Offset(x00004000) //Var x0070 will be used to track what part of the event to run Switch(x70) Case(x0001) //PART 2 JumpForward(x02) Break() Case(x0002) //PART 3 JumpForward(x03) Break() Case(x0003) //PART 4 JumpForward(x04) Break() Case(x0004) //PART 5 JumpForward(x05) Break() Case(x0005) //PART 6 JumpForward(x06) Break() Case(x0006) //PART 7 JumpForward(x07) Break() Case(x0007) //PART 8 (FINAL) JumpForward(x08) Break() Default() //First part no jump, run part 1 below Break() EndSwitch() //PART 1 Erase(x02,x00) Erase(x78,x00) Erase(x79,x00) Erase(x7A,x00) Erase(x7B,x00) WarpUnit(x80,x00,005,007,x00,x00) LoadEVTCHR(x01,x36,x00) WaitForInstruction(x34,x00) SaveEVTCHR(x01) UnitAnim(x80,x00,x0259,x00) LoadEVTCHR(x00,x61,x00) WaitForInstruction(x34,x00) SaveEVTCHR(x00) BGSound(x0D,+127,+127,x00,060) Camera(+00496,-00192,+00180,+00302,+02560,+00000,+04096,+00001) Reveal(080) Wait(00120) WarpUnit(x02,x00,005,000,x00,x02) ColorUnit(x02,x00,x01,-006,-004,-002,000) SpriteMove(x02,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x02,x00) ColorUnit(x02,x00,x08,+000,+000,+000,004) SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00032) WaitSpriteMove(x02,x00) UnitAnim(x02,x00,x0002,x00) Wait(00040) DisplayMessage(x10,x11,x0001,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) Camera(+00596,-00192,+00480,+00302,+02560,+00000,+04096,+00100) Wait(00012) WalkTo(x02,x00,005,002,x00,x00,+008,x01) WaitWalk(x02,x00) UnitAnim(x02,x00,x0002,x00) WarpUnit(x78,x00,005,000,x00,x02) ColorUnit(x78,x00,x01,-006,-004,-002,000) SpriteMove(x78,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x78,x00) ColorUnit(x78,x00,x08,+000,+000,+000,004) SpriteMove(x78,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x78,x00) BlockStart() WalkTo(x78,x00,005,001,x00,x00,+008,x01) WaitWalk(x78,x00) UnitAnim(x78,x00,x0002,x00) BlockEnd() Wait(00018) WarpUnit(x79,x00,005,000,x00,x02) ColorUnit(x79,x00,x01,-006,-004,-002,000) SpriteMove(x79,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x79,x00) ColorUnit(x79,x00,x08,+000,+000,+000,004) SpriteMove(x79,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x79,x00) UnitAnim(x79,x00,x0002,x00) BlockStart() Wait(00010) WarpUnit(x7A,x00,004,000,x00,x02) ColorUnit(x7A,x00,x01,-006,-004,-002,000) SpriteMove(x7A,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x7A,x00) ColorUnit(x7A,x00,x08,+000,+000,+000,004) SpriteMove(x7A,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x7A,x00) WalkTo(x7A,x00,004,001,x00,x00,+008,x01) WaitWalk(x7A,x00) UnitAnim(x7A,x00,x0002,x00) BlockEnd() BlockStart() Jump(x02,x00,002,x03) WaitWalk(x02,x00) WalkTo(x02,x00,007,007,x00,x00,+008,x01) WaitWalk(x02,x00) UnitAnim(x02,x00,x0002,x00) BlockEnd() WarpUnit(x7B,x00,003,000,x00,x02) ColorUnit(x7B,x00,x01,-006,-004,-002,000) SpriteMove(x7B,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x7B,x00) ColorUnit(x7B,x00,x08,+000,+000,+000,004) SpriteMove(x7B,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x7B,x00) WalkTo(x7B,x00,003,002,x00,x00,+008,x01) WaitWalk(x7B,x00) UnitAnim(x7B,x00,x0002,x00) WaitForInstruction(x04,x00) Camera(+00596,-00192,+00680,+00302,+02560,+00000,+04096,+00100) BlockStart() Wait(00018) Jump(x7B,x00,002,x03) WalkTo(x7B,x00,001,008,x00,x00,+008,x01) WaitWalk(x7B,x00) UnitAnim(x7B,x00,x0002,x00) RotateUnit(x7B,x00,x0C,x00,x00,x00) BlockEnd() BlockStart() WalkTo(x79,x00,008,002,x00,x00,+006,x01) WaitWalk(x79,x00) UnitAnim(x79,x00,x0002,x00) RotateUnit(x79,x00,x08,x00,x00,x00) BlockEnd() BlockStart() Wait(00080) WalkTo(x78,x00,005,002,x00,x00,+004,x01) WaitWalk(x78,x00) UnitAnim