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Lamia

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Everything posted by Lamia

  1. the item type is required to be a weapon in order to be equipped
  2. rings and such have 255 uses by default (no idea why they did that) and an item that's set to be an accessory 'type' (out of the other choices of weapon and staff) does not have its durability displayed
  3. I've not much to add here, but a small note is that you can make an item unrepairable by setting their price to 0. I dunno how useful it would be to anyone, but maybe the info could be used for something
  4. all that would need to be done, if you have multiple 'equipment' areas, is to simply make separate routines for each weapon ability flag making them not stack with their own flag, however, may require some work (the post I found mentions only unstackable stat boosts a la FE4 rings, not the items themselves?) however it would also allow for equipment that uses 'multiple' areas like say, a robe that would take up the top and bottom 'slots', you could give it both the top and bottom flags at the same time so you could not 'wear' something lower in the inventory of either type, just as a side note anyway an FE that utilizes equipment in this fashion is a neat idea but it would probably need to be a pretty serious project
  5. what I do with the FE4 map editor is just copy and paste mountains from other chapters and work from there either way, you need a good eye to make some nice-looking mountains, and I would suggest looking at references (official chapters) on how to be accurate with them
  6. a nice quality of life thing if it goes smoothly and all this kinda makes me wonder why we haven't had a specific program made for doing basic things like character/class/item stats though, I wish not to continue to live like a caveperson
  7. the battle animation pointer can be changed to an editbox if you want to use a new animation list in the nightmare module file, change the battle animation pointer's NDHU code to NEHU, it'll allow you to enter any address
  8. one thing I do like in many other RPGs not FE is a whole lot of class choices, each with their own abilities; a game in particular with that such as above would need a lot of customization though, such as skills and whatnot to make it actually not pointless to have so many classes I have various third tier classes in my own project to try and make good on that
  9. I knew it was going to be hell when I saw it, fits just right anyway, this is just a huge guess but maybe some frames are having the color data be put out of order, ensure every single frame is the exact same 16 colors
  10. so what is this for exactly for those not in the know (like me) since it's just a link with no description
  11. I assume if that were to be done, exp requirements would have to change since ranks use one byte and S needs 251
  12. would you really need to have a command to despawn the active unit if it's that much trouble? what if you just made an event specific for each player character, just as a workaround
  13. there are already two chapters that have this function in FE7 where the chapter ends when you go to a tile (more like Arrive though) if you want to have proper escape, it should be easy enough to have it where, if character reaches tile, display dialogue text, then use a command to move that character and disappear, and you could make it based on Arrive instead of Escape if you wanted too you'd most likely have to set an event for each possible escaped character for the chapter if you want some special dialogues, but that's easy, just time-consuming if you want to only have a chapter victory if all your units escape, you might be able to set flags to indicate such so that when you control 0 units and flags are set, then the chapter is a victory uhh, keep in mind this is all just conjecture, I've never worked with GBA events
  14. as an FE5 expert I can get behind all those FE5-related recommendations except dismount, I don't think there is any way to make that work well enough to be worth using; FE3, 4, and 5 all failed at its implementation unless the characters can use their original weapons (of which at that, what would be the point of dismount but for flavor and flavor is a lot of extra man hours for little) it's just an incredible inconvenience and disservice to the characters in question one thing I'd like to have as a matter of convenience, if it hasn't been done already (and if I ever actually utilize my ideas) is to have trade-locking of items as an item flag
  15. when it comes to casting magic atop dragons, I don't think there's any quick patches or whatnot that have that covered, only pegasi using magic with one of the japanese patches; the vanilla game has no animations of casting regular magic on flying mounts, so there's no easy way to do it if you don't care about mismatched mounts/garbledness, add an entry to altenna's classes in the battle sprite editor to allow for magic usage and just give her a knight's magic-casting animation changing character sexes (most likely) screws up how the game reads the lover/children tables as for the holy weapon issue, you can attempt to work around it by giving them to bosses to drop (make sure they cannot be auto-equipped by the boss) or just put them in the shop
  16. this is a fandom thing that happens everywhere in any and every fan community in existence
  17. it must be a strange children thing, since it certainly doesn't happen with regular characters unless, you know, you changed the weapon type for baldo and forgot
  18. you can't go higher than A by default with only minor blood (including multiple minor blood)
  19. only have experience with SNES/GBA, but the games show data patterns like that and frankly it's good organization to do such things and keep consistency if you can make some cool things and tools for the game it'll help generate interest, then people who actually know what they're doing might get interested too (like the hack train that resulted when FE7 projects started up thanks to some random table editor out of nowhere called nightmare getting exposure)
  20. did you make sure to restart from the start of chapter 6 before making any changes in the second gen? all children generation and items are distributed before the first turn at least from what I can gather (but could be wrong) which may have affected the outcome with those holy weapons additionally holy weapon inheritance might have weird coding related to it in that specific characters can't inherit certain things, kind of like how the sword skills can only be inherited by your ground sword users; holsety can't be acquired by leaf, or valkyrie for lakche, nor ichival for skasaher (or anyone else but faval for that matter) in a vanilla game
  21. his holy blood is probably defined through events since obviously he can't have minor loptous for plot reasons I guess I may be able to find it once I get to that point in my project
  22. event codes, if you know his character number you may be able to at least start from there (slowly but surely?)
  23. for lex's event, the item needs to be both the appropriate item ID AND it has to be the original iron axe item number (I don't know why they would make it so complex but whatever) I haven't bothered trying to change it since my own project didn't need to about the hero sword, if it is equippable, it should inherit, if you changed it to like fire or something for a mage as for your mystletainn thing, it probably wouldn't have passed down since the child couldn't equip it, probably only holsety and valkyrie pass down regardless
  24. item IDs that are originally as boss item drops default to being dropped by a gen 2 boss if the inheritor cannot equip it (if you did not change later bosses) as for the hero sword ID, it should be inherited so long as the child can use it since I assume you aren't changing event codes in order to do that, it should be fine just making it into a balmung in the player weapon editor; but maybe something odd's going on and I suppose I was wrong about holsety and valkyrie not having flags since the children get them anyway, while with regular weapons I don't think they pass down if not equippable?
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