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How do I increase the maximum amount of units within a chapter?


Radiant
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Hi,

I'm a massive Fire Emblem fan, who decided to create a FE7 level for a university assignment. So yes, I'm new to hacking. I've familiarised myself with nightmare, modules, hxd and mappy. I've managed to do everything I need to, save for one: Increase the maximum amount of units that I can edit.

I'm attempting to use the Chapter Unit Editor module to change around the units. It's quite simple, but I can't add new slots for units.

For example: The FE7 prologue only allows for 4 units. Lyn, the dividing slot, and the two enemies. What I want to do is add more slots there.

Any help would be greatly appreciated :)

EDIT: Sorry, I meant to post this within the "Hacking Questions subforum". Guess that's what i get for staying up so long.

Edited by Radiant
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Event Assembler.

Better for you to use the Disassembling function to modify events with units being loaded rather than repointing the unit pointer manually the Chapter Unit Editor to expand the slots. A lot more complicated that way.

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Is there a way for me to not play chapter one first? That's really the only reason I'm using chapter one.

That way i could play say, chapter 28 first (increasing the amount of units I can load), and just use the prologue events in place of the chapter 28 ones.

If i could just load up the game and play chapter 28 (or any old chapter), that would help so much XD.

I'm trying to stay away from the event assembler, as i don't actually need it for anything else, and it looks like it will take a lot of extra time to learn. It's just that I'm slightly constrained by time.

Anyway, if i must use the event assembler, is this what i do?

UNIT Eliwood 0x01 0x00 Level(1,Ally,False) [0,0] [2,2] [ironSword,Rapier,Vulnerary] [00000000]

Some of those are obvious, but which of the others affect what?

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UNIT Eliwood 0x01 0x00 Level(1,Ally,False) [0,0] [2,2] [ironSword,Rapier,Vulnerary] [00000000]

Eliwood: Name of character in the game

0x01: Class, you can also right the name, example 0x01= EliwoodLord

0x00: Leader, the leader of this unit, characters who are leaders have 0x00

Level(1,ally,false): starting level, if it's an ally enemy or NPC and false is no auto level-up basically it's used for enemy units so that they don't have the same stats on level 1 and on level 7, right True to activate it.

[0,0]: Loading position, where the unit starts out.

[2,2]: Starting position, the unit moves to this spot after it is loaded.

[IronSword,Rapier,Vulnerary]: Items

[00000000]: AI, ally don't have one, NPCs and enemys do.

Hope this helps.

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Eliwood: Name of character in the game

0x01: Class, you can also right the name, example 0x01= EliwoodLord

0x00: Leader, the leader of this unit, characters who are leaders have 0x00

Level(1,ally,false): starting level, if it's an ally enemy or NPC and false is no auto level-up basically it's used for enemy units so that they don't have the same stats on level 1 and on level 7, right True to activate it.

[0,0]: Loading position, where the unit starts out.

[2,2]: Starting position, the unit moves to this spot after it is loaded.

[IronSword,Rapier,Vulnerary]: Items

[00000000]: AI, ally don't have one, NPCs and enemys do.

Hope this helps.

Thank you, yes, that's extremely helpful! I see that its very similar to the Chapter unit module, which makes a lot of sense to me.

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Your welcome wink.gif. Also I forgot to put this, the tutorial characters have a _t at the end of there names, so Lyn is not the same as Lyn_t, Lyn_t is the one you use prologue to chapter 10 and Lyn is the one you use the rest of the game, same with Sain, Kent, Will, etc.

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