You are doing too hard on ch2.
I don’t think the thieves attacking the village need Custom AI.
I think a normal bandit AI is enough.(AI2=0x04)
Why do you need to create custom AI to create events all the time?
Perhaps you’re trying to do something complicated like this because you want bandit to destroy a 1x1 House.
I think you are trying to do something difficult.
This is a matter of how to write Range Evevnt.
The correct way is to use the “When xx stops in range” instruction.
This macro is a very useful command.
No need to make a branch.
4005020065000000400A00009CE19E08 //When[Character:0x65 Bandit]stops in range (used at the start of range based events (0B))
I see, what I’m trying to do is make it so that bandits go to the villages, but I want an FE4-like village destruction where it just destroys one part of the village each turn, until the whole village area is destroyed. Is it possible to do this?
I’m playing a romhack of FE6 that the guy made the arena so hard, gold bets around 950(enemies almost impossible to beat), how i can lower the arena difficulty with FEbuilder?
EVENTSCRIPT:1.en=400D0000{$L1:ASMC_GetUnitDistance.dmp} Get Distance between Units in Slot1 and Slot2(LOW) @STOREC {COND}
EVENTSCRIPT:2.en=40050100XXXXXXXX40050200YYYYYYYY400D0000{$L1:ASMC_GetUnitDistance.dmp} Get Distance between Units in [XX:UNIT:Unit1] and [YY:UNIT:Unit2] @STOREC {COND}
EVENTSCRIPT:3.en=40050100FFFFFFFF40050200YYYYYYYY400D0000{$L1:ASMC_GetUnitDistance.dmp} Get Distance between Units in CurrentUnit and [YY:UNIT:Unit] @STOREC {COND}
EVENTSCRIPT:11.en=400D0000{$L1:ASMC_GetUnitDistanceCoord.dmp} Get Distance between Unit of Slot1 and Coordinates of SlotB(LOW) @STOREC {COND}
EVENTSCRIPT:12.en=40050100ZZZZZZZZ40050B00XXXXYYYY400D0000{$L1:ASMC_GetUnitDistanceCoord.dmp} Get Distance between [ZZ:UNIT:Unit] and Coordinates of [XX:MAPX:X][YY:MAPY:Y] @STOREC {COND}
EVENTSCRIPT:13.en=40050100FFFFFFFF40050B00XXXXYYYY400D0000{$L1:ASMC_GetUnitDistanceCoord.dmp} Get Distance between CurrentUnit and Coordinates of [XX:MAPX:X][YY:MAPY:Y] @STOREC {COND}
sample
As a measure against covid-19, we will carry out a social distance between the ally.
Please leave at least 2 spaces between player units.
If the units approach each other, Zeth will get angry when they wait.
In addition, only the prologue is made.
I would be happy to have my image be 256x256 and insert that as the object image with febuilder, but I’m not sure how to create a proper tile config for it. It would be very tedious to map the ~1000 mini boxes of the object manually, so I’d rather not do that.
Perhaps there is an easier way to create a map config file than this? Please advise me on how to proceed.
There is no official support for FEBuilderGBA.
There are two choices: insert with EA or insert with hex editor.
I’ll support single-picture maps over time, so please wait moment.
That would be excellent. Thank you very much, and please don’t feel rushed. I’m happy to patiently wait if you’re going to add that feature to febuilder.
I apologize if this is a bit of a novice question or one that’s already been covered, but is there a way in builder to extend the number of classes (in FE8), or is there a hard bit limit preventing adding more?
First one is that when a talk conversations occur and I hit (on the gamebody) start the screen turns black.
Since it does not occur in vanilla, it is thought that some patch is affecting it.
Events that get items after a conversation do not have this bug.
This bug seems to occur if it is just a conversation.
As a workaround, you can overcome this problem by modifying the following.
Perform a fade-in by forcibly stopping the start button.
The fade-in is set to 60, but it seems that there is no problem if it is shorter.
Secondly theres another issue with forced promotions annoying showing up the volcano background I’ve set in CG for a few seconds before the promotion occurs.
This is because you have a picture of a volcano in the background 0x35.
In FE8U, the background (BG) 0x35 is used as a completely black picture.
To avoid disrupting the screen with Force Promotion, you can use the Force The Promotion instruction shows BG 0x35 for a moment.
Normally, the picture is all black, but since you’ve included a picture of a volcano, it shows a picture of a volcano and The
Move the picture of the volcano in the 0x35 to another and make the 0x35 all black.
That solves the problem.
This question has been asked many times in the past.
Please search the past log.
Basically, FE8U is plenty of room without extending the class.
You can reuse classes of monsters other than eggs and classes of citizens.
If you absolutely want to extend the class, please unlock it from the setting screen of FEBuilderGBA.
Then you will see the extended button on the class screen.
is there a hard bit limit preventing adding more?
In vanilla , The upper limit classes is 0x7F.
This is because the class is recorded in the save data at 7 bits.
The theoretical upper limit is 0xFF, which is an 8-bit limit.
This is accomplished by mass patching.
This was one of the causes of instability in the past.
For this reason, the setting is hidden by default.
I’ve got a question related to FE8. Does it cause any particular problems to increase the animation count beyond 255? I know going above those types of limits is an issue in other areas, but I don’t know if it would for animations. I don’t need much more than that, at most an extra 10 or 15. Just figured I’d save myself a headache if it frequently causes issues.
Sorry if this was asked before. I couldn’t find it if it was.
I couldn’t find any concrete information that could help me with my current issue. I am doing some testing with the program to learn what I can. I have remade Franz into a Soldier, and I was able to adjust the soldier so that it would max at lvl 10 and it can promote to wyvern rider and knight. The problem I’m running into is that upon reaching lvl 10 Franz will not promote from soldier(at the prep screen for the next mission).
How can I set the soldier to function like a trainee class? Is it possible?