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Found 3 results

  1. HEYO AGAIN! So basically this is the topic where I will post forum games, in which a character must find the exit, or unlock the exit, to escape from a room, or rooms. You guys are supposed to give the commands on what the character must do to escape, by writing /action. For example: " You are stuck in a room. In front of you is a door, and by your side is a table. /check table You find the key, and you take it. /Use key on door You unlocked the door. YOU HAVE ESCAPED!" simple right? I can reply to mulitiple actions, assuming they're not too many. After this game, if anyone else wants to host another Escape game in this topic, be my guest. Ok let's begin this. ...You seem to have woken up. On a bed. A really comfy bed. But, this is not your bed. Your bed was different. Nevertheless, you get out of the bed, and notice your surroundings. You're apparently in a small room. Are you stuck inside...? What will you do next?
  2. I'm trying to make an escape chapter where if any unit stands on a tile the map ends and I was wondering how to do that. There don't seem to be any recorces anywhere on how to do this. Thanks.
  3. How to make enemy units and NPC units leave the battlefield: 1. Define escape tiles Escape tile format: 4 bytes: [x, y, exit, 00] x = x coordinate of escape tile. y = y coordinate of escape tile. The top-left corner of the map is (0,0). exit = Determines what animation is used when the unit steps on the escape tile. 00 = Move left then disappear. 01 = Move right then disappear. 02 = Move down then disappear. 03 = Move up then disappear. 05 = Disappear without moving. The game uses 00-03 for escape tiles located on the edges of the map. 05 is used on escape tiles located on stairs. Create a sequence of escape tiles and then terminate it with FF 00 00 00. Example - Chapter 7x escape points (01, 01, stairs) and (03, 01, stairs): 01 01 05 00 03 01 05 00 FF 00 00 00 The escape tiles used in FE7 chapters begin at address 0x1D3974. 2. Set pointers to escape tiles Enemy units and NPC units have separate pointers to escape tile data. The pointers are stored in the same order as the chapters in the Chapter Data Editor nightmare module. The enemy pointer table is at address 0xB97100. The NPC pointer table is at address 0xB971C0. Simple nightmare module for modifying pointers: (Chapters.txt referring to the same file used by the Chapter Data Editor) Enemy Pointers NPC Pointers Chapters without escape tiles point to FF 00 00 00. FE7 chapters without escape tiles point to the FF 00 00 00 located at address 0x1D3A5C. 3. Set enemy and NPC AI bytes with Chapter Unit Editor AI byte 1 - Aggression Factor 00 = Attack or steal from units that are in-range. 06 = Do not attack or steal. AI byte 2 - Looting and Escaping 04 = Open/loot doors-chests-villages. After no more targets, remain on the map and attack. 05 = Open/loot doors-chests-villages. After no more targets, move towards nearest escape tile. 0C = Immediately start moving towards escape tiles. Ignore foes. The standard in-game Brigand uses 00 + 04 for their first two AI bytes. The standard in-game Thief uses 06 + 05 for their first two AI bytes. You can't give units specific targets, so you have to manipulate their behavior through door/chest/village placement, starting position, inventory, and escape tile locations. Be careful with door placement. Even if all chests are opened, units will go after unopened doors (instead of escaping) if they still has Door Keys or Lockpicks. However, units will ignore unopened doors and begin to escape if inventory becomes full. Also, units won't use the five-durability Chest Key. ... Okay. Thanks for reading
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