Okay I’m trying to customize chapter 1 so I can start creating a demo for my hack but I can’t get the stupid thing to work correctly I have no idea why it’s not working correctly. Okay let me explain whats wrong in my hack’s chapter 1 the map is suppose to be the dragons gate open and the good units come out of the dragons gate and the bad units are already loaded on the map not expecting guests. When ever I try to test it out I get the orginal games map sacae plains and the original number of good guys and bad guys. It also loads each units multiple times. I’ve tried using nightmare module to fix this problem by editing the chapters map that way still didn’t work. I’ve of course been using Evential this entire time. I will provide screen shots for you guys to see what I’m talking about
this is suppose to be what chapter 1 looks like, it’s a screen shot from evential
Instead it ends up like this in the game with all the characters loading mutiple times and it doesn’t even show the opening event. Why is that?
Here is the script for the event that I created in evential
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x06,Pointers)
ORG 0xD80000
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
Good:
UNIT 0xCD 0x51 0xCD Level(5, Ally, 0) [12,3] [12,5] [0x82, 0x81, 0x6B, 0x24] NoAI
UNIT 0x5F 0x23 0x00 Level(5, Ally, 0) [13,3] [13,5] [0x39, 0x4A] NoAI
UNIT 0x5F 0x3B 0x00 Level(5, Ally, 0) [11,3] [11,5] [0x20, 0x6B] NoAI
UNIT 0x5F 0x3E 0x00 Level(5, Ally, 0) [12,3] [12,4] [0x0D, 0x6B] NoAI
UNIT 0x5F 0x45 0x00 Level(5, Ally, 0) [12,22] [12,22] [0x46, 0x6B] NoAI
UNIT
Bad:
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [8,7] [8,7] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [15,7] [15,7] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [10,13] [10,13] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x26 0x00 Level(5, Enemy, 0) [14,13] [14,13] [0x45, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [7,6] [7,6] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [16,6] [16,6] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [10,11] [10,11] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x24 0x00 Level(5, Enemy, 0) [14,11] [14,11] [0x44, 0x6B] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [6,7] [6,7] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [17,7] [17,7] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [10,15] [10,15] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [14,15] [14,15] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [10,18] [10,18] [0x16] AttackInRange
UNIT 0x61 0x38 0x00 Level(5, Enemy, 0) [14,18] [14,18] [0x16] AttackInRange
UNIT 0x24 0x3E 0x00 Level(5, Enemy, 0) [12,8] [12,20] [0x0D] AttackInRange
UNIT
Turn_events:
TurnEventPlayer(0x0,Opening_event,1)
End_MAIN
Character_events:
End_MAIN
Location_events:
End_MAIN
Misc_events:
CauseGameOverIfLordDies
End_MAIN
TrapData:
End_MAIN
Opening_event:
OOBB
TEX1 0x815
REMA
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Bad
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
LOU1 Good
ENUN
MUS1 0x0C
ENDA
Ending_event:
ENDA
// Events
// Manual Movement
// Scripted Fights
// Units
// Shop Data
MESSAGE Events end at offset currentOffset
So what am I doing wrong or not doing?
By the way the screen shot from evential was re created it’s not the same as the script it’s just meant to give you an idea of what it’s suppose to look like