(x78,x00,x0002,x00) RotateUnit(x78,x00,x08,x00,x00,x00) BlockEnd() BlockStart() Wait(00055) WalkTo(x7A,x00,006,010,x00,x00,+008,x01) WaitWalk(x7A,x00) UnitAnim(x7A,x00,x0002,x00) RotateUnit(x7A,x00,x00,x00,x00,x00) BlockEnd() WaitForInstruction(x04,x00) WaitWalk(x02,x00) Wait(00012) SpriteMove(x02,x00,-00004,+00000,+00000,x00,x01,+00018) WaitSpriteMove(x02,x00) DisplayMessage(x10,x12,x0002,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) AddUnit(x81,x00,x01) WaitAddUnitEnd() Camera(+00746,-00352,+00740,+00302,+02560,+00000,+04096,+00060) WaitForInstruction(x04,x00) EditBGSound(x0D,+000,+000,x01,x00) WaitWalk(x78,x00) WaitWalk(x79,x00) WaitWalk(x7A,x00) WaitWalk(x7B,x00) BlockStart() Wait(00012) UnitAnim(x78,x00,x0021,x00) Wait(00008) UnitAnim(x78,x00,x0016,x00) Wait(00008) UnitAnim(x02,x00,x0202,x00) SpriteMove(x02,x00,+00003,+00000,+00000,x00,x01,+00010) WaitSpriteMove(x02,x00) UnitAnim(x79,x00,x0021,x00) UnitAnim(x02,x00,x0203,x00) Wait(00007) UnitAnim(x7A,x00,x0021,x00) Wait(00007) UnitAnim(x7B,x00,x0021,x00) UnitAnim(x02,x00,x0204,x00) BlockEnd() Effect(x021B,x80,005,007,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) DisplayMessage(x10,x11,x0003,x80,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) DisplayMessage(x10,x12,x0004,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) SETVAR(x0000,x0018) If() //If they do not accept the challenge, return them to the world map (at Mandalia) PostEvent(x80,x0000) //Set current world map location to Mandalia Plains, since Thieves Fort is set to always trigger //This event in chapters 2/3, and we don't want the player stuck in an infinite loop SET(x0031,x0018) JumpForward(x01) EndIf() UnitAnim(x02,x00,x0203,x00) DisplayMessage(x10,x12,x0005,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) BlockStart() Wait(00012) SpriteMove(x02,x00,+00006,+00000,+00000,x00,x01,+00010) BlockEnd() //For Effect WarpUnit(x81,x00,007,007,x00,x02) DisplayMessage(x10,x11,x0006,x80,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x00DC,x81,005,007,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(022,x00) SET(x007F,x00A0) //Using Jumps instead of CallSub because it is not working as of this version of JuraviS (NOTE: I believe CallSub works now) BackTarget(xF0) //Battle Stats x0001 has to be the same as what it was at the start of the event, //otherwise when units are hit before they get their turn they will not react //(But still take damage). This is just a graphical glitch, but an important one to take care of to make things looks good //It gets set to FF on ChangeMap, so it must be assigned SET(x0070,x0010) UnitAddress(x02,x71) SaveAddress(x70,x0001,x71,001) SET(x0070,x0011) UnitAddress(x78,x71) SaveAddress(x70,x0001,x71,001) SET(x0070,x0012) UnitAddress(x79,x71) SaveAddress(x70,x0001,x71,001) SET(x0070,x0013) UnitAddress(x7A,x71) SaveAddress(x70,x0001,x71,001) SET(x0070,x0014) UnitAddress(x7B,x71) SaveAddress(x70,x0001,x71,001) //Resetting positions as well before adding so nobody gets AddUnit'd off the map WarpUnit(x02,x00,000,000,x00,x00) WarpUnit(x78,x00,000,001,x00,x00) WarpUnit(x79,x00,000,002,x00,x00) WarpUnit(x7A,x00,000,003,x00,x00) WarpUnit(x7B,x00,000,004,x00,x00) AddUnit(x02,x00,x00) WaitAddUnit() AddUnit(x78,x00,x00) WaitAddUnit() AddUnit(x79,x00,x00) WaitAddUnit() AddUnit(x7A,x00,x00) WaitAddUnit() AddUnit(x7B,x00,x00) WaitAddUnit() //Jump ahead back to the correct PART AlterParameter(x00,x7F) JumpForward(x00) ForwardTarget(xA0) Music(x01,+127,060) //Player Party