Recently I scripted a new chapter which has villages and some bandits in it, so I thought it were a good idea to give the bandits the AI to destroy the villages to give the player some pressure.
At first nothing happens when the bandits loot the villages making them trying to destroy it endlessly. So I figured “Hey, I just forgot the Tile Change” and coded the map change for a destroyed village. But when a player unit visits the village now it get destroyed as well afterwards, even though I have a Tile change for a visitied village. Maybe someone can enlighten me a bit, since I’m completly clueless about that.
Location_events:
Village(0x06,Village1,4,13)
Village(0x07,Village2,11,12)
Village(0x08,Village3,3,7)
Seize(0x09,Ending_event,7,1)
LOCA
ORG 0xCE1EC0
TileChanges:
TileMap(0x00,0x0B,0x0C,0x01,0x01,Village)
TileMap(0x02,0x04,0x0D,0x01,0x01,Village)
TileMap(0x03,0x03,0x07,0x01,0x01,Village)
TileMap(0x07,0x09,0x04,0x03,0x02,Destroyed)
TileMap(0x04,0x03,0x0C,0x03,0x02,Destroyed)
TileMap(0x05,0x0A,0x0B,0x03,0x02,Destroyed)
TileMap(0x06,0x02,0x06,0x03,0x02,Destroyed)
TileMapEnd
ALIGN 4
Village:
SHORT 0x0C80
SHORT
Destroyed:
SHORT 0x0C80
SHORT 0x0C84
SHORT 0x0B98
SHORT 0x0C10
SHORT 0x0C14
SHORT 0x0C18
SHORT
(There is one village that gets destroyed in the first turn via MACC, so that’s why I have one more Destroyed.)