Turn Based Events
TURN flagID pointer [startTurn, endTurn] phaseTurnEventPlayer(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)TurnBasedEvents:
TurnEventPlayer(0x7,EnemyReinforcementSpawn,5)
END_MAIN
EnemyReinforcementSpawn:
LOAD1 1 EnemyReinforcementGroup // some unit group
ENUN
NoFade
ENDALast updated