WarpUnit(x02,x00,005,003,x00,x02) WarpUnit(x78,x00,000,001,x00,x02) WarpUnit(x79,x00,002,001,x00,x02) WarpUnit(x7A,x00,007,001,x00,x02) WarpUnit(x7B,x00,009,002,x00,x02) //Robot RemoveUnit(x80,x00) //Enemies WarpUnit(x86,x00,000,006,x00,x00) WarpUnit(x87,x00,004,007,x00,x00) WarpUnit(x8C,x00,009,008,x00,x00) WarpUnit(x8D,x00,003,014,x00,x00) AddUnit(x86,x00,x00) WaitAddUnit() AddUnit(x87,x00,x00) WaitAddUnit() AddUnit(x8C,x00,x00) WaitAddUnit() AddUnit(x8D,x00,x00) WaitAddUnit() UnitAnim(x01,x01,x0002,x00) Camera(+00396,-00192,+01080,+00302,+00512,+00000,+04096,+00001) Reveal(080) Wait(00120) Camera(+00596,-00192,+00180,+00302,+00512,+00000,+04096,+00120) WaitForInstruction(x04,x00) Wait(00030) DisplayMessage(x10,x11,x0007,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) //Set Var x0070 to x0001 to make the next part of the event play when the player wins SET(x0070,x0001) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Jump to the end of the event to make the battle start JumpForward(x01) //PART 2 ForwardTarget(x02) FadeSound(x00,090) UnitAnim(x01,x01,x0002,x00) Focus(x02,x00,x02,x00,x00) FocusSpeed(+00030) Camera(+00000,+00000,+00000,+00302,+00000,+00000,+04096,+00000) WaitForInstruction(x04,x00) InflictStatus(x02,x00,x00,x0C,x00) Wait(00030) DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x001E,x02,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(103,x00) PlayTrack(x56) //Every time this JumpBack is called what its doing is going back to BackTarget(xF0), running that block of instructions, and coming back to the designated point where it was called //This was done to save space in the event, rather than writing the same instructions 7 times //This method could probably be used a ton more in this event to save even more space SET(x007F,x00A1) JumpBack(xF0) ForwardTarget(xA1) //Player Party WarpUnit(x02,x00,005,005,x00,x02) WarpUnit(x78,x00,005,005,x00,x02) WarpUnit(x79,x00,005,005,x00,x02) WarpUnit(x7A,x00,005,005,x00,x02) WarpUnit(x7B,x00,005,005,x00,x02) //Robot RemoveUnit(x80,x00) //Enemies WarpUnit(x83,x00,001,008,x00,x02) WarpUnit(x84,x00,005,009,x00,x02) WarpUnit(x8A,x00,000,005,x00,x03) WarpUnit(x88,x00,006,004,x00,x02) AddUnit(x83,x00,x00) WaitAddUnit() AddUnit(x84,x00,x00) WaitAddUnit() AddUnit(x8A,x00,x00) WaitAddUnit() AddUnit(x88,x00,x00) WaitAddUnit() Erase(x02,x00) Erase(x78,x00) Erase(x79,x00) Erase(x7A,x00) Erase(x7B,x00) UnitAnim(x02,x01,x0002,x00) SpriteMove(x83,x00,+00106,-00174,-00176,x00,x00,+00000) SpriteMove(x84,x00,+00004,-00168,-00176,x00,x00,+00000) Camera(+00392,-01452,+00440,-00290,+04688,+00000,+08192,+00001) WaitForInstruction(x04,x00) Reveal(030) CameraFusionStart() Camera(+00384,-00848,+00424,-00260,+04832,-00096,+07040,+00128) Camera(+00464,-00652,+00136,-00114,+05648,-00032,+03840,+00128) Camera(+00608,-00460,+00168,+00206,+06144,-00032,+04096,+00128) Camera(+00432,-00204,+00504,+00206,+06480,-00000,+04097,+00128) //Camera(+00432,-00106,+00376,+00206,+06544,+00000,+04097,+00128) CameraFusionEnd() WaitForInstruction(x04,x00) Wait(00020) UseFieldObject(x02,x00) Sound(x004C) UnitShadow(x02,x00,x01) ColorUnit(x02,x00,x01,-006,-004,-002,000) SpriteMove(x02,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x02,x00) ColorUnit(x02,x00,x08,+000,+000,+000,004) SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00032) WaitSpriteMove(x02,x00) UnitShadow(x02,x00,x00) UnitAnim(x02,x00,x0002,x00) Wait(00040) WalkTo(x02,x00,005,007,x00,x00,+008,x01) WaitWalk(x02,x00) UnitAnim(x02,x00,x0002,x00) RotateUnit(x02,x00,x00,x00,x00,x00) UnitShadow(x78,x00,x01) ColorUnit(x78,x00,x01,-006,-004,-002,000) SpriteMove(x78,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