Help Promoting a Character During A Cut-scene in FE7

During this Chapter, one of my units needs to promote to his next class during a cutscene at the end. I was looking around and could not find what the command would be to trigger such a scene. I’ve attached my code below as well if that would help.

//Made by markyjoe1990 of Youtube

//Modified by Nintenlord
//Modified by Crazycolorz5 and Arch

#define DISABLE_TUTORIALS
#include EAstdlib.event

EventPointerTable(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_event

EliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNIT

Good:
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
UNIT

Bad:
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
UNIT

LetsFigureOutWhoCanGo:
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
UNIT

LydusGoesIn:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [7, 24] [7, 22] [0x09] [0] //Lydus
UNIT

ApproachTheHero:
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
UNIT

Turn_events:
TURN 0x00 RemoveBlack [01, 01] 0x00 0x00
END_MAIN

RemoveBlack:
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_MAIN

Character_events:
END_MAIN

Location_events:
Door(7, 14)
Door(7, 8)
END_MAIN

Misc_events:
DefeatBoss(Ending_event)
CauseGameOverIfLordDies
END_MAIN

Opening_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 Screen

Ending_event:
FADI 10 //Starts Fadin
UnitClear //Clears Units
ENUN //Waits to Load
FADU 10 //Starts Fadout
LOU1 ApproachTheHero //Loads Lydus and Harius
ENUN //Waits to Load
FADI 10 //Starts Fadin
BACG 0x56 //Loads Fire Background
FADU 10 //Starts Fadout
TEX1 0x892 //Meet the Hero Text
REMA //Clears Screen
//WHERE I NEED THE PROMOTION OF UNIT 0x03
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)
ENDA

TrapData:
ENDTRAP

MESSAGE Events end at offset CURRENTOFFSET
//The map for this chapter is at offset: ???

PROM do not exist in FE7?

1 Like

Is the character who needs to be promoted the mainlord? because I think that is the only event that can be used to promote a character without doing some weird kind of asm-thingy.

1 Like

How would I use the PROM command?
Would it be:
PROM 0x03

Yes the character is the main lord of my game. Is there a specific command for that?

yes, it is used in the cutscene where eliwood/hector promotes at the end of…I think the chapter was cog of destiny. If I recall correctly, the command was just called something like “force hero promotion”, but do not qoute me on that.

I think I found it! The command is
PromoteMainChar //Promotes the Main Lord

I’ll try this out and close the question if it works!

Okay, It started the class up but then the text started to go off and it used the boss as the old class and the dragon character I was using as the advanced class. Kind of confusing to describe, but it seems big broken. Would you know why it would be doing this?


EDIT:
Here is some screenshots explaining the issue better. After I beat the boss the scene plays normally until the promotion scene. The “unit” that is being promoted is the boss I had just beaten.

Meanwhile they promote into the characters class who I used to beat this boss (my Eliwood Lord)

Do you know why this may be happening or any other ways to promote the correct character in Fe7?

1 Like

Ill mark this part as solved as LPFan gave me the help to my question! Thank you all so much! :slight_smile:

I think this is the thread you’re looking for.

2 Likes