Crazy stuff you can do without asm editing in builder

Entry 7: Repairing/Increasing the durability of weapons/items (for a price)

This one is quite adaptable, since it all is configured within events. Let’s begin:

Patches needed:
Set Unit Status by 7743

Step 1: Select a way for the player to access the feature. It could be a Talk conversation, an armory, etc. For this demonstration, I’ll be using a Talk command.

Step 2: Set up the event like so. You can adjust the amount of gold to spend, and the durability to repair/add. The sound effects and text boxes are not necessary, it just makes it more readable.

And we are finished. Now you’ve got something somewhat of a repair shop. Really, the only caveat is this will work even for a fully repaired weapon, and, as if this writing, I haven’t found a way to solve that issue.

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Entry uhh 8?: Making a transforming manakete/laguz/etc class

This can be used to make a character that has a normal class turn into a dragon class.
Normally manakete characters use 4 animations to simulate their transformation in battles myrrh for example has a transform, revert, dragon fight and unarmed human animation.
By putting transform as an out of battle command you can dodge the need to make more custom assets, allows different pallettes to be used for the human class and dragon class and allows for more variety in manakete units because they can be normal classes OR dragon classes.

Patch requirements:
Special event per unit (7743)
Weapon lock skill system (vennou)

Step 1: Breakdown of the SEEU

We’ll runthrough the parts of SEEU:

  • Unit is the character ID you want to be your manakete/laguz
  • Class is the class they need to be in to access the command
  • Flag is flags that need to be on for them to access the command
  • Has item is the item needed for the command to show up on your menu
  • Menu item is the command that will show up in their menu (additional tip: For menu commands add a space before the command. You can also change the text color of this command by going to

    The advanced editor’s menu commands and

    setting special in slot 2F color’s into yellow or the available color you desire.
    This Special text will be replaced by the one you put in the patch
  • Event pointer is where you insert the event that does the transforming

Note: Flag 25 here is a personal thing I set up to limit the revert event, if you don’t wanna limit the revert event or choose to end turn for both transform and revert event then don’t fill this out.

Step 2: The transforming event set up

Lets break down the transforming event:
*Purple boxes: These are cosmetic events, basically the event will move the cam to the unit, play manakete howl, start an earthquake, change the screen to white and then execute the event behind a white screen.
*Red box: This is the event that actually changes your unit into another class
*Yellow boxes: These are stat changes that you apply to the unit for example the first one will lower the spd of the unit by 11. The second one increase the unit’s def by 3.
(Change class will account for the con and move stat changes so these 2 stats don’t need to be adjusted)
*Red box: The one in the end does an active unit juggle, for this just set your lord or a character you know will always be on the map, the event under it ends the unit’s turn and the last part puts the cursor back to the unit.

Step 3: The revert event:

The second piece of the puzzle is to change the class part into the manakete/laguz class. This means the unit will only be able to use the revert command when they’re a dragon.

*Red box: This is a cosmetic event just like the transform event
*Pink box: This is the class revert event back to the detransformed class
*Orange box: This is a perfect mirror of the transform event, basically if you add a stat by 3 then lower it by 3, etc, etc.
*Green box: another cosmetic event
*Blue box: This ends the unit’s turn, if you want both transform and revert to end the unit’s turn then this set up is finished.
*Yellow box: This is just an extra event (For my hack) that basically refreshes my unit. As you can see this event also turns off flag 25 which if you recall allows the transform event, this is to prevent the unit from returning into dragon form again for the turn. (I also made a turn event from 1-255 that turns on this flag every player phase turn basically allowing only 1 revert and transform each turn.)

Step 4: The caveat and weapon lock

There’s 1 big problem with this set up which is…weapon rank. Class change doesn’t get rid of your weapon rank

This dragon would still be able to use swords but! there’s a crude but plausible solution for this

Weapon lock is a patch that allows you to lock weapons to characters and classes. We can’t lock the dragon from the swords so we will instead lock ALL swords into ALLLLLL sword wielding classes!!!. basically we’re outting the dragon from the cool sword club.

Here’s the set up, Hard class lock is basically just a lock that prevents the classes not in the table to use the weapon, otherwise it works like a normal weapon, if a unit has d rank swords but the locked sword is C rank they still can’t use it.