x78,x00) ColorUnit(x78,x00,x08,+000,+000,+000,004) SpriteMove(x78,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x78,x00) UnitShadow(x78,x00,x00) BlockStart() WalkTo(x78,x00,004,006,x00,x00,+008,x01) WaitWalk(x78,x00) UnitAnim(x78,x00,x0002,x00) BlockEnd() Wait(00018) UnitShadow(x79,x00,x01) ColorUnit(x79,x00,x01,-006,-004,-002,000) SpriteMove(x79,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x79,x00) ColorUnit(x79,x00,x08,+000,+000,+000,004) SpriteMove(x79,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x79,x00) UnitShadow(x79,x00,x00) UnitAnim(x79,x00,x0002,x00) WalkTo(x79,x00,006,005,x00,x00,+008,x01) WaitWalk(x79,x00) UnitAnim(x79,x00,x0002,x00) Wait(00010) UnitShadow(x7A,x00,x01) ColorUnit(x7A,x00,x01,-006,-004,-002,000) SpriteMove(x7A,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x7A,x00) ColorUnit(x7A,x00,x08,+000,+000,+000,004) SpriteMove(x7A,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x7A,x00) UnitShadow(x7A,x00,x00) WalkTo(x7A,x00,004,005,x00,x00,+008,x01) WaitWalk(x7A,x00) UnitAnim(x7A,x00,x0002,x00) UnitShadow(x7B,x00,x01) ColorUnit(x7B,x00,x01,-006,-004,-002,000) SpriteMove(x7B,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x7B,x00) ColorUnit(x7B,x00,x08,+000,+000,+000,004) SpriteMove(x7B,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x7B,x00) UnitShadow(x7B,x00,x00) UnitAnim(x7B,x00,x0002,x00) Camera(+00432,-00804,+00504,+00206,+06480,-00000,+04097,+00068) WaitForInstruction(x04,x00) UnitAnim(x83,x00,x0075,x00) Wait(00030) UnitAnim(x84,x00,x0075,x00) Wait(00030) RotateUnit(x83,x00,x0C,x00,x00,x00) RotateUnit(x84,x00,x00,x00,x00,x00) Camera(+00532,-00204,+00504,+00206,+06656,-00000,+04097,+00068) WaitForInstruction(x04,x00) SpriteMove(x83,x00,+00000,-00000,-00000,x00,x00,+00000) SpriteMove(x84,x00,+00000,-00000,-00000,x00,x00,+00000) UnitAnim(x83,x00,x0076,x00) Wait(00030) UnitAnim(x84,x00,x0076,x00) RotateUnit(x02,x00,x08,x00,x00,x00) WaitRotateUnit(x02,x00) Wait(00030) DisplayMessage(x10,x11,x0009,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) //Set Var x0070 to x0002 to make the next part of the event play when the player wins SET(x0070,x0002) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Jump to the end of the event to make the battle start JumpForward(x01) //PART 3 ForwardTarget(x03) FadeSound(x00,090) UnitAnim(x01,x01,x0002,x00) Focus(x02,x00,x02,x00,x00) FocusSpeed(+00030) Camera(+00000,+00000,+00000,+00302,+00000,+00000,+04096,+00000) WaitForInstruction(x04,x00) InflictStatus(x02,x00,x00,x0C,x00) Wait(00030) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x00C7,x02,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(056,x00) PlayTrack(x5F) SET(x007F,x00A2) JumpBack(xF0) ForwardTarget(xA2) //Player Party WarpUnit(x02,x00,002,005,x00,x03) WarpUnit(x78,x00,003,006,x00,x03) WarpUnit(x79,x00,003,004,x00,x03) WarpUnit(x7A,x00,004,007,x00,x03) WarpUnit(x7B,x00,004,003,x00,x03) //Robot RemoveUnit(x80,x00) //Enemies WarpUnit(x8E,x00,008,006,x00,x01) WarpUnit(x8F,x00,008,003,x00,x01) WarpUnit(x8B,x00,009,005,x00,x01) WarpUnit(x89,x00,009,004,x00,x01) AddUnit(x8E,x00,x00) WaitAddUnit() AddUnit(x8F,x00,x00) WaitAddUnit() AddUnit(x8B,x00,x00) WaitAddUnit() AddUnit(x89,x00,x00) WaitAddUnit() UnitAnim(x04,x01,x0002,x00) Camera(+00596,-01092,+00880,+00302,+00512,+00000,+04096,+00001) Reveal(080) Wait(00120) Camera(+00596,-00192,+00880,+00302,+00512,+00000,+04096,+00120) WaitForInstruction(x04,x00) //Set Var x0070 to x0003 to make the next part of the event play when the player wins