Jump to content

Superfan959

Member
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Superfan959

  1. OK then here's another question: How do I structure the events for a "TalkToLord" AI conversation to take place? I tried just structuring it like a normal Talk Event, but it just does a quick cursor flash and then continues or crashes. I can't find any documentation on this. Script: For the sake of convenience, I have Eliwood placed right next to the Lord just so I don't have to wait to see if my changes work. I'm also curious if TalkToLord can be used with multiple generics of the same type on the same map, because from what I've seen, when one (ex.) 0xD7 does the talk (which still doesn't work), a couple of the others start running around like crazy.
  2. Well, thanks for the tip everyone, but like everything else I'm having trouble with this. After re-setting the pointer in Nightmare, it crashes. I used the provided image. Here's what it looks like before: Here's what I did in GBAGE: ...and in Nightmare: This question might warrant another topic but if you guys know what the issue is that'd be a huge help, thank you.
  3. How do I make invisible units? In Nightmare, I see how to make units unselectable, and how to remove the standing map sprites, but the unit still appears when the cursor is placed on top of it (to do the "hovering" animation"). Is there somewhere else in Nightmare I can remove that animation too, or does something else need to be done? I know it can be done, because I'm pretty sure it was in one of the Ragefest submissions. Sorry if this is a stupid question and there's a simple solution, but I can't find it.
  4. ^It was either that, or I forgot to hit "Apply Changes" in Nightmare (I recently switched from NM2 back to 1, which didn't have that IIRC). Sorry for the stupid question. Thanks again.
  5. 1) Ooh, that's clever. Good tip, thanks! 2) Not sure what you mean by this. Here's my script: It's not because they're reinforcements, is it? I'm trying to think if there are any enemies in-game that drop items who aren't initially on the map, and I can't think of any instances where a reinforcement appears with a droppable item... And by the way, the goal is indeed to make every unit in the group drop their last item.
  6. Alright, I downloaded a different version of FEditor and in addition to what you said about saving, it's all working, thank you! It also made me realize that had too many tools open and was forgetting to reload the ROM in one tool after changing something in another. However, I do have more questions I want some enemies to drop, say, 500 gold. 1) How do I set the amount of gold for the enemy to hold? "Gold" gives them 1, and 3000G and 5000G seem to be items that work too, but is there anything in between (besides gems)? 2) How do I make items droppable? I went into the character editor module, went to the enemies I'm using (0xD8), and set the 4th ability to "Last Item Droppable". Nobody has anything droppable. What am I missing?
  7. Hahah yeah, it's that big. So do you suggest getting another a clean ROM and, this time, saving it in FEditor before changing the text?
  8. Thanks for the reply Prime. That stuff should all help me in the future, but I still can't get it to work now. Events: Here's an example of text that isn't working. Literally, all I did was change the portraits to Dorcas and Guy. Makes the game freeze up. EDIT: I started from scratch with a new ROM, and am getting this stuff now, but on the bright side, the map is loading properly, CURF and all.
  9. Hey all, I'm having a problem of my own. For some reason I have a particularly hard time with crafting cutscenes. Here, I'm just trying to make a simple opening: And well, where to start... First of all, before I even set that up, the map would load and be extremely dark (fixed by checking on a unit and exiting). Then I experimented with different setups of text, fades, loads, etc. to get my desired effect. At first, the game would crash when I tried using custom inserted text. So I figured I'd use some default text. I managed to get the whole thing to work with 0059 (by accident - I forgot to save my changes), but since then have been unsuccessful. Using any kind of custom text causes the game to crash, which is probably the result of my inability to use FEditor. Now, even game text doesn't work. It doesn't crash, but it only briefly shows my chosen background with the chosen music, then loads the units and starts the chapter. Oh, and the Cursor Flash doesn't happen at all. Any help would be greatly appreciated. I feel like there are some basic commands I'm simply unaware of, but this most recent setup was basically directly from Arch's bootcamp, and it still won't work. Thanks in advance.
  10. Sorry, but I'm having another problem! I'm just trying to import a map into Tiled so I can do tile changes.
  11. Oh damn, in FEditor? I thought L95 meant in Usenti, which is why I kinda ignored the post, cuz obviously I did that. One more question then: should the "eyes-half-closed" frame be showing as the highest layer once I move everything around?
  12. Welp, I think I see what the problem is. Each character's alignment is different? I realized that after trying to replace different characters that some worked better than others. So do I basically have to find a character whose eyes/mouth occupy the same tiles? Also yes I'll have to remember to change the background. I didn't know if it needed to be changed from the way it came, because, again, I've never inserted before. That should save me some time though, thanks!
