Okay, another newbie question.
So what I want to do is use stairs tiles to move one unit from one area of the map to another. The first idea I got was to “disappear” the unit, reposition it to the destination, and then “reappear” them.
So it seems that the DISA command doesn’t quite work right, so what I did was to skip that step and go straight to repositioning. That doesn’t seem to quite work right though, and I just end the unit’s turn and nothing happens.
After some code tinkering I think the issue is with the area code.
Here’s my event code fwiw:
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x36,Pointers)
ORG 0xD82200
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 0x01 0x01 0x01 Level(1, Ally, 0) [2,21] [2,21] [0x01] NoAI
UNIT 0x2D 0x02 0x01 Level(1, Ally, 0) [1,21] [1,21] [0x14] NoAI
UNIT 0x2F 0x2B 0x01 Level(1, Ally, 0) [3,21] [3,21] [0x1F] NoAI
UNIT 0x30 0x29 0x01 Level(1, Ally, 0) [4,21] [4,21] [0x14] NoAI
UNIT 0x04 0x0A 0x01 Level(1, Ally, 0) [0,21] [0,21] [0x01] NoAI
UNIT 0x0E 0x19 0x01 Level(1, Ally, 0) [2,22] [2,22] [0x2C] NoAI
UNIT 0x11 0x1D 0x01 Level(1, Ally, 0) [1,22] [1,22] [0x4A] NoAI
UNIT 0x13 0x20 0x01 Level(1, Ally, 0) [3,22] [3,22] [0x37] NoAI
UNIT 0x31 0x32 0x01 Level(1, Ally, 0) [0,22] [0,22] [0x14] NoAI
UNIT 0x34 0x30 0x01 Level(1, Ally, 0) [4,22] [4,22] [0x2C] NoAI
UNIT
Bad:
UNIT 0xC5 0x16 0xC5 Level(3, Enemy, 1) [12,3] [12,3] [0x03, 0x20, 0x1C]
Guard
UNIT 0x21 0x35 0x01 Level(10, Enemy, 0) [7,10] [7,10] [0x20, 0x28] Guard
UNIT 0x61 0x12 0x01 Level(10, Enemy, 1) [7,19] [7,19] [0x20] AttackInRange
UNIT 0x61 0x12 0x01 Level(10, Enemy, 1) [8,20] [8,20] [0x20] AttackInRange
UNIT 0x61 0x18 0x01 Level(10, Enemy, 1) [11,18] [11,18] [0x2D]
AttackInRange
UNIT 0x61 0x18 0x01 Level(10, Enemy, 1) [11,21] [11,21] [0x2D]
AttackInRange
UNIT 0x61 0x38 0x01 Level(10, Enemy, 1) [9,13] [9,13] [0x16] AttackInRange
UNIT 0x61 0x20 0x01 Level(10, Enemy, 1) [10,14] [10,14] [0x38]
AttackInRange
UNIT 0x61 0x0E 0x01 Level(10, Enemy, 1) [9,15] [9,15] [0x03] AttackInRange
UNIT 0x61 0x0E 0x01 Level(10, Enemy, 1) [4,8] [4,8] [0x03] AttackInRange
UNIT 0x61 0x0E 0x01 Level(10, Enemy, 1) [4,10] [4,10] [0x03] AttackInRange
UNIT 0x61 0x18 0x01 Level(10, Enemy, 1) [3,15] [3,15] [0x33] AttackInRange
UNIT 0x61 0x17 0x01 Level(10, Enemy, 1) [10,9] [10,9] [0x20] AttackInRange
UNIT 0x61 0x12 0x01 Level(10, Enemy, 1) [4,3] [4,3] [0x20] AttackInRange
UNIT 0x61 0x12 0x01 Level(10, Enemy, 1) [4,5] [4,5] [0x20] AttackInRange
UNIT 0x61 0x0E 0x01 Level(10, Enemy, 1) [6,2] [6,2] [0x03] AttackInRange
UNIT 0x61 0x14 0x01 Level(10, Enemy, 1) [8,4] [8,4] [0x16] Guard
UNIT 0x61 0x2E 0xC5 Level(10, Enemy, 1) [14,4] [14,4] [0x2D] AttackInRange
UNIT 0x61 0x2E 0xC5 Level(10, Enemy, 1) [13,5] [13,5] [0x2D] AttackInRange
UNIT
Turn_events:
TurnEventPlayer(0x0,EventAfterExitingPrepScreen,1)
TurnEventPlayer(0x0,rein_c10_1,3)
TurnEventPlayer(0x0,rein_c10_2,10)
TurnEventPlayer(0x0,rein_c10_1,7)
TurnEventPlayer(0x0,rein_c10_2,14)
End_MAIN
Character_events:
CharacterEvent(0x5,Opening_event,0x01,0x21)
End_MAIN
Location_events:
Seize(0x0,Ending_event,12,3)
Door(5,14)
Chest(0x67,1,20)
Chest(0x66,2,14)
ChestMoney(5000,3,14)
CHES 0x0 0x0E [1,9] 0x14
End_MAIN
Misc_events:
CauseGameOverIfLordDies
AREA 0x1 first_to_second [13,20] [13,20] //first stairs
AREA 0x2 second_to_first [13,14] [13,14] //second stairs
AREA 0x3 second_to_third [13,9] [13,9] //and so on
AREA 0x4 third_to_second [2,4] [2,4]
End_MAIN
TrapData:
End_MAIN
Opening_event:
OOBB
ASMC 0x7A8B9
CALL EventAfterExitingPrepScreen
ENDB
Ending_event:
MoveToChapter(0x0C)
ENDA
// Events
first_to_second:
MOVE [13,20] [13,14]
ENUN
ENDA
second_to_third:
MOVE [13,9] [2,4]
ENUN
ENDA
second_to_first:
MOVE [13,14] [13,20]
ENUN
ENDA
third_to_second:
MOVE [2,4] [13,9]
ENUN
ENDA
EventAfterExitingPrepScreen:
LOU1 Good
ENUN
LOU1 Bad
ENUN
OOBB
ENDA
rein_c10_1:
LOU1 reinf_c10_1
ENUN
ENDA
rein_c10_2:
LOU1 reinf_c10_2
ENUN
ENDA
treasure:
LOU1 treasure_guard
ENUN
ENDA
ingrid:
TurnAlly(0x21)
ENDA
// Manual Movement
// Scripted Fights
// Units
reinf_c10_1:
UNIT 0x61 0x28 0x01 Level(10, Enemy, 1) [15,18] [15,18] [0x03]
AttackInRange
UNIT 0x61 0x29 0x01 Level(10, Enemy, 1) [15,19] [15,19] [0x16]
AttackInRange
UNIT
reinf_c10_2:
UNIT 0x61 0x29 0x01 Level(10, Enemy, 1) [2,0] [2,0] [0x16] AttackInRange
UNIT 0x61 0x28 0x01 Level(10, Enemy, 1) [3,0] [3,0] [0x03] AttackInRange
UNIT
treasure_guard:
UNIT 0x61 0x0E 0x01 Level(10, Enemy, 1) [1,8] [1,8] [0x03] AttackInRange
UNIT 0x61 0x0E 0x01 Level(10, Enemy, 1) [1,10] [1,10] [0x03] AttackInRange
UNIT
// Shop Data
MESSAGE Events end at offset currentOffset