02 [8,8]
ENUN
Text(Prologue_Throne3)
ENUN
FADI 10
CLEN 0x0
CLEA 0x0
MUSC 0x0
LOMA 0x01
CAM1 [10,5]
LOAD1 0x1 NPCs
ENUN
STAL 150
FADU 10
LOAD1 0x1 Units
ENUN
STAL 50
MOVE 0x03 0x01 [15,3]
MOVE 0x03 0x02 [15,4]
TEXTSHOW Prologue_Text_1
TEXTEND
MUSC 0x25
TEXTCONT
TEXTEND
REMA
ENUN
MOVE 0x10 0x04 [12,4]
ENUN
Text(Prologue_Text_2)
ENUN
STAL 50
CAM1 [7,4]
STAL 50
FlashCursor(0,7,60)
STAL 50
LOAD1 0x1 Enemies
STAL 50
Text(Prologue_Text_3)
ENUN
MOVE 0x05 0x68 [1,7]
ENUN
StartBattle
NormalDamage(0x0,0x10)
MissedAttack(0x1,0x10)
CriticalHit(0x0,0x10)
EndAttack
FIG1 0x68 0x81 0x0
SET_SOMETHING 0x81
DISA_IF 0x81
MOVE 0x05 0x68 [2,7]
ENUN
Text(Prologue_Text_5)
ENUN
LOAD1 0x1 Enemies2
ENUN
CAM1 [10,5]
STAL 25
Text(Prologue_Text_4)
ENUN
TurnAlly(0x04)
MOVE 0x05 0x01 [12,4]
MOVE 0x05 0x04 [12,5]
MOVE 0x05 0x02 [11,5]
MUSC 0xB1
STAL 50
TILECHANGE 0x0
ENUN
NoFade
ENDA
EndingScene:
ENDA
// Events
NarcisseEsther:
Text(Prologue_NarcisseEsther)
NoFade
ENDA
Allies_Spawn:
CAM1 [10,4]
ENUN
MUSC 0xB1
STAL 50
TILECHANGE 0x1
ENUN
MUSC 0x30
ENUN
FlashCursor(15,0,60)
STAL 50
LOAD1 0x1 Allies
STAL 50
MOVE 0x05 0x03 [13,4]
Text(Prologue_Allies)
MUSC 0xB1
STAL 50
TILECHANGE 0x2
ENUN
NoFade
ENDA
Enemies_Spawn:
CAM1 [7,4]
FlashCursor(2,7,60)
ENUN
STAL 10
Text(Prologue_EnemiesSpawn)
ENUN
LOAD1 0x1 Enemies3
ENUN
NoFade
ENDA
Enemies_Spawn2:
CAM1 [7,4]
ENUN
LOAD1 0x1 Enemies4
ENUN
NoFade
ENDA
VisitHouse:
Text(HouseBG,Prologue_House)
NoFade
ENDA
// Map Changes
TileChanges:
MapChanges:
TileMap(0,15,0,2,2,Gate_Closed)
TileMap(1,15,0,2,2,Gate_Open)
TileMap(2,15,0,2,2,Gate_Closed)
TileMapEnd
Gate_Closed:
SHORT 0x684 0x688 0xc4c 0xb48
ALIGN 4
Gate_Closed2:
SHORT 0x684 0x688 0xc4c 0xb48
ALIGN 4
Gate_Open:
SHORT 0xb40 0xc44 0xc40 0xb44
ALIGN 4
MESSAGE Events end at offset currentOffset[/details]This is my Chapter 1.
Does the problem lie elsewhere? Or is there some issue with my events?
Thank you.