Elibean Nights - Final Version (Gamma Testing)

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I know


fe6 style eclipse. . . thank you arch senpai.

smiles evilly


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.


I made a hack
Hence the shoutout and whiskey payment


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’s ugly though
I’ll post the hex dump later


I’ve wanted this for years in FE, but it sounds like a nightmare to do.


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.



I want to make a pun

because Fomortiis has an AoE status effect

called Nightmare

I’ll leave now


can you explain what those spells’ effects are? im not familiar with those spells :open_mouth:


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


SF is a great resource

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.


interesting! I wanted to do something similar with my stuff but yeah seems like a nightmare and im totally not down to figure it out on me own haha


@Crazycolorz5 (aka Jesus) visited me in down in Sactown, and now I have a slick EN update. First hack with customized AI? #MiracleWeek

Basically, the function is as follows: Kaherdin will attack Karel at full HP, but will not move from his throne under any circumstance. After inflicting damage, Kaherdin will Talk to Karel a maximum of 5 times, at which point the battle ends. Because this was originally a forced loss, I wanted to include an alternate route to triggering the transition to Karel’s last map.


kaherdin’s a basic bitch

cool that its not a forced loss anymore. nobody beats karel


Props to me for suggesting it ;).


While I respect the technical side of this, I feel like the forced loss makes more sense from a character stand point. Karel seems like the type of guy to be moved more by actions than words. Being beaten at his own game seems like the kind of pivotal thing that would change him as a person. Not being talked into it.


The idea is that after 5 rounds, Karel is like, “Why the **** can’t I kill this guy”.

Also, forced loss is almost always questionable game-design wise.


I’m in agreement here(not that custom AI isn’t cool), I can’t see Karel just giving up because he can’t kill someone. His personality isn’t really one who will just change because he has a pep talk.

Also, why do you say forced loss is questionable design wise; seeing a character lose is one way to keep them human and relatable. If you win all the time, you forget these are supposed to be realistic characters.