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SmoulderingGT

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. The developers could theoretically have disabled inheritance for any skill they wanted to for any character they wanted to by altering these lists. It's difficult to say if they actually intended to, but indeed, if you set 07 to 01, you would prevent that character from inheriting the sword skills, as well as charge and ambush. Similarly, if you changed the D7 to 00 for example, you would disable the inheritance of wrath, pursuit, continue, awareness, charisma, and prayer. Incidentally, the addresses that I posted earlier for sword skill inheritance are for a ROM without a header. As for the other sword skill patches, The simultaneous one is in the uploader. It's packaged in the file called 二次配布系 In there, there are a bunch of subfolders labeled FE3(stuff) FE4(stuff) FE5(stuff). The patch you're looking for is in the second FE4 folder. Go to the 8th subfolder of that one, and there should be three files called fe4_sskill_tA, _tB, and _tC You want tA. The other ones deal with the light sword and dark sword skills. I have no idea how they work. I also don't know where the weapon type sword skills patch or address is.
  2. Specifically the way it works is that it's an AND on the sum of the parent's skills. The bits are: 01: Critical 02: Ambush 04: Charge 08: Astra 10: Luna 20: Sol 40: Light Sword Skill (or whatever) 80: Darkness sword So if you don't have FF, you can't inherit one of these skills. The other bytes in the skill list aren't FF because there are some bits in those ones that don't correspond to skills. If you don't care about Light and Dark sword, you could use 3F
  3. Alright, I figured this out. It seems each character has a list of skills they can inherit. (These lists might be used for more than just inheritance). This list starts at 7A975 and ends at 7A9E9. Each character's list is 3 bytes long. They are all either D7 07 FB (middle byte contains sword skills. 07 means can't inherit sword skills) or D7 FF FB (can inherit sword skills). The characters are in the same order as the nightmare children module (I don't know where Leaf, Celice and Altenna are, however, the list is much longer than just the children characters, so they must be in there somewhere). I know that Fee starts at 7A9DE, which would be the fourth last character. To enable sword skills inheritance for a particular character, go to that character's list, and change the middle byte from 07 to FF. Holy Weapon Inheritance is also hard coded. The list is at 7AD55: C9 4B 00 F0 18 (Holsety) C9 62 00 F0 13 (Valkyrie) C9 36 00 F0 0E (Ichivail) Items in this list will be inherited no matter what. You can instead guarantee that they won't be inherited by switching: 18 -> 1E 13 -> 19 0E -> 14 At 7AD6C, there is a switch. Changing 7AD6C from 0B to 05 will make every holy weapon gauranteed to be inherited (regardless of their presence in the list). This behaviour is overruled by the "inheritance off" switch above. So, if you change 7AD55 to C9 15 00 F0 1E and 7AD6C to 05, all holy weapons will be inherited, except the Tyrfing, which won't be.
  4. Does anyone have the inheritable sword skills patch? Or better yet, does anyone know the address of this code? I've only been able to find the simultaneous sword skills patch on the FEBinary uploader. Thanks
  5. I can see Troubadours promoting to FalconKnight and Valkyrie, since FalconKnights have staves this time around.
  6. At about 2:50 when the archer promotes, he just uses an item, and promotes straight to a ranger type class with no class select option. Could one character use two different promotion items to facilitate branched promotion? Perhaps the selection is on the bottom screen.
  7. I think this also would have have been improved by changing the order in which you drafted the parings. Ayra and Bridget's children don't care all that much about who their father is, so it's a disadvantage for whoever drafts first for these characters. If I were to rank the mothers in terms of how much choice of father affects the quality of their children, it would be something like: Tiltyu > Fury > Aideen > Lachesis > Brigid > Ayra Which means it makes sense to have the same person draft first for Tiltyu and Ayra, Fury and Brigid, Aideen and Lachesis. Perhaps then a better drafting order for the mothers would be Lachesis Ayra Brigid Aideen Tiltyu Fury Also, perhaps instead of banning Levin, it might be better to ban Holsety. This way, you can still pair Levin with the likes of Ayra and Lachesis (he would make an excellent second or third round choice for these two), while not giving a ridiculous advantage to whoever drafts Tiltyu's husband first. Still, very cool idea overall.
  8. Hmm. I think that a draft tier list suggests a different way of organizing. Namely, instead of "top", "mid" etc., it should be organized by draft round pick. This way, it can be made explicit which characters are mutually exclusive (or at least, probably mutually exclusive). It may be obvious that Haar and Titania are unlikely to end up on the same draft team, but for the later picks, it may not be so clear.
  9. Welcome to the forest, and how the hell did five guys get here before me.