  13. I've made mugs on and off for years, but have never tried inserting one. I read a couple of tutorials on FEditor alignment and despite thinking I got the gist of it, I can't make the portrait align correctly. Here it is in Usenti: And here's FEditor: Thanks in advance.
  14. Nope! I heard that there is a menu patch, but that one doesn't have any of the story translated (and no, you can't simply apply both patches). I believe that there's a team of people reworking the FE4 translation who plan on working on FE5 afterwards.
  15. This app is great, but I too am having some issues. So far, it looks like some tilesets work perfectly fine, while others don't work at all. I copied Figure C with the FE7 Fields tileset, and after holding Ctrl+R, I got this Nice. But then I try it with the FE7 Village Tileset (yes, I know that obviously the Forts and such won't work, but this?) Yeah, not even close. None of the sea, mountains, or peaks even began to develop, and I'm pretty sure that the tileset does indeed have those tiles. Is this something I'm doing wrong? I have very little mapping experience so I wouldn't doubt that I'm overlooking something. EDIT: Actually, I think I finally made the connection. I was looking at some of the official maps to see if there were any I could edit to make the mountainous village I've been imagining, and noticed that most of the FE7 Village tileset maps contain very small amounts of peak tiles. Given that this program references the official maps to deduce proper placement, would that explain why it can't make proper peaks in this tileset, despite the fact that the peak tiles exist? By that logic then, if I wanted to make a boat map, then the program wouldn't auto generate the boat properly unless I use the specific tileset that the game used for that chapter - even though there are several tilesets that have the proper boat tiles? Is that the right line of reasoning?
  16. Topic? I know the Nohr version supposedly boasts more detailed maps and objectives, but I'm wondering what the consensus is on them so far. I'm trying to avoid specific details about the game, so I'm more asking in general.
  17. Agree with this. It wasn't BEXP itself that was broken so much as it was the endless supply of it given to the player. Even if you use it to round off units close to a level up after every chapter, you'll still have enough to practically fully train a unit or two.
  18. I might have to go with weapon weight, just because of how mindless much of FE gameplay has become without it.
  19. I would recommend FE7, despite what was posted above (not to devalue the opinion). It has the most involved tutorial in the series, to the point where it will be rather tedious if you play it after you've played another game and already know what you're doing.
  20. Sadly, there is no option for a combat window. They added it back into the next game, thankfully. It shouldn't really change the gameplay all that much though, since even if you know what the stats are, there's nothing you can do about it during the enemy phase. Also, if you played the GBA games with animations turned off, it's no different.
  21. I'm torn between 4, 5, and 8. I liked how they were a little darker, in terms of shading or palettes or whatever (I'm not very artistic). Though 7 is my favorite game, I thought the brightness of it all made it look a little bland in comparison to those games. Also, I'm a believer in 2D Sprites > 3D models, so I'm not going to pick a 3D game.
  22. I always thought it would be cool if they made a sort of system where you have to allocate a set number of "points" to pick amongst varying generic units and equipment, to the point where you'd essentially be setting a lineup. I'm not sure how this would incorporate the main game though.
  23. Were people really that "alienated" by FE4's mechanics? I for one enjoyed the change of pace, but I'm someone who likes learning new systems. Plus the story, music, and arguably graphics are all quite freaking good, which more than makes up for the large maps and backtracking in my eyes. The integration of the story into the chapters, especially, was awesome, and makes the story>gameplay>story>gameplay method in all the other games look quote rigid in comparison. I'll agree that the game probably requires too much foresight to optimize your first play through, but that has more to do with the changing times, where we just can't resist not missing out on anything in a game when we have the internet at our disposal.
  24. This is tough. I like the 10 system because it adds a little more value to recruiting a character that you aren't gonna use (besides their weapons). Yet 10 had the completely stupid mastery skills with the redundant secondary effects due to the insane damage, though I'm not sure that should be considered when answering this question. But for Awakening, the system clearly effected the quality of the skills, as they clearly had too many to make and as a result were extremely uninspired. So I do hold the system responsible, and therefore making it the worst in my eyes. I'd probably pick 4 for being a crucial component of a very cool inheritance system, or 9 for being one of the most balanced.
×
×
  • Create New...