Now the red box is basicaly EVERY class that can use swords. And if you add a new class that can use swords then you need to expand this table and include them. Once you set that up go to item editor and

go to EVERY sword in your hack and add the lock to that right corner thing. and VOILA! you made a dragon that can use swords that can’t use any sword.

You’d need to repeat this process for every weapon you want the unit to be able to use but the dragon can’t ofc although HYPOTHETICALLY you could probably do this once including EVERY human CLASS and weapon in your hack to make a universal HUMAN lock.

Step 5: Assurance

Now I haven’t tested this yet but just to be save, you should put in check for the unit every chapter end event that checks if they’re still in dragon class, if so then call the revert event in the end chapter. This will ensure that the unit is back to human form before the chapter ends dodging all bs that can break this.

WHY?
through all that suffering you get a transforming unit that:
*retains weapon ranks
*can use both human and dragon classes with different stats and weapons
*Doesn’t need custom assets to be made for them

this thang can be used for like every class switch. want a mage that can change into a spider? you can do that! Need a soldier that can turn into a cav? you can do that! It’s basically making a laguz without having to make the assets you need to make a laguz.

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Will do
Uh anybody know if there’s a way to link each reply seperately? I think it’d be best to do that if we want a glossary.

yeah, use the quote feature and hide it

QuoteHide

I can confirm this works. Everything you showed here is almost the exact same as what I have in my Shantaemblem hack. One other option is instead of increasing and decreasing stats when transforming, you can have the equipped weapon just give bonuses to the unit so you don’t have to worry about stats getting messed up.

One other thing you can do is if you want the player to transform into more than one class, you can set up a branching menu and then the player can select what class they want.

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time to make a late and ineligible SHitPost hack with this featuring henshin heroes but mostly Garo, who dies 9 turns after hitting the transformation griddy

Entry 9?: Creating weapon affinity icons for additional weapon types.

I want to start this by saying I did not discover this. Juan on the discord did. He found this out so full credit goes to him. I just want to make sure more people can see it.

Having additional weapon types in your hack I think is really cool. However, for those who try to make their hack as professional looking as possible, its a bit of a bummer when you your player sees an icon like this for your additional weapon types:


As you can see, the affinity icon is a jumbled mess of pixels and does not look nice.
So lets fix that!

Step 1: Prerequisites

There are a couple of things to note and you need to get started.

  • VelvetKitsune’s Unlimited Weapon Types
  • Skill System Custom Build. I’m using the old skill system, but this should work with Mokha’s modern skill system.
  • This StrorMagDamage.S File. You will need to reassemble it if you want the damge of your new weapon types to calculate correctly. I know it kind of breaks the rules of this thread but you can do this with the monster weapon types which does calculate correctly.
  • An image editor that can keep the color pallet of an image intact. I personally recommend Usenti.

Go ahead and install all three of these things and you will be ready to be begin.

Step 2: Create your weapon.

For this example, I created a Flail and a Flail weapon type.


Go ahead and do the usual stuff for setting up a weapon, but there are a few extra things you need to do.

  • Choose a weapon type number greater than B. This number is important as I will explain below.
  • You will need to setup a weapon lock on the weapon, otherwise everyone can use it.
  • Make sure you set up a weapon description, otherwise it may bug out.
  • You must set the weapon level to “–”, otherwise it will become completely unusable.

So the reason why the weapon type number is important is because the number you pick will determine which supply location it will end up in. 10 will go to swords, 11 will go to lances, 12 to axes and so on. I can’t really recommend going higher than 17 or 18. Hopefully you won’t need that many additional weapon types.

In this example, I am using slot 12 since a Flail is a heavy weapon similar to an Axe. Ignore that it says “Dancer’s Ring”. Weapon types after B really don’t matter all that much.

Step 3: Naming your Weapon Type.

If you decide to stop here, you will notice in game that your weapon looks like this:


You can change the weapon type name the text addresses around 12C. Since I used weapon type 12, I’ll be using 12C.

The other addresses around this spot will affect the other weapon types as well. So if you aren’t using 12, you should find the other text address you are looking for right next to ‘12C’

Step 4: Creating the Affinity Icon list.

Now for the actual reason you came here.

