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47948201

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Everything posted by 47948201

  1. That there isn't source code, it's the config data. I just added an item, like so: public readonly static int[] PLAYABLE_TEAMS = new int[] { PLAYER_TEAM, ENEMY_TEAM }; // Teams that are human controll If you're asking about actually changing the source code, there are a bunch of files in another folder that all do different things, so it depends on what you're trying to do.
  2. Oh my gosh that actually works that's amazingly easy lol
  3. They'll all work but none of them sound very easy to code so good luck EDIT: ALSO @that thing in the spoiler note that it'll eventually be in the Editor instead of a giant wall of code and also even when it is a giant wall of code, if you open it in Visual Studio it's way more readable because the #regions let you hide what you don't care about (ie stereoscopic and xbox)
  4. Yeti doesn't mind me posting this right, it's not even in the FEXNA source code technically... And he keeps adding more over time! I actually don't see a true hit bool here, but still, it's very easy to disable.
  5. Most of these maps are honestly not too bad. But that bandit fort is absolutely ridiculous, unless an event causes the ceiling to collapse and kill them all. As a general statement though, not a bad start! Can't volunteer, but best of luck to you.
  6. Oh yeah that's a thing in GBA but not FEXNA. Added Athir. Buff/debuff staves already planned. I mean I guess I could add glitchy bonus whatevers but I feel like I probably shouldn't.
  7. There's a config setting where you say whether or not you want true hit. By default it's turned on.
  8. Uhhhh so um I made a really super terrible video about the first version of Wolfram's submission...? watch at own risk
  9. Huh I'm not sure what you mean by dancer skill dancing what Yeah if you see an unused skill you like, or even a used skill you like, or two, feel free to make use of it. Hmm Hypnos is pretty simple but I actually kinda like the idea, I'll take a look into how stuff like that will work. mercy lolwhat
  10. There's an actual base menu in addition to the preparations menu, yes. It's like in 7x. Yeah I think a base chapter like that wouldn't be too hard to make. Yes you can force deploy units and skip the preparations menu. Basically Yeti doesn't like to add features he thinks are stupid, and he thinks making an item untradeable is stupid.
  11. The issue is that units currently don't save learned skills in any way--any time the engine wants to access the list of skills a unit has, it simply combines those attached to the actor, class, and inventory. You have to attach a skill to one of those to give a unit a skill. You could make skill scrolls a held item only usable by certain classes, so as long as it's in their inventory they have the skill, but there's no way to make it disappear but have the unit keep the skill, at least right now. (by default you can't make the skill scroll untradeable either)
  12. (Yeah I know the purpose of the skill isn't to turn the dancer into a healer but if it's capable of healing to full then that's exactly what it will do, you have to think about that kind of stuff. So I'll probably make it act similarly, but only heal up to half HP)
  13. Not really. The closest you can do to that is making a promotion item that promotes you to an identical class other than that it has an extra skill. The item would probably have to only be for one class though. I mean you could code it yourself so yes it's possible, but generally speaking people who ask "is x possible" aren't going to do that kind of coding...
  14. Ohhh right okay I see. Yeah that's probably a good metric to use anyway, discourage people from making one large map and instead breaking that into several smaller maps--it helps the creators with difficulty too because it means if something is discovered in the beginning of a map that allows the rest of it to be trivialized, it won't last long before the challenge can return.
  15. Oh, the way you said "now" made it sound like it was something new. Or do you mean like Shadow Dragon save points? Those are in hacking now? If so then yes cool exactly those should more or less replace savestates.
  16. (RAM saves?) I like the growth rule. People should make their submissions with 0% growths, then add some growth rates at the end to make it easier.
  17. Deleting weapon ranks is...not recommended. Editing them to do like what you said is a little involved at the moment, but not actually hard at all.
  18. Healing half of what they're missing in HP. So for example, a unit has 10/30 HP. first dance:missing 20, heal 10 to get 20. second dance: missing 10, heal 5 to get 25. third dance, missing 5, heal 3 to get 28. fourth dance: missing 2, heal 1 to get 29. fifth dance: missing 1, heal 1 to get 30. I can't just make it round down because literally everything else in the game will round up, the point of that is to make things consistent and predictable in their behavior.
  19. Hm as long as blade dance can't recursively add attacks to itself I might actually consider it. Sure it's an astra/continue clone but that's not necessarily a bad thing, there are plenty of cloney-skills. Healing daaannnnce I honestly don't like, in that it's a free yet tedious way to fully heal any unit any time, it does remind me about dancing buffs though, and maybe I could do a thing where one refresh unit buffs allies and the other heals them, but in a way similar to Shigure. (EDIT: but even i'm not quite so uncreative that i now need both of those skills explicitly spelled out now that i've already said what they do lol)
  20. Yep, that's very easy. All you'd do is, for example, if this boss dies, it sets a switch; when the chapter ends, if the switch is true go to this chapter, otherwise go to this chapter.
  21. (Unsure if it's something to do with blah blah that one thing that prevents aging but I feel like Garon doesn't seem to have aged much since the kidnapping scene, which is generally indicative of being older. And he feels like he must be older than 40's in any case, unless it's just that ruling-a-kingdom stress)
  22. 1-supports are yes. Affecting character endings will probably be yes--endings aren't implemented, but I'm sure you can check supports with events if nothing else. 2-Like, without going to the world map between chapters? This novel concept was apparently not thought of by Yeti until I started doing just that and finding a bunch of bugs. Don't worry, it'll work out in the end. 3-pretty much 7x's weapons, plus whatever else you want to add? 4-yes you can do both, and a unit's skills will be combined from what the actor and class have for a given level (because you can learn skills by level up) 5-Those are for, like, effective weapons. Dark Mages/Shamans/Sorcerors/whatever you call them are both Heavy and Mages, so you can make weapons that are effective against them. I haven't seen any important differences between Infantry and Heavy, but this is an example of something you could do if you want. 6-specifically? You can look up FETD for an example of making code edits to the AI, but that's somewhat advanced. If you just want different units to have AIs such that, for example, one unit will stand still, another will stand still but attack when you come in range, and another will try to rush you and attack, of course you can. 2(from reddit)-see that button on the bottom left? Add Class? See that checkbox with a bunch of number fields below it where you can set a class' individual caps? Yeah. Currently it's a little roundabout to set different max levels for different classes--we can try convincing Yeti again, but as it stands you'd need to edit the code that handles Trainees as a special case that forces a maximum level of 10--even as-is you could edit this to be whatever you wanted, if you didn't want standard trainees.
  23. wow I totally forgot about that, went and brought it up with Yeti. Fingers crossed!
  24. Yeah I like AoE in general for strategy games but Yeti thinks it's a bad idea for Fire Emblem. There's a little bit of leftover code from something he was doing a while back, if I can use that then I'll use it as much as possible, but I'm not counting on it.
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