I think you misunderstood about #2. As it is, the runesword DOES crit at 2 range. I would like it NOT to. The idea is that it has low might but high crit; you can heal a bit at 2 range, but you have to get up close and personal to really do damage and heal.
In regards to #3, there’d be 2 problems to fix: the – value for 3~3, and the red tiles not showing up for ranges >3 (including 3-15, which is kind of odd since it does exist as a valid ballista range-go figure). I’d be OK with just having a way to fix the former; I can figure out a way to balance legendaries with 1-3 range, and I intend to make iron ballistas enemy only, anyway.
Can I be introduced to the crazy mofo in question?
Another question: I’ve trying to insert the Monk class, and I’m currently adding the name and class description using FEditor. First, I made a backup rom. I increased the max index by 1, wrote ‘Monk[x]’, and saved. Then I checked the backup rom against the one with this (supposedly rather small) change, and a few bytes that weren’t 00 had been overwritten. Do I need to worry that I wrote over something important? Is there a place where I can input the specific offset that it should save this text to? As far as I can tell, the rom works fine, but I’m more worried that something really subtle has changed that might not be noticed for some time (like, I dunno, you get a game over when Idoun dies). Or am I merely being paranoid?
FEditor makes the text work perfectly, so there shouldn’t be any issues. I would mention though that FEditor had some issue with FE6 in the past and text editing, which was fixed so that Gringe could perform his translation.
I dunno what that fix entailed though, PM gringe about it.
So…I’m trying to import Shine to FE6. (Why does FE6 have so few light spells, anyway?)
I couldn’t find any sprite sheets anywhere, so I figured the logical thing to do would be to fire up FE7, pause the game at the beginning of the animation, remove the relevant layers, and screeny each slide (as I go forward using Ctrl + N), then create a script. However, I went through the animation again because I realized I missed some stuff in the foreground, and then I realized that not all the background frames had shown up the first time around!
So basically, my question is “How does one rip magic spells?” Thanks to VincentASM I have the frames for Aura, but that’s the only one I could find on spriters-resource.com