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Showing results for tags 'pupil'.
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I am currently making a bunch of edits to FE8, one of which is changing Ross into a Pupil. I've changed his character to the class "Trainee Mage (1)". I've edited Ch.2 so that Ross comes as a "Trainee Mage (1)", holding a Fire tome and a Vulnerary. He's reached level 10, but he's not auto-promoting before the start of the next battle. What could be the problem? Apologies if this is a known issue.
I am extremely unfamiliar with any sort of graphics-related hacking beyond simple palette swaps, so apologies if I do not provide enough information to work with. Basically, I would like to have an additional animation sequence for the Pupil sprite (Ewan) which is used for activating a Staff-class weapon. This would use the same progression of frames as the class's normal casting animation sequence, except that a vertically-oriented Staff graphic would float in front of the Pupil (visually reminiscent of the way this is handled with the Druid class). In fact, said Staff graphic would probably just be copied from the Druid, though it would probably need to be re-pixeled to properly inherit the Pupil's sprite palette. My main problems would be inserting this new sequence into the ROM, getting it pointered so that it played whenever the Pupil used an appropriate Staff, and timing the sequence so that it terminates at the correct moment after the attendant spell animation is finished playing. I'd also have a hard time getting the staff to 'float' convincingly from frame to frame, but that's minor compared to the other listed issues. I'm comfortable with using Nightmare and am quite willing to use other utilities, but might there be a pre-made sprite sequence that addresses something this specific, or an easier way to insert and pointer the result? If not, what are some tutorials you would recommend that might help me in trying this out? Thank you very much for any assistance provided in advance.