SET(x0070,x0003) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Jump to the end of the event to make the battle start JumpForward(x01) //PART 4 ForwardTarget(x04) FadeSound(x00,090) UnitAnim(x01,x01,x0002,x00) Focus(x02,x00,x02,x00,x00) FocusSpeed(+00030) Camera(+00000,+00000,+00000,+00302,+00000,+00000,+04096,+00000) WaitForInstruction(x04,x00) InflictStatus(x02,x00,x00,x0C,x00) Wait(00030) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x0025,x02,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(034,x00) PlayTrack(x5C) SET(x007F,x00A3) JumpBack(xF0) ForwardTarget(xA3) //Player Party WarpUnit(x02,x00,008,003,x00,x01) WarpUnit(x78,x00,009,004,x00,x01) WarpUnit(x79,x00,009,002,x00,x01) WarpUnit(x7A,x00,010,004,x00,x01) WarpUnit(x7B,x00,010,002,x00,x01) //Robot RemoveUnit(x80,x00) //Enemies WarpUnit(x84,x00,007,008,x00,x00) WarpUnit(x8C,x00,008,008,x00,x00) WarpUnit(x8D,x00,003,006,x00,x00) WarpUnit(x8E,x00,001,003,x00,x03) AddUnit(x84,x00,x00) WaitAddUnit() AddUnit(x8C,x00,x00) WaitAddUnit() AddUnit(x8D,x00,x00) WaitAddUnit() AddUnit(x8E,x00,x00) WaitAddUnit() UnitAnim(x00,x00,x0002,x00) Camera(+00900,-00048,+00392,+00302,+00512,+00000,+04096,+00001) Reveal(080) Wait(00120) //Set Var x0070 to x0004 to make the next part of the event play when the player wins SET(x0070,x0004) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Jump to the end of the event to make the battle start JumpForward(x01) //PART 5 ForwardTarget(x05) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x005E,x02,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(032,x00) PlayTrack(x1F) SET(x007F,x00A4) JumpBack(xF0) ForwardTarget(xA4) //Player Party WarpUnit(x02,x00,000,003,x00,x02) WarpUnit(x78,x00,001,003,x00,x02) WarpUnit(x79,x00,002,003,x00,x02) WarpUnit(x7A,x00,003,003,x00,x02) WarpUnit(x7B,x00,004,003,x00,x02) //Robot RemoveUnit(x80,x00) //Enemies WarpUnit(x86,x00,007,011,x00,x00) WarpUnit(x87,x00,006,011,x00,x00) WarpUnit(x88,x00,005,012,x00,x00) WarpUnit(x89,x00,004,012,x00,x00) AddUnit(x86,x00,x00) WaitAddUnit() AddUnit(x87,x00,x00) WaitAddUnit() AddUnit(x88,x00,x00) WaitAddUnit() AddUnit(x89,x00,x00) WaitAddUnit() UnitAnim(x00,x00,x0002,x00) Camera(+00350,-00192,+00380,+00302,+00512,+00000,+04096,+00001) Reveal(080) Wait(00120) Camera(+00350,-00202,+01480,+00302,+00512,+00000,+04096,+00180) WaitForInstruction(x04,x00) //Set Var x0070 to x0005 to make the next part of the event play when the player wins SET(x0070,x0005) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Jump to the end of the event to make the battle start JumpForward(x01) //Part 6 ForwardTarget(x06) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x0068,x02,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(049,x00) PlayTrack(x09) SET(x007F,x00A5) JumpBack(xF0) ForwardTarget(xA5) //Player Party WarpUnit(x02,x00,002,000,x00,x02) WarpUnit(x78,x00,003,000,x00,x02) WarpUnit(x79,x00,004,000,x00,x02) WarpUnit(x7A,x00,005,000,x00,x02) WarpUnit(x7B,x00,006,000,x00,x02) //Robot RemoveUnit(x80,x00) //Enemies WarpUnit(x81,x00,001,009,x00,x00) WarpUnit(x82,x00,007,004,x00,x00) WarpUnit(x85,x00,004,006,x00,x00) AddUnit(x81,x00,x00) WaitAddUnit() AddUnit(x82,x00,x00) WaitAddUnit() AddUnit(x85,x00,x00) WaitAddUnit() UnitAnim(x00,x00,x0002,x00) Camera(+00396,-00352,+00580,+00302,+00512,+00000,+04096,+00001) Reveal(080) Wait(00120) Camera(+00396,-00052,+00580,+00302,+00512,+00000,+04096,+00120) WaitForInstruction(x04,x00) //Set Var x0070 to x0006 to make the next part of the event play when the player wins SET(x0070,x0006) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x08,090) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Jump