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lushen124

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    Radiant Dawn

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  1. I didn't think they needed to be, but I can look into seeing why that would cause things to break. Ideally that shouldn't be a problem, but if it is, at least it should give feedback than just hanging. 😅 As of 0.9.1, he should promote properly after gaining a level at Lv. 20 (or presumably using a Master Seal past level 10). Ike, regardless of his class, should have a scripted promotion after Ch. 17.
  2. What did it set her personal bases as? Or rather, how did it translate her personal bases? I like this. It shouldn't be too difficult to do, because it's basically the same logic as bases translate.
  3. We can certainly revisit the logic for HM11. There isn't any special treatment for that chapter with the exception of Wire, who should be somewhat nerfed. IIRC, the Lord characters' base stats are actually entirely focused onto the class and none on the characters themselves, which makes changing their class a significant nerf because they lose all of their bases. If most of your stats are 3, then that means you have some negative personal bases, because even a base Peg Knight in FE7 has higher stats than that: Did you randomize bases on top of the classes? Rebecca doesn't have negative personal bases, so I'm not sure where those came from. Regardless, we can revisit the lord bases logic and see if that can be improved. I don't think HM11 should be skipped, but it should be relatively easy to complete. As far as the adjust character growth rate to class, it sounds like it would be similar to the randomized recruitment option for matching growths to the replacement character, but matching it to the class shouldn't be too difficult. Were you thinking this as being part of randomizing classes or randomizing recruitment?
  4. Thanks! To respond to individual points: 6 skills - This might be something that we could experiment with in a setting, but I initially limited it to 1 skill because it happened to work out reasonably well because the most expensive non-occult skill costs 15 capacity, and the least capacity you have is as an unpromoted mounted unit with 15. I did find out that you can bust the cap without any penalty, except for the fact that those skills can not be restored afterwards. I think it's something that's more interesting on minions or bosses than on playable characters, but maybe as a silly setting, it'd be worth exploring. Occult skills - I'm trying to find a good way of including these somehow. Maybe a special setting for pre-promoted characters to have a chance of receiving an occult skill instead of a normal skill during skill randomization. This is also something else that's more interesting on a boss than on a playable character, IMO. I also heard that the skills actually won't break the battle animations, which is nice, though certain combinations (like Astra on a Bow Paladin) take a very long time to finish. Regal Sword/Ragnell - I actually modified this. I used a trick I learned from GBAFE and assigned these weapons to share the same lock as the Rolf Bow instead of the usual Hero-only lock. But since they're swords, obviously archers/snipers can't use them. I also allow Ranger and Lord to have the Rolf Bow lock, but since they don't use bows, this effectively locks Regal Sword/Ragnell to all Rangers/Lords and the Rolf Bow to all Archers/Snipers. SID_HERO also allows you to seize (and possibly other things), which I didn't want to give out to any character that happened to become a lord class.
  5. Ah, sorry. The changelog only lists items with display names. IID_WARP is the internal name for the Warp staff. It doesn't have an official name listed in the code, nor does it have any official help text set, but those could be added if Warp works properly (though I'd have to make up the description string).
  6. I think I assumed the Warp Staff was actually in the game and functional, but just wasn't accessible. It's possible it just doesn't work at all, in which case, I'll just remove it from the pool. As mentioned above, if you have the changelog, you can verify this. If you know the seed string, randomizing using the same string with the same settings should give you the same result. This is what I use to test things. When randomization finishes, you'll be given an option to save a changelog of the results. That will tell you all character, item, and chapter unit data. If we can verify the file system of the Japanese ISO, as well as the ID strings, then it shouldn't be too difficult. It would be a bit more difficult if the IDs were actually Shift-JIS strings though. Digging through the US version, there are still some pieces that are encoded in Shift-JIS (things like model mapping, none of which I currently touch) which make them a pain to deal with without another helper library.
  7. Thanks for these and thanks for filing them in the github. I commented there already, but I'll try to get them fixed in the next release when I tackle chapter scripting. This is actually the default. In fact, there's no option for what I deem to be major/endgame bosses for randomization for any of the games. In the case of FE9, Ashnard and the Black Knight both fall into this group and will not be randomized. The only change from a gameplay perspective is that I allowed all A and S rank weapons to bypass the blessed armor so that you have more options than Ragnell and the Laguz Royals. For completion, in FE4, Julius is considered endgame, FE6 Zephiel, Idunn, and I think Yahn are all considered endgame, FE7 Nergal and the Fire Dragon are considered endgame, and FE8 Lyon and Fomortiis are considered endgame. This is, sadly, not possible as far as I know. There are two primary data structures for FE4 units, and the one used for many early game bosses and most minions do not have space to specify holy blood or skills. It's the same reason why it's not possible to give ALL bosses skills or holy blood, and is instead limited to those that I call "Holy Bosses". The only minions that have non-class skills assigned to them, I believe, are in the endgame, I think one of the platoons have pursuit (Grau Ritter maybe?)
  8. Buffing bosses in general is a bit odd because I don't think they actually work with just modifying the character stats (at least not what I've seen, in Normal mode). The fact that Muarim is affected is what confuses me because I explicitly made an exception for PC bosses. As for the double bow, I'm an idiot. I locked Longbows and Rolf Bow, but I forgot about the Double Bow. 🤦‍♂️
  9. Which version of Dolphin are you using? I'm not sure if there's any version that does what you described, but there are many development builds that do not play properly when a game is started. I recommend using the stable 5.0 build of Dolphin (which is what I tested with).
  10. There's a 0.9.1 release that fixes this. Give that a try: https://github.com/lushen124/Universal-FE-Randomizer/releases/tag/0.9.1
  11. I'm assuming you're using the x86 version (i.e. 32-bit). I recommend you upgrade to a 64-bit JRE and use the 64-bit version, as the 32-bit version has limitations on memory usage, and loading an ISO takes up a lot of memory. Any CPU made since the early 2000s should support 64-bit, you just need a 64-bit JRE. You can find the latest JRE/JDK here: https://www.oracle.com/java/technologies/javase-downloads.html I know Java SE 11 works for sure. I haven't tested Java SE 13 yet, but it shouldn't have any issues either. Java 8 I think is the lowest version you can go that still supports Yune. Let me know if you need help on this.
  12. There is a bug with the current version when using full random. There's an unofficial build that fixes this issue, but I'm working on a proper 0.9.1 patch release coming soon. If you're on Windows, you can give it a shot. It also fixes a few other issues where the randomization might freeze. The second to last comment here has a link: https://github.com/lushen124/Universal-FE-Randomizer/issues/199
  13. Oh... That's odd. I'm fairly certain I still had logic to make sure flying units stayed flying. Maybe I forgot to add crows to the list? EDIT: Oh, I see now. Apparently those crows in the chapter are classified as Feral Crows, which I forgot to add to the list (alongside Feral Hawk). All it means is that they don't transform back. I think the only chapter that features proper laguz enemies is the desert chapter.
  14. I see. I was thinking the Laguz royals would be able to carry you, but maybe it's just easier to remove the skill that disables damage from non-Ragnell non-Laguz sources.
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