Head to the Event Assmbler and Take note of the “Free Area” Address. Jot this down somewhere.


Next head to “Patches” and find the IconRework WRankIcons(Requires Skill System Patch) and open its graphics editor. Change the “Height / 8” to the weapon type number you have selected. In this example, I picked 12 in hex, which is 19 in decimal. 19 * 2 = 38. So that is what I will change it to. You can increase this number depending on how many weapon types you have.

Then export this image.

Open your image in a program like usenti and draw in your weapon affinity icon. Fill in all the other spaces with the background color.
Graphics Editor Clean.gba_B80DE0

Step 5: Inserting your affinity Icons

Back at IconRework WRankIcons(Requires Skill System Patch), you should see an image address for this sheet. Go ahead and replace that address with the “Free Area” address we wrote down earlier and hit "Write. You may need to refresh to see that image has now gone black.

Open up the Graphics editor again and change the height to what ever value you set earlier. For me, it was 38.

Now go ahead and import your edited Weapon affinity sheet we just made using the import Image button.

If looks like nothing changed, expand the window downward and you should see your new icons!

And that’s it! Go ahead and head back in game and see the finished results for yourself!

I hope this helped people because it certainly helped me. Juan, you are a life saver!
Sadly you can’t make weapon ranks and what not, but with this, you can recreate most of the functionality of the vanilla weapons.

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I love this thread! It’s one of the most inspirational ones I’ve seen here in a long time, and could probably go much further. Great additions every one of them!

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Looking at my own eventwork I did for my most recent hack, (although most of the complicated stuff is in a version I haven’t released yet) I can’t believe I made some of them work while keeping it shockingly organized. The shortcuts I took with conditionals, the workarounds to various problems, the ability to save and re-use global flags… And my clever dialogue writing to make various combinations of Textshow1 and 2 work.
It’s probably not too advanced compared to the pros of FEU, but I compare it to my first hack’s scrapped pre-production concepts and realize “Man I could’ve made half of these work”
Can’t really show anything off at the moment but overall, yes. You can do crazy stuff with FEBuilder. And boy do I love it.

If you feel so it would be great if you can share

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All images are taken with my phone because my computer lacks internet access right now and I don’t want to go to the library to use the internet because it’s ludicrously snowy out right now.
Spoilers for Kingdom of Ghosts I guess.

First image is characters reacting to some info. Depending on supports, a piece of dialogue can be added, and another one can be skipped. Then there’s dialogue if two characters are alive, then there’s the route-dependent dialogue… It’s just clever textshow1/2 usage to mix and match to change up the cutscene slightly.

Then we have this conversation which does something similar. You can’t see it here, but if Violet’s dialogue plays, her portrait will actually remain in the next text string in the conversation; but leaves midway through the conversation.

Then here we have several conditionals based on whether a character fought a boss, whether he retreated or you slew him, and route dependence.

Then here’s me reusing the same event five times for five switches that open the path to a treasure if you press them all. And generic dialogue for the first switch, and skipping that text if a Phantom presses one because it has no portrait.

These are just ones I’m proud of, and I guess some people could learn a bit from them. Again, not the most impressive stuff out there, but it goes to show how flexible the event system in FE8 is.

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if you get internet can you post a screenshot of the events from your PC later?

Maybe. Might be a while. Also, I’m pretty sure you can see the phone images just fine if you zoom in a little. Even then, KoG is getting near completion, so anyone could just datamine it to examine the eventing once I do a proper release. So no promises.

Nice work you put on this thread, I like it

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One question I have(probably a stupid one), how do you install the StrorMagDamage.s file into FEbuilder? Edit: nvm I think I figured it out, but how do you implement it onto the weapon? Whenever I put the pointer on it and press R in Eirika’s menu to test it freezes the game. To be clear, I mean my custom weapon freezes the game.

StrorMagDamage.s is located here within the skill system custom build:EngineHacks\ExternalHacks\StrMagSplit\StrMagSplit\Combat
Once again, you will need to assemble lit using devkitPro and the AssembleARM.bat
If you are not familiar with assembling things for the skill system, I would ask around in the discord.

The freeze is most likely caused by the weapon not having an item description or maybe VelvetKitsune’s multiple weapon type files were not installed correctly.

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