to the end of the event to make the battle start JumpForward(x01) //PART 7 ForwardTarget(x07) BlockStart() Wait(00040) ColorUnit(x02,x00,x00,-127,-127,-127,001) Wait(00006) Erase(x02,x00) ColorUnit(x78,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x78,x00) ColorUnit(x79,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x79,x00) ColorUnit(x7A,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7A,x00) ColorUnit(x7B,x00,x00,-086,-084,-082,001) Wait(00006) Erase(x7B,x00) BlockEnd() Effect(x00B0,x02,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00060) ChangeMap(091,x00) FadeSound(x00,090) SET(x007F,x00A6) JumpBack(xF0) ForwardTarget(xA6) Erase(x02,x00) Erase(x78,x00) Erase(x79,x00) Erase(x7A,x00) Erase(x7B,x00) WarpUnit(x80,x00,005,007,x00,x00) LoadEVTCHR(x01,x36,x00) WaitForInstruction(x34,x00) SaveEVTCHR(x01) UnitAnim(x80,x00,x0259,x00) LoadEVTCHR(x00,x61,x00) WaitForInstruction(x34,x00) SaveEVTCHR(x00) BGSound(x0D,+127,+127,x00,060) Camera(+00496,-00192,+00180,+00302,+02560,+00000,+04096,+00001) Reveal(080) Wait(00120) WarpUnit(x02,x00,005,000,x00,x02) UnitAnim(x02,x00,x0003,x00) ColorUnit(x02,x00,x01,-006,-004,-002,000) SpriteMove(x02,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x02,x00) ColorUnit(x02,x00,x08,+000,+000,+000,004) SpriteMove(x02,x00,+00000,+00000,+00000,x00,x01,+00032) WaitSpriteMove(x02,x00) UnitAnim(x02,x00,x0002,x00) Wait(00040) DisplayMessage(x10,x11,x000A,x02,x00,x00,+00000,+00000,+00000,x02) WaitForInstruction(x01,x00) Camera(+00596,-00192,+00480,+00302,+02560,+00000,+04096,+00100) Wait(00012) WalkTo(x02,x00,005,002,x00,x00,+008,x01) WaitWalk(x02,x00) UnitAnim(x02,x00,x0002,x00) WarpUnit(x78,x00,005,000,x00,x02) UnitAnim(x78,x00,x0003,x00) ColorUnit(x78,x00,x01,-006,-004,-002,000) SpriteMove(x78,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x78,x00) ColorUnit(x78,x00,x08,+000,+000,+000,004) SpriteMove(x78,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x78,x00) BlockStart() WalkTo(x78,x00,005,001,x00,x00,+008,x01) WaitWalk(x78,x00) UnitAnim(x78,x00,x0002,x00) BlockEnd() Wait(00018) WarpUnit(x79,x00,005,000,x00,x02) UnitAnim(x79,x00,x0003,x00) ColorUnit(x79,x00,x01,-006,-004,-002,000) SpriteMove(x79,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x79,x00) ColorUnit(x79,x00,x08,+000,+000,+000,004) SpriteMove(x79,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x79,x00) UnitAnim(x79,x00,x0002,x00) BlockStart() Wait(00010) WarpUnit(x7A,x00,004,000,x00,x02) UnitAnim(x7A,x00,x0003,x00) ColorUnit(x7A,x00,x01,-006,-004,-002,000) SpriteMove(x7A,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x7A,x00) ColorUnit(x7A,x00,x08,+000,+000,+000,004) SpriteMove(x7A,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x7A,x00) WalkTo(x7A,x00,004,001,x00,x00,+008,x01) WaitWalk(x7A,x00) UnitAnim(x7A,x00,x0002,x00) BlockEnd() BlockStart() Jump(x02,x00,002,x03) WaitWalk(x02,x00) WalkTo(x02,x00,007,007,x00,x00,+008,x01) WaitWalk(x02,x00) UnitAnim(x02,x00,x0002,x00) BlockEnd() WarpUnit(x7B,x00,003,000,x00,x02) UnitAnim(x7B,x00,x0003,x00) ColorUnit(x7B,x00,x01,-006,-004,-002,000) SpriteMove(x7B,x00,+00000,+00000,-00024,x00,x01,+00000) Draw(x7B,x00) ColorUnit(x7B,x00,x08,+000,+000,+000,004) SpriteMove(x7B,x00,+00000,+00000,+00000,x00,x01,+00024) WaitSpriteMove(x7B,x00) WalkTo(x7B,x00,003,002,x00,x00,+008,x01) WaitWalk(x7B,x00) UnitAnim(x7B,x00,x0002,x00) WaitForInstruction(x04,x00) Camera(+00596,-00192,+00680,+00302,+02560,+00000,+04096,+00100) BlockStart() Wait(00018) Jump(x7B,x00,002,x03) WalkTo(x7B,x00,001