Because now there’s a close range tome in FE, silly. It’s Nergal’s failed replica, so of course it isn’t nearly as functional as real dragon breath.
I did like some of your suggestions, and might look into the fixed damage for Flametongue could be neat.
Anyways I wanted to wrap up one last animation before I call it a day (all this scripting’s giving me headaches, lol). But anyways, it’s a change in functionality to Niime’s Grimoire. Everything looks as it should in the first screenshot, but now Niime can attack with it too! It borrows the black hole effect from FE8’s Naglfar, and cannot be countered/counter-attack, or double. It’s 1-range locked, too. The tome still grants its defensive boosts, but now its uses are finite so you’ll have to watch your usage. Basically, it should be strong enough to peck off anything that’s been weakened without fear of retaliation on a miss.
Unfortunately there’s one more glitch to sort through. I had to do a mockup that last screenshot because uncounterable weapons/magic default to attacking at siege tome range in the battle sequence. Even if they can’t attack at a distance, period.
I don’t think so; Jesus managed to separate out the cannot double effect, but I don’t think anything’s been done in regards to battle display (which apparently checks 0x80 uncounterable bit to display long long range, even though it does that automatically at attacks beyond 4-range anyways…).
Shoutout to @Brendor for being a total bro I owe him one bottle of aged Jameson Irish wiskey.
Ye olde FE3 Dulam is returned (I think FE6 Eclipse does this too), and the second pair of screenshots are a new addition to Pent’s Tale thanks to @CT075. Now, when Pent/Canas first get one of the new tomes/artifacts in their inventories (Pent comments on anima tomes and weapons, Canas on dark tomes and the emblemoligist items) they’ll share a brief analytic blurb.
Also we’ve got some news on the lighter side of things.
Yes, another light spell made from pieces of Ivaldi since that’s all I really have for spare parts.
Introducing Exordium; it’s based on a light spell from TRS, actually (called Prelude, “Exordium” is a fancier word meaning the same thing). The spell cannot counter-attack, and cannot be countered, much like the Grimoire (except Grimoire is 1-range locked and gives stat boosts). The weapon icon is borrowed from @LordGlenn’s open source offerings.
The second I’ve got planned is based on one of @Crazycolorz5’s modular battle demonstrations; a “Reflect” spell, which mirrors the enemy’s weapon might. I’m looking at using a recolored version of the SNES Resire animation for this spell.
[9:56:30 AM] No-Bark Noonan: 0x51FB2
[9:56:43 AM] No-Bark Noonan: change it from 0x80 to 0
for anyone interested, this is how to fix the battle range issue with the 0x80 “Unconterable” weapon bit
What did you do to implement the Eclipse/Hel/Dulam effect?
Also, does uncounterable still mean that the user can’t counter enemies if he/she is attacked? TRS’s Prelude/Sylpheed/Tomaharn effect is a bit more interesting in that the user can still counter enemies when attacked, and if the enemy would double attack but the user successfully hits, it prevents the enemy’s second attack.
The second effect would also make more sense in the context of a sleep-inducing weapon, since right now if you don’t set 0x80 uncounterable, the enemy gets to counter after being put to sleep, and if you do set 0x80 uncounterable, you can’t use the weapon on enemy phase.
If you wouldn’t mind, it’d be nice to release the hax for people like dondon (I’m sure he wants it).
I actually kind of like it the way it’s set up currently; this way, it’s a trade-off of a powerful attack in exchange for the risk (unless you trade shenanigans with other light tomes) of not being able to retaliate on the enemy phase. It makes them behave almost like an archer, but with the guarantee that the enemy cannot retaliate when attacked.
You read my mind, I was just about to go to the liquor store to buy some whiskey
I think there’s merit in the way it’s set up for a sleep-inflicting weapon, but it’s always seemed a bit pointless for me when it comes to magic because usually your player phase attacks are rarely countered (since you have the choice to attack at 1 or 2 range) and it’s totally useless on enemy phase.
TRS-style uncounterable was at least super annoying in the hands of enemies because it meant that you couldn’t ORKO them with a double attack; you had to use either a brave weapon or a crit.
Now what we really have to implement is TRS’s AoE magic effects
It seems at least that the Aura Rain, Earthquake, and FE11 Geosphere effects shouldn’t be that hard to implement, although there would need to be some limitation to prevent the user from spamming the attack every turn.
paste write this at 0x28F42 and change the last 4 bytes to the pointer to free space where you want to insert the hack in little endian.
Here for instance the hack is at 0xD0B000 so we OR 0x8000001 and flip it so that the lo byte comes first and the high order byte comes last IE ABCDEF -> EFCDAB
so here 0xD0B000 is written as 01 B0 D0 08
And paste this at the free space you desire
the implementation is simple, for half HP set the half HP weapon byte (3 in vanilla ROM, or 0xB if you applied Cam’s status sword patch), and if you want Hell effect (current HP - 1) set the last unknown byte to 1 in nightmare along with the eclipse byte like so
Prelude, Sylpheed, and Tomaharn all prevent the opponent from countering on successful hit. On player phase, this is a free attack if it hits. On enemy phase, it saves you from being doubled if your opponent would double you and you hit. Invert this for enemies that have the tome.
Aura Rain, Earthquake, and Geosphere are tomes or items that damage every enemy on the map. Aura Rain and Earthquake calc damage like normal attacks and can only be used on turn numbers divisible by 5. Geosphere is an item with 3 uses that does 10 HP damage to all units, including your own. Earthquake and Geosphere don’t hit flying enemies.