Nope, now he's using the "hit enough times" script automatically.
Also, updated version.
https://www.mediafire.com/?bwd47v9k84tl6t8
On my end, priority 1 for now is solving the Umaro magic problem.
That aside, I'll be upfront - would anyone be willing to do the event editing for me? I don't need a lot done, it's a short list:
- Add Umaro to the characters the airship guy unequips
- Add some rocks to the Locke flashback with Rachel (for story reasons - Locke is a pegasus so why would Rachel be worried about a bridge collapse?)
- Add a bit to Shadow's ending sequence where he flies away (again, pegasus)
My concern with event editing is that it's all compressed in linear in the Hex. I know I have to use coding to make the event jump to a blank spot where I can do my event, then it jumps back, but I don't know how to do that. I'd use Zonedoctor to teach myself how to do what I want, but I don't know how to do the jumps.
Okay, trying event editing on my own. I've successfully relocated the Sombra's Letter event to another spot in the data and made it into a battle initiation, so yay for that settled. There's some more stuff to do with that but that can come later.
For now, I'm trying to do Locke's flashback. I specifically relocated the part where Rachel falls, as that's the part I'll be changing. This is specifically what's been moved.
Quote:CC/6B11: 58 Shake screen ($F3):
(Intensity: 3))
(Permanance and ???: 0))
(Layer 1 affected)
(Layer 2 affected)
(Layer 3 affected)
(Sprite layer affected)
CC/6B13: 73 Replace current map's Layer 1 at (37, 53) with the following (4 x 3) chunk, refresh immediately
CC/6B18: $01, $50, $01, $0B
CC/6B1C: $60, $0B, $4D, $0B
CC/6B20: $2A, $0B, $01, $3A
CC/6B24: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/6B26: C7 Set vehicle/entity to stay still when moving
CC/6B27: CE Turn vehicle/entity down
CC/6B28: C4 Set vehicle/entity's event speed to faster
CC/6B29: 9E Move vehicle/entity down 8 tiles
CC/6B2A: FF End queue
CC/6B2B: 94 Pause for 60 units
CC/6B2C: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/6B2E: C6 Set vehicle/entity to walk when moving
CC/6B2F: C3 Set vehicle/entity's event speed to fast
CC/6B30: A2 Move vehicle/entity left/down 1x1 tiles
CC/6B31: 83 Move vehicle/entity left 1 tile
CC/6B32: 09 Do vehicle/entity graphical action $09 (kneeling)
CC/6B33: FF End queue
And this is how I've done it (for now the relocated stuff is identical to the original event; one thing at a time, I figure).
The original event location with the jump to the relocated data.
The relocated data.
The event with Rachel falling goes normally, but Locke doesn't continue the event after running to the edge - I think the jump isn't jumping back to the original data. And I'm not sure why. I've troubleshot various things (including a jump back to the original event location in various ways), but this is the best result I can get.