,008,x00,x00,+008,x01) WaitWalk(x7B,x00) UnitAnim(x7B,x00,x0002,x00) RotateUnit(x7B,x00,x0C,x00,x00,x00) BlockEnd() BlockStart() WalkTo(x79,x00,008,002,x00,x00,+006,x01) WaitWalk(x79,x00) UnitAnim(x79,x00,x0002,x00) RotateUnit(x79,x00,x08,x00,x00,x00) BlockEnd() BlockStart() Wait(00080) WalkTo(x78,x00,005,002,x00,x00,+004,x01) WaitWalk(x78,x00) UnitAnim(x78,x00,x0002,x00) RotateUnit(x78,x00,x08,x00,x00,x00) BlockEnd() BlockStart() Wait(00055) WalkTo(x7A,x00,006,010,x00,x00,+008,x01) WaitWalk(x7A,x00) UnitAnim(x7A,x00,x0002,x00) RotateUnit(x7A,x00,x00,x00,x00,x00) BlockEnd() WaitForInstruction(x04,x00) WaitWalk(x02,x00) Wait(00012) SpriteMove(x02,x00,-00004,+00000,+00000,x00,x01,+00018) WaitSpriteMove(x02,x00) Camera(+00746,-00352,+00740,+00302,+02560,+00000,+04096,+00060) WaitForInstruction(x04,x00) EditBGSound(x0D,+000,+000,x01,x00) WaitWalk(x78,x00) WaitWalk(x79,x00) WaitWalk(x7A,x00) WaitWalk(x7B,x00) BlockStart() Wait(00012) UnitAnim(x78,x00,x0021,x00) Wait(00008) UnitAnim(x78,x00,x0016,x00) Wait(00008) UnitAnim(x02,x00,x0202,x00) SpriteMove(x02,x00,+00003,+00000,+00000,x00,x01,+00010) WaitSpriteMove(x02,x00) UnitAnim(x79,x00,x0021,x00) UnitAnim(x02,x00,x0203,x00) Wait(00007) UnitAnim(x7A,x00,x0021,x00) Wait(00007) UnitAnim(x7B,x00,x0021,x00) UnitAnim(x02,x00,x0204,x00) BlockEnd() Effect(x021B,x80,005,007,x00) EffectStart() EventSpeed(x02) EffectEnd() //Worker 7 Activation Anim's BlockStart() UnitAnim(x80,x00,x025A,x00) Wait(00008) UnitAnim(x80,x00,x025B,x00) Wait(00020) UnitAnim(x80,x00,x025C,x00) Wait(00004) UnitAnim(x80,x00,x025D,x00) Wait(00004) UnitAnim(x80,x00,x025E,x00) Wait(00006) UnitAnim(x80,x00,x025F,x00) Wait(00002) UnitAnim(x80,x00,x0260,x00) Wait(00002) UnitAnim(x80,x00,x0261,x00) Wait(00006) UnitAnim(x80,x00,x0262,x00) Wait(00010) UnitAnim(x80,x00,x0263,x00) Wait(00002) UnitAnim(x80,x00,x0264,x00) Wait(00002) UnitAnim(x80,x00,x0265,x00) Wait(00006) UnitAnim(x80,x00,x0266,x00) Wait(00010) UnitAnim(x80,x00,x0267,x00) Wait(00002) UnitAnim(x80,x00,x0268,x00) Wait(00004) UnitAnim(x80,x00,x0269,x00) Wait(00004) UnitAnim(x80,x00,x026A,x00) Wait(00004) UnitAnim(x80,x00,x026B,x00) Wait(00014) UnitAnim(x80,x00,x026C,x00) Wait(00004) UnitAnim(x80,x00,x026D,x00) Wait(00004) UnitAnim(x80,x00,x026E,x00) Wait(00030) UnitAnim(x80,x00,x026D,x00) Wait(00001) UnitAnim(x80,x00,x026E,x00) Wait(00008) UnitAnim(x80,x00,x026D,x00) Wait(00001) UnitAnim(x80,x00,x026E,x00) Wait(00006) UnitAnim(x80,x00,x026D,x00) Wait(00002) UnitAnim(x80,x00,x026E,x00) Wait(00005) UnitAnim(x80,x00,x026D,x00) Wait(00003) UnitAnim(x80,x00,x026E,x00) Wait(00004) UnitAnim(x80,x00,x026D,x00) Wait(00004) UnitAnim(x80,x00,x026E,x00) Wait(00004) UnitAnim(x80,x00,x026D,x00) Wait(00004) UnitAnim(x80,x00,x026E,x00) Wait(00002) UnitAnim(x80,x00,x026D,x00) Wait(00006) UnitAnim(x80,x00,x026E,x00) Wait(00002) UnitAnim(x80,x00,x026D,x00) Wait(00006) UnitAnim(x80,x00,x026E,x00) Wait(00001) UnitAnim(x80,x00,x026D,x00) Wait(00008) UnitAnim(x80,x00,x026E,x00) Wait(00001) UnitAnim(x80,x00,x026D,x00) Wait(00009) UnitAnim(x80,x00,x026E,x00) Wait(00001) UnitAnim(x80,x00,x026D,x00) Wait(00010) UnitAnim(x80,x00,x026E,x00) Wait(00010) BlockEnd() WaitForInstruction(x41,x00) EventSpeed(x01) Wait(00096) DisplayMessage(x10,x12,x000B,x80,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) Camera(+00746,-00382,+00740,+00302,+02560,+00000,+08192,+00030) WaitForInstruction(x04,x00) DisplayMessage(x10,x12,x000C,x80,x00,x00,+00000,+00100,+00000,x01) WaitForInstruction(x01,x00) PlayTrack(x06) //Set Var x0070 to x0006 to make the next part of the event play when the