Arcadia's Event Spaghetti Think Thank

Aloha, my name’s Arcadia and I am currently developing my first FE8 original campaign hack using FEBuilder. During our initial planning of the hack we had a lot of crazy mechanical ideas that we quickly discovered might be beyond the scope of our knowledge and skills using the engine so we decided to shelve them and focus on what we could do at the time. As development marched on and I became more familiar with FEBuilder and all of it’s quirks, I’ve been able to implement almost all of these in some form either with custom asm routines written by so many awesome members of the community like Vesly, Mokah, sme and many, many others (as well as a few I’ve written myself.) But some of them I’ve been able to make happen with only the tools available in FEBuilder itself through a magical art known as “Event Spahgetti.”

Event spaghetti is a term used by the community to define use of the event editor and its many commands in FEBuilder to execute complex sequences in game without the use of custom asm routines. While custom asm routines are obviously far more efficient and simple to implement in practice, not everyone has the knowledge of coding or the sheer willpower to teach themselves enough about assembly to create and execute them. As someone who can do either, I personally find event spaghetti a lot more fun than writing asm routines because with the far more limited toolset of builder’s event editor, making stuff work that would be somewhat trivial to make happen with asm routines gives me a certain satisfaction that doing the same with asm just doesn’t. Unfortunately, there’s not a lot of clear, step by step, documentation of how to utilize the more esoteric parts of event editors many functions floating around and personally, when I was starting out, I found a lot of the ones that do exist hard to follow as they assumed I understood more about the whole thing than I actually did. While this thread will

So that’s the purpose of this thread. I will be posting step by step and extremely in depth summaries of the more complex event spaghetti I’ve successfully implemented into my own hack so far as well as welcoming any FEbuilder-only developers to share a concept or idea for a mechanic or event they’re not sure how to execute and try to come up with a way to do it purely through event spaghetti!

Some of my own hack’s event spaghetti I will be showing off
  • A multi-seize map objective where the seizing unit must have a certain specific item in their inventory to seize and the points can be seized in any order with dynamic events executed per seize point depending on what order they were seized in.

  • Chests that give different items depending on which unit opened it or if certain units are deployed currently.

  • Defeat boss map objectives with multiple bosses.

  • Related to above, a boss that teleports to the player for 2 turns and then teleports away for two turns with the exception of if they are below a certain health threshold they will teleport back immediately.

  • Base camp event where the player is forced to choose units to remove from the party.

  • And my crown jewel of event spaghetti, a playable unit that is forced to change modes on a timer complete with a status screen indicator of how many turns they have until they shift again!

  • + many more!

This thread is currently a work in progress, but if you have an idea for something you’re not sure how to make work with eventing go ahead and fire it off below and I’ll try to come up with a solution!

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[RESERVED]

Event spaghetti is how it all begins…

:man_mage:

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Even FE8’s eventing is too assembly-like for me, so I much prefer 7 and 6. I think the most complex thing I did was similar to the dynamic seize events mentioned; differing battle quotes depending on whether a specific unit killed any or all units in a trio, as well as if any or all were killed at all. Nested if‑branches like that I tend to do a lot of.

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stealing this!!!

A new Spaghettimancer joins the fold…

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