Community ASM Bounty List

Someone should really do the FE3H equip items function. I’ve been wanting something like that for yeaaars.

I’m back bby
The thing Arch just said.
Item skills, two types - one that requires actually equipping the item and one that is passive when in inventory. Would work with both weapons and items (ala 3H).
A tome range +1 skill.

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Is this not what @HyperGammaSpaces’s summon rework does?

Gamma’s done this as well, I’m fairly certain

You could do this yourself since 95% of the work has already been done, just comment out the skill check and add a check for classtype in the command usability

How about displaying if a unit will double during battle?

Not really helpful during player phase, but it’d be nice to see when being attacked.

This suggestion has been brought to you by ‘I don’t know how to ASM gang’.

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This might have already been implemented in some way, but being able to have separate convoys for different parties would be very neat, as would be modular control over who can access them in battle.

Snek did that a while back:

Ah gotcha. Does it do multiple convoys though? Doesn’t seem to, from the looks of it

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Oof, my bad. I’m pretty sure it just allows multiple units to access the same convoy.

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Multiple convoys would be pretty much impossible without a shitton of more space to save all those items in

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Technically possible if you cut the number of items able to be stored.

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While I haven’t touched any ASM, I can see how it would be hard. Any type of data that is saved/stored is very tricky. But we’ve come a long way over the years, somebody might just be able to pull this off down the line. I’m dreaming big

I mean EMS can handle the save data. Finding enough stable RAM to house your needs may be a bit more difficult.

Using Skill Systems and unused weapon bytes to replace the innate class skill slot with a weapon skill. While it would effectively limit you to 4 skills per class (because it would be really awkward if you could choose to drop Canto on your cavalier, for instance), it makes the potential depth for weapons way more interesting, and you don’t need to individually ASM everything, and because it would be in the menu, the player would easily get access to the information about the skill, instead of it being hidden. This is my personal golden goose.

Weapon skills were added to the skill system git like a week ago.

Well I was blind, thanks for pointing that out for me.

Post can’t be empty

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Updated OP’s wiki post to include every request made here, and the (known) status of each’s completion

3 Likes

I feel like this could be pretty easily accomplished by using an event counter: It’s saved and there are event commands to manipulate.

I currently have a setup that uses an event counter and Zeta’s change objective text asm, but the problem is it doesnt have the flashing green stuff and sticks out from vanilla turn/enemy counters

Is it possible for an ASM that grants EXP to a staff unit if they berserked an enemy and the berserked enemy defeats a foe? Snakey1’s Summon ASM does something similar where Phantoms summoned by Summoners will grant EXP if the Phantom defeats something, and I wanted to expand on that idea if it’s possible.

2 Likes