Turn Based Events
TurnBasedEvents are, as you'd guess, events that occur based on specified turns. They look like this:
TURN flagID pointer [startTurn, endTurn] phase
phase indicates what phase the event takes place on (0 for Player Phase, 8 for Enemy Phase, and 4 for NPC Phase), and if the event only takes place on one turn, endTurn should be set to 0. Generally, you'll want to use the following macros instead.
TurnEventPlayer(eventID,pointer,turn)
TurnEventPlayer(eventID,pointer,startTurn,amountOfTurns)
TurnEventEnemy(eventID,pointer,turn)
TurnEventEnemy(eventID,pointer,startTurn,amountOfTurns)
TurnEventNPC(eventID,pointer,turn)
TurnEventNPC(eventID,pointer,startTurn,amountOfTurns)
Survive(pointer,endturn)
OpeningTurnEvent(pointer)
One common use for turn events is spawning reinforcments, so here's an example of that. Refer to the Unit Blocks section if this looks unfamiliar.
TurnBasedEvents:
TurnEventPlayer(0x7,EnemyReinforcementSpawn,5)
END_MAIN
EnemyReinforcementSpawn:
LOAD1 1 EnemyReinforcementGroup // some unit group
ENUN
NoFade
ENDA
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