CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 i don't remember iirc the village closing has to be on the exact tile, whereas the destruction has to start on the corner (obviously) and then one of them has to be closer to the bottom of the list, i forget which Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 is there doc for more specific information on this and other tile changes? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 nope you can try stumbling around the fecafe archives but i don't think anybody's actually recorded notes about it all i remember from when i did it (i lost my notes so don't ask me) was that the tile changes were read from bottom up, and the first applicable tile change was th eone used Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 does the actual manner of the tile change matter? or is it just that the corresponding event id has to read as "used"? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 no like the one that is physically closest to the bottom of your screen when you look at the list in notepad that is the one with priority Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 what exactly does the "priority" affect? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 (edited) i *believe* that is the one that gets called? iirc it only affects automatic tile changes (villages) and tile changes triggered by coordinates (MACC [XX,YY]). I remember nintenlord did some experimentation that showed that if you have two tile changes with identical coordinates then the one on the bottom of the list gets called maybe someone who's done this more recently than i have knows more than i do Edited August 28, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 28, 2013 Share Posted August 28, 2013 (edited) what exactly does the "priority" affect? It affects whether when you visit a village it becomes destroyed or closed. TileChanges: TileMap(0x01, X, Y, 3, 3,Ruins) TileMap(0x00, X, Y, 1, 1,Gate) TileMapEnd This is the order I put village changes in. Notice that Ruins is at the top of the list with a different ID number than the gate. Should the order of ruins and gate be swapped, visiting the village would destroy it instead. Trial and error works wonders if you're trying to figure something out. Edited August 28, 2013 by Primefusion Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 does ID affect anything, prime? i recall that it doesn't (only the order they're listed) but i could be wrong Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 28, 2013 Share Posted August 28, 2013 I could be wrong but I think it works like any other event. Used IDs block further usage (Would need to test). If the ID doesn't matter then why would it be there in the first place? O_o Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 No, I know what the ID allegedly does, I meant in terms of priority (like, does the ruined village have to have a higher ID than the gate?) Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 ohhh that makes sense. stupid question: do these ID's carry over into the events. Like for ENUT or ENIT or things of that nature? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 no Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 so is there someway to manipulate the events for conditions like "if village was destroyed then..."? or whatever Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 probably? Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 ....do you know of any specific ways? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 there are a ton of indirect ways like checking the "visited" id alongside an area event on that tile Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted August 28, 2013 Share Posted August 28, 2013 (edited) In FE7 and FE6, the IFET code can be used to execute stuff if an Event ID was used. In FE8, you use this: _0x0321 0xY // Y = Event ID to check - is this ID unused?_SETCONDITION 0xZ 0xC 0x0 // Z = Conditional ID Edited August 28, 2013 by Vennobennu Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 he was asking more specifically about tile id's which i'm not 100% sure there's a way of doing? Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 thats why I was asking about the event ids before. if the village is destroyed, does the game consider it "visited"? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 28, 2013 Share Posted August 28, 2013 No, I know what the ID allegedly does, I meant in terms of priority (like, does the ruined village have to have a higher ID than the gate?) Just confirmed that ID doesn't affect priority. Obviously, the ruins need to have a different ID from the gate. Gonna go edit my post. I also noticed during testing that if you don't specify there's a village event on the village tile, the tile changes won't trigger when a brigand attacks it. Maybe the game does mark it as visited when attacked? Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted August 28, 2013 Share Posted August 28, 2013 Well, there's a few chapters in FE8 that trigger a scene if you saved all the villages; and it only activates if all the villages were visited. So, I don't think village razers actually interact with the village Event ID; maybe they check the Tile Change ID to see if they can raze, but that's it. Then again, this might simply be another difference between FE7 and FE8. Example, from Ch.9A: _0x0321 0x8 //Checks state of Event ID of first village _SETCONDITION 0x0 0xC 0x0 //Is Event ID used? _0x0321 0x9 //Checks state of Event ID of second village _SETCONDITION 0x0 0xC 0x0 _SETVAL 0x2 0x7 // ?? CALL label35 //Rennac shows up, gives you an Angelic Robe [Blah blah blah...] ENIF 0x0 //Skip to here if either conditional check failed _0x0229 0x71 // Marks chapter as cleared Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 28, 2013 Share Posted August 28, 2013 Alright, so I did some checking and it doesn't seem like Tile IDs/triggers and Event IDs mingle. I tied an AFEV to a village event. Visiting the village triggers the AFEV as you would expect. Destroying the village does not trigger the AFEV. A work around that comes to mind is an AREA event size 1x1. Use the "Is it the player's phase?" routine to check who's activating it (if it returns false that means it's the enemy's/NPC's turn, meaning they triggered the AREA event, not the player). Use this thing IFAT 0x0 0x7A2F1 // can replace 0x0 (false) with 0x1 (true) if you want Quote Link to comment Share on other sites More sharing options...
Brendor Posted August 28, 2013 Share Posted August 28, 2013 (edited) but I thought the village being destroyed was linked to some other trigger, id, whatever you call it? edit: the AREA code doesn't launch any events I link it to, whether it be Player or Enemy activated Edited August 28, 2013 by Brendor the Brave Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 28, 2013 Author Share Posted August 28, 2013 please tell me you're putting AREA under misc Quote Link to comment Share on other sites More sharing options...
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