  10. Welcome to the forest. Generic maybe, but classic greetings never get old.

  11. Welcome to the forest and enjoy your stay.

  12. For 1), I just wrote up the algorithm with some rough Scheme code, and executed it a bunch of times. I may have made a mistake, but I'm pretty sure it's fine. It's a little tough to actually work out the theoretical probabilities, because there's so much more conditional probability involved. I'll review the code again, but I think it's fine. Incidentally, this one was harder to program than 3) was. For 3), yeah, I meant all of Magic, Luck, and Res. Going to do some more experiments with this one, it looks promising. Here are the first 192 Trials: M+L+R: 130 M+Sk+R: 11 H+L+R: 10 Sk+L+R: 10 M+Sp+R: 6 H+M+R: 5 H+M+L: 4 M+D+R: 2 Sk+Sp+R: 2 M+L+D: 2 St+Sk+R: 2 Sp+L+R: 2 H+St+R: 1 St+L+R: 1 H+Sk+L: 1 H+Sk+R: 1 Sk+L+D: 1 M+Sk+L: 1 hopefully that all adds up. Going to do Fiona next (her growths are more centered). Also, tie breakers are statistically insignificant. (Edit: In the first one. You're right that they're important for 3) though). Tried both methods with 1), but nothing changed. Edit: here's the code for the first one. minlist is poorly implemented, but it gets the job done. (define Michaiah (list 40 15 80 40 35 80 20 90)) (define (minlist lst) (local [(define (mlist-acc l n min1 min2 min3 m1i m2i m3i) (cond [(= (length l)0)(list m1i m2i m3i)] [(<= (first l)min1)(mlist-acc (rest l)(+ n 1)(first l)min1 min2 n m1i m2i)] [(<= (first l)min2)(mlist-acc (rest l)(+ n 1)min1 (first l)min2 m1i n m2i)] [(<= (first l)min3)(mlist-acc (rest l)(+ n 1)min1 min2 (first l)m1i m2i n)] [else (mlist-acc (rest l)(+ n 1)min1 min2 min3 m1i m2i m3i)]))] (mlist-acc lst 1 101 101 101 0 0 0))) (define (levelup g) (local [(define RNs (rlist 8))] (minlist(map (lambda(x)(- (random 100) x))g)))) (define-struct counter (one two three four five six seven eight)#:mutable #:transparent) (define str (make-counter 0 0 0 0 0 0 0 0)) (define (nups g n) (local [(define lvl (levelup g)) (define (count L) (cond [(empty? L)(void)] [(equal? (first L)1)(set-counter-one! str (+ (counter-one str)1))(count (rest L))] [(equal? (first L)2)(set-counter-two! str (+ (counter-two str)1))(count (rest L))] [(equal? (first L)3)(set-counter-three! str (+ (counter-three str)1))(count (rest L))] [(equal? (first L)4)(set-counter-four! str (+ (counter-four str)1))(count (rest L))] [(equal? (first L)5)(set-counter-five! str (+ (counter-five str)1))(count (rest L))] [(equal? (first L)6)(set-counter-six! str (+ (counter-six str)1))(count (rest L))] [(equal? (first L)7)(set-counter-seven! str (+ (counter-seven str)1))(count (rest L))] [(equal? (first L)8)(set-counter-eight! str (+ (counter-eight str)1))(count (rest L))]))] (cond [(= n 0)str] [else (begin(count lvl)(nups g (- n 1)))]))) (nups Michaiah 100)
  13. Hello and welcome.

  14. Welcome to the forest! Where are you from? You spell smoldering like a limey.

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