player wins SET(x0070,x0007) EventSpeed(x02) DarkScreen(x00,x03,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x2A,090) Wait(00040) ColorUnit(x80,x00,x04,+012,+020,+031,000) Wait(00012) ColorUnit(x80,x00,x08,+000,+000,+000,004) Wait(00033) WaitForInstruction(x38,x00) DisplayConditions(x00,090) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) Jump(x80,x00,001,x02) Camera(+00746,-00352,+00740,+00302,+02560,+00000,+04096,+00060) WaitForInstruction(x04,x00) //Jump to the end of the event to make the battle start JumpForward(x01) //PART 8 ForwardTarget(x08) FadeSound(x00,090) UnitAnim(x01,x01,x0002,x00) Wait(00012) FaceUnit(x80,x00,x01,x01,x00,x00,x00) WaitRotateAll() CameraSpeedCurve(xAA) Focus(x80,x00,x80,x00,x00) Camera(+01253,+04352,+00000,+00302,+00512,+00000,+04096,+00032) WaitForInstruction(x04,x00) Wait(00016) InflictStatus(x80,x00,x00,x0C,x00) Wait(00010) DisplayMessage(x10,x11,x000D,x80,x00,x00,+00000,+00000,+00000,x01) WaitForInstruction(x01,x00) BgSound(x0B,+000,+126,x01,240) Wait(00030) //Vanilla likes to ramp up the Earthquakes steadily, so I do that here as well EarthquakeStart(001,002,000,001) Wait(00020) EarthquakeEnd() EarthquakeStart(002,002,000,001) Wait(00020) EarthquakeEnd() EarthquakeStart(003,002,000,001) Wait(00080) EditBGSound(x0B,+126,+000,x01,xF0) Effect(x0115,x80,000,000,x00) EffectStart() EventSpeed(x02) EffectEnd() Wait(00060) Erase(x80,x00) WaitForInstruction(x41,x00) EarthquakeEnd() Wait(00045) DarkScreen(x00,x01,012,064,x00,004) WaitForInstruction(x36,x00) DisplayConditions(x02,060) WaitForInstruction(x38,x00) DisplayConditions(x03,060) WaitForInstruction(x38,x00) DisplayConditions(x04,060) WaitForInstruction(x38,x00) DisplayConditions(x05,060) WaitForInstruction(x38,x00) DisplayConditions(x06,060) WaitForInstruction(x38,x00) DisplayConditions(x07,060) WaitForInstruction(x38,x00) RemoveDarkScreen() WaitForInstruction(x36,x00) EventSpeed(x01) //Set current world map location to Mandalia Plains, since Thieves Fort is set to always trigger //This event in chapters 2/3, and we don't want the player stuck in an infinite loop SET(x0031,x0018) //Now we want the battle series to end, so send the player back to the world map PostEvent(x80,x0000) ColorScreen(x02,000,000,000,255,255,255,+00120) WaitForInstruction(x0C,x00) //END ForwardTarget(x01) EventEnd() //INSTRUCTION SECTION END - TEXT START //Message x01 {font:08}{Ramza}{br} {font:00}What is that?{end} //Message x02 {font:08}{Ramza}{br} {font:00}Some kind of metal orb.{end} //Message x03 {font:08}Robotic Voice{br} {font:00}WOULD YOU ATTEMPT THE{br} CHALLENGE OF THE MAP MAKER?{end} //Message x04 {font:08}{Ramza}{br} {font:00}{FB}1. Accept the challenge!{br} 2. Refuse the challenge.{FC}{close} //Message x05 {font:08}{Ramza}{br} {font:00}I... Accept..?{end} //Message x06 {font:08}Robotic Voice{br} {font:00}CHALLENGE HAS BEEN ACCEPTED.{br} LET THE GAMES BEGIN!{br} DEFEAT ALL{br} ENEMIES TO EARN{br} YOUR PRIZE!{end} //Message x07 {font:08}{Ramza}{br} {font:00}I guess we signed up for this.{br} Eeeaaaarrrrggghhh!{end} //Message x08 {font:08}{Ramza}{br} {font:00}Is that all?{end} //Message x09 {font:08}{Ramza}{br} {font:00}No. The challenge continues.{end} //Message x0A {font:08}{Ramza}{br} {font:00}We're back where we started.{end} //Message x0B {font:08}Robotic Voice{br} {font:00}AND NOW, THE FINAL BATTLE.{end} //Message x0C {font:08}Robotic Voice{br} {font:00}DEFEAT ME{br} TO CLAIM THE PRIZE!{end} //Message x0D {font:08}Robotic Voice{br} {font:00}CONGRATULATIONS!{br} {br} ...{br} And thanks for playing{br} the map pack! ;){end}