Hello again. Hope nobody minds me spamming this forum like so. I've moved on to writing my first events. I have gotten the script to assemble without dying at the ends of errors, but that doesn't mean it's actually error free. Several bizarre things are happening with my event.
First, after loading, my characters move to their starting coordinates before moving to the first set of coordinates I tell them to go to.
Second, the enemies always move first.
Third, if an enemy moves, they freeze before they wait, so the game gets stuck (the other characters are still moving on the map, so it is really just that enemy not being able to wait).
Fourth, when I set the enemies to guard (so I don't get stuck at the not-waiting phase), I discover that there is no player phase at all, despite my units being loaded and in their starting positions.
Oh, and if I hadn't set it to fade to map, I'd get that forever black screen. I can't figure out how to dispel that, despite all the commands I've tried.
Heeeeelp! I can't figure out why any of these would be happening. For your reference, here's my script:
//Test script. #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0x00D80000 Pointers: POIN Turn_events POIN Location_events POIN Misc_events POIN BadNM BadHM POIN Good POIN Opening_event Ending_event Turn_events: TURN 0x00 Opening_event [01,00] 0x00 0x00 END_MAIN Location_events: House(0x07,House1,9,2) END_MAIN Misc_events: CauseGameOverIfLordDies DefeatAll(Ending_event) AREA 0x08 Item1 [0,0][0,0] AREA 0x09 Item2 [14,9][14,9] ENDA Opening_event: MUS1 0x0001 SHOWMAP LOU1 Good ENUN STAL 0x10 MOVE 0x03 [09,03] MOVE 0x17 [08,04] STAL 0x70 CURF [09,03] STAL 0x20 TEX1 0x813 REMA STAL 0x20 MOVE 0x03 [09,01] STAL 0x10 DISA 0x03 STAL 0x0B MOVE 0x17 [09,01] STAL 0x10 DISA 0x17 STAL 0x30 FADI 0x010 BACG 0x01 FADU 0x10 TEX1 0x814 REMA REPA 0x03 MOVE 0x03 [13,7] REPA 0x017 MOVE 0x17 [11,8] STAL 0x10 TEX1 0x815 REMA LOU1 BadNM ENUN ENDA Ending_event: MNCH 0x01 ENDA House1: FADI 0x10 BACG 0x01 FADU 0x10 TEX1 0x816 REMA ENDA Item1: TEX1 0x817 REMA ITGV 0x22 ENDA Item2: Tex1 0x818 REMA ITGV 0x27 ENDA Good: UNIT 0x3 0x12 0x0 0x9 [2,9] [13,7] [0x1F,0x6B,0x6B,0x0] [0x0,0x0,0x0,0x0] UNIT 0x17 0x39 0x0 0x8 [4,9] [11,8] [0x1F,0x0,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT BadNM: UNIT 0x87 0x39 0x0 0x14 [9,1] [9,1] [0x1F,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x88 0x39 0x87 0xC [2,6] [2,6] [0x1F,0x0,0x0,0x0] /*[0x0,0x0,0x9,0x0]*/[0x3,0x3,0x9,0x20] UNIT 0x8A 0x39 0x87 0xC [2,2] [3,4] [0x1F,0x0,0x0,0x0] /*[0x0,0x0,0x9,0x0]*/[0x3,0x3,0x9,0x20] UNIT BadHM: UNIT 0x87 0x39 0x0 0x1D [9,1] [9,1] [0x20,0x0,0x0,0x0] [0x3,0x3,0x9,0x20] UNIT 0x88 0x39 0x87 0x14 [2,6] [2,6] [0x1F,0x28,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8A 0x39 0x87 0x15 [2,2] [3,4] [0x1F,0x6B,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT