Sephie-chan Posted December 3, 2012 Share Posted December 3, 2012 How to make a weaon that can't crit like the bronze weapons in FE 10? By the way is it possible to make more healing items like FE 10 has (Herb, Vulneray, Concoction, Elixir)? And I'm planning to add some knives but I have no Idea how to start with it. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 3, 2012 Share Posted December 3, 2012 (edited) How to make a weapon that can't crit like the bronze weapons in FE 10? By the way is it possible to make more healing items like FE 10 has (Herb, Vulneray, Concoction, Elixir)? And I'm planning to add some knives but I have no Idea how to start with it. Seems like all of the things you want to do involve Assembly Hacking. As for Bronze weapons: The way I'm thinking, have a bit for the weapon just like how weapon locks are... as in weapon/item ability... and modify the battle calculation for criticals to check for that bit and set it to absolutely zero if it finds it. Calculate otherwise. Edited December 3, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
dondon151 Posted December 3, 2012 Share Posted December 3, 2012 knives can just be swords that are locked to thieves you can implement FE9-style knives if you give thieves a base sword rank of E, make every other sword D+ rank, and lock the knife-swords to thieves. Quote Link to comment Share on other sites More sharing options...
eCut Posted December 3, 2012 Share Posted December 3, 2012 knives can just be swords that are locked to thieves you can implement FE9-style knives if you give thieves a base sword rank of E, make every other sword D+ rank, and lock the knife-swords to thieves. Yeah this is what I did for my hack. It's a pretty simple, but effective, solution. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 3, 2012 Share Posted December 3, 2012 (edited) You can also give them 0x00 in the effectiveness pointer to give them neutral damage like in FE9, if you want. In FE8 it works because Monster Weapons use 0x00 as effectiveness, don't know about FE7. Edited December 3, 2012 by Alfred Kamon Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 3, 2012 Share Posted December 3, 2012 knives can just be swords that are locked to thieves you can implement FE9-style knives if you give thieves a base sword rank of E, make every other sword D+ rank, and lock the knife-swords to thieves. or you can do magic like this which was just doing that and then giving thieves the ability to use the weapon only Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 3, 2012 Share Posted December 3, 2012 or you can do magic like this which was just doing that and then giving thieves the ability to use the weapon only And it still works like a normal lockpick? That's awesome. Quote Link to comment Share on other sites More sharing options...
Agro Posted December 4, 2012 Share Posted December 4, 2012 (edited) knives can just be swords that are locked to thieves you can implement FE9-style knives if you give thieves a base sword rank of E, make every other sword D+ rank, and lock the knife-swords to thieves. I would do this, but make them a bow-type instead, which would exclude them from the weapon triangle. Then give knives 0 WEXP so that thieves can't use bows. Edited December 4, 2012 by Agro Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted December 4, 2012 Share Posted December 4, 2012 (edited) bowthief the best ever then when they promote they can be fe13 assassins Edited December 4, 2012 by AstraLunaSol Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 4, 2012 Share Posted December 4, 2012 I would do this, but make them a bow-type instead, which would exclude them from the weapon triangle. Then give knives 0 WEXP so that thieves can't use bows. my solution doesn't affect the weapon triangle either btw Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 4, 2012 Share Posted December 4, 2012 @Topic creator I'd like to suggest doing some more research on what is and isn't possible in general since your heart's going to get broken a lot if you keep asking for such hack-y ideas >< i.e. your first two things are both going to be difficult ASM hacks that probably only a high-leveled ASM hacker would be able to do Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 4, 2012 Share Posted December 4, 2012 making a weapon be unable to crit is just a minor asm modification Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 4, 2012 Share Posted December 4, 2012 it would be if there was already an instance of it in the game which there might be as I vaguely recall the Runesword or something doing that and someone (probably Xeld) trying to hack that but without just replacing the Runesword it would still take a decent ASM hack to add the option for another item or several items :| Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 5, 2012 Share Posted December 5, 2012 you're wrong think more custom we already know where crit is calculated, just throw in a check to unit attributes and then set crit to zero if it's true Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 5, 2012 Share Posted December 5, 2012 YOU know where crit is calculated we already know where crit is calculated you and maybe some others, but not me a poor assumption on your part but I don't know where the critical is calculated. it might be right next to where the crit bonus is too, but without actually having seen any notes on it or done anything related to it before, the fact is, I don't know where crit is calculated. and from looking at various ASM hacks/routines such as the ones in FEditor Adv, the entire ASM routine isn't necessarily in one place, so it's not safe for me to assume anything. sorry genius, but you overestimate how much I know, and I don't know very much, so that's a big mistake XD Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 5, 2012 Share Posted December 5, 2012 (edited) obligatory read the fucking doc even if you don't know where exactly crit is calc'd, i literally have a source that is thrown right into the middle of the battle routines and it wouldn't take a lot of screwing around in a memory viewer to find where crit is stored if you're savvy (and i know for a fact that you are since you've pulled off asm that i wouldn't touch with a 10-foot stick without money being waved in my face) it would be trivial to modify that to check the weapon attributes and store a 0 to that location if it proc's Edited December 5, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 5, 2012 Share Posted December 5, 2012 okay so it would be minor to someone who knew everything that you did from the start doesn't change the fact that it takes research (albeit limited since a lot of research has apparently already been done on it) and that it wouldn't be as simple as changing a parameter or a code or two like many basic ASM hacks do (e.g. Eliwood Mode hack) so I was wrong to say "high-leveled", I should have said "mid-leveled" or something; if the research is out there it's not hard but it's not something someone an ASM hacker who only knows basic debugging and how to edit parameters could do okay fine you're right I'm wrong gosh I'm sorry XD shouldn't have corrected someone smarter than me rofl, LESSON LEARNED Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted December 11, 2012 Author Share Posted December 11, 2012 or you can do magic like this which was just doing that and then giving thieves the ability to use the weapon only Works perfectly fine for me. thanks a bunch ^o^ Only thing that's left to me is to figure out how to get a battle animation with it to work. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 11, 2012 Share Posted December 11, 2012 you'd have to set a specific animation for it(look at handaxes for reference on what I mean). Quote Link to comment Share on other sites More sharing options...
Sephie-chan Posted December 11, 2012 Author Share Posted December 11, 2012 (edited) I think I'm getting annyoing with it, but I'm a bit confused because it says its a Ballista Type. So do I have to change the animation to ballista oder bow or what kind else? @.@ Edited December 11, 2012 by Sephie-chan Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 11, 2012 Share Posted December 11, 2012 no, I'm talking about using this module(Custom Battle Animation Editor)and doing something like this Quote Link to comment Share on other sites More sharing options...
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