I recently received some great help on how to promote my lord unit for my hack of Fe7. Unfortunately, the promotion seems broken and causes many issues. From playing through a couple of times and making small adjustments I’m not able to figure out what the problem is. After I defeat the boss my scene plays normally up until the promotion. After that the is always for the boss (attached below)
And is then promoted into whichever character I used to beat the boss (attached below)
It is also weird because the text keeps playing over this promotion scene
I’ve included my events to the chapter if I could please get some help or ideas for this issue it would be greatly appreciated
//Made by markyjoe1990 of Youtube
//Modified by Nintenlord
//Modified by Crazycolorz5 and Arch#define DISABLE_TUTORIALS
#include EAstdlib.eventEventPointerTable(0x65,Pointers)
ORG 0x0110B7A0
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 //Same order as the above line, but we probably don’t need to differentiate between them
POIN Opening_event Ending_eventEliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNITGood:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [6, 24] [7, 23] [0x09] [0] //Lydus
UNIT 0x0A 0x29 0x00 Level(2,Ally,True) [6, 24] [6, 24] [0x01] [0] //Ramona
UNIT 0x55 0x40 0x00 Level(3,Ally,True) [6, 24] [8, 24] [0x6B, 0x6C] [0] //Nia
UNITBad:
UNIT 0x82 0x2A 0x00 Level(5,Enemy,True) [7, 3] [7, 3] [0x0B] [0x00,0x03,0x00,0x20] //Hadrius D
UNIT 0x68 0x28 0x00 Level(18,Enemy,True) [6, 3] [5, 4] [0x1A] [0x00,0x03,0x09,0x00] //Immortal Cavalier R
UNIT 0x68 0x28 0x00 Level(18,Enemy,True) [6, 3] [9, 4] [0x17] [0x00,0x03,0x09,0x00] //Immortal Cavalier R
UNIT 0x83 0x1E 0x00 Level(2,Enemy,True) [6, 9] [7, 10] [0x40, 0x69] [0x00,0x03,0x09,0x00] //Dante R
UNIT 0x65 0x20 0x00 Level(18,Enemy,True) [6, 9] [5, 10] [0x3D] [0x00,0x03,0x09,0x00] //Immortal Mage R
UNIT 0x65 0x20 0x00 Level(18,Enemy,True) [6, 9] [9, 10] [0x39] [0x00,0x03,0x09,0x00] //Immortal Mage R
UNIT 0x84 0x11 0x00 Level(2,Enemy,True) [6, 15] [7, 15] [0x0D, 0x69] [0x00,0x03,0x09,0x00] //Beatrice R
UNIT 0x60 0x0E 0x00 Level(18,Enemy,True) [6, 15] [5, 16] [0x03] [0x00,0x03,0x09,0x00] //Immortal Myrm R
UNIT 0x60 0x0E 0x00 Level(18,Enemy,True) [6, 15] [9, 16] [0x0E] [0x00,0x03,0x09,0x00] //Immortal Myrm R
UNITLetsFigureOutWhoCanGo:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [4, 6] [4, 6] [0x09] [0] //Lydus
UNIT 0x27 0x03 0x00 Level(8,Ally,True) [2, 7] [2, 7] [0x1F, 0x8D, 0x6B] [0] //Jordon
UNIT 0x19 0x2A 0x00 Level(1,Ally,True) [5, 8] [5, 8] [0x03, 0x17, 0x6C] [0] //Randall
UNIT 0x1E 0x3D 0x00 Level(6,Ally,True) [6, 6] [6, 6] [0x14, 0x15, 0x6B] [0] //Alexandra
UNIT 0x5A 0x21 0x01 Level(3,Ally,True) [3, 6] [3, 6] [0x37, 0x39, 0x3D] [0] //Olivia
UNITLydusGoesIn:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [7, 24] [7, 22] [0x09] [0] //Lydus
UNITApproachTheHero:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [7, 4] [7, 4] [0x09] [0] //Lydus
UNIT 0x82 0x2A 0x00 Level(5,NPC,True) [7, 3] [7, 3] [0x0B] [0x00,0x03,0x00,0x20] //Hadrius D
UNITTurn_events:
TURN 0x00 RemoveBlack [01, 01] 0x00 0x00
END_MAINRemoveBlack:
OOBB //Makes Black go away
ENUN //Waits to Load
TEX8 0x891 [05, 05] //Loads Brown Text Title
STAL 50 //Stalls for 50 Seconds
RETB //Clears Text8
REMA //Clears Screen
END_MAINCharacter_events:
END_MAINLocation_events:
Door(7, 14)
Door(7, 8)
END_MAINMisc_events:
DefeatBoss(Ending_event)
CauseGameOverIfLordDies
END_MAINOpening_event:
HIDEMAP //Hides Map
LOMA 0x16 [07, 04] //Loads Mountain Map
LOU1 LetsFigureOutWhoCanGo //Loads Our Heroes
ENUN //Waits to Load
SHOWMAP //Shows Map
//OOBB //Stops Fade to black
STAL 50 //Stalls for 50 frames
CURF [4, 6] //Flashes Cursur
FADI 10 //Starts Fadin
BACG 0x4F //Ruins Background
FADU 10 //Starts Fadout
TEX1 0x890 //We Cant get in
//REMA //Clears Text
HIDEMAP //Sword Effect
UnitClear //Clears Units
LOMA 0x17 [07, 19] //Loads Lava Cave Map
ENUN //Waits to Load
FADU 8 //Starts Fadout
SHOWMAP //Sword Effect
LOU1 LydusGoesIn //Lydus Walks Into Cave
ENUN //Waits to Load
ENDB //Ending for Prep ScreenEnding_event:
FADI 10 //Starts Fadin
UnitClear //Clears Units
ENUN //Waits to Load
BACG 0x56 //Loads Fire Background
FADU 10 //Starts Fadout
TEX1 0x892 //Meet the Hero Text
REMA //Clears Screen
MOVE [7, 4] [7, 5] //Moves Lydus
PromoteMainChar //Promotes Lydus
ENUN //Waits to Load
ITGV 0x84 //Gives Lydus Satrunes
FADI 10 //Starts Fadin
BACG 0x56 //Loads Fire Shrine Background
FADU 10 //Starts Fadout
TEX1 0x893 //Now Go Text
REMA
MoveToChapter(0x1A)
ENDATrapData:
ENDTRAPMESSAGE Events end at offset CURRENTOFFSET
//The map for this chapter is at offset: ???