I bet FE7 does something similar if you look into it. FE8 Menu Options
look at the jump instruction at 0804EDA6.
This jumps if the certain menu instruction is NOT to appear. r7 tells what thing it’s checking for, out of a possible 1C options. So far I have:
0 - Makes seize appear
1 - Makes attack appear
2 - Makes attack appear(again?)
3 - Makes Staff appear
4 - Makes Ride appear
5 - Makes Exit appear
6 - Makes Play appear
7 - Makes Dance appear
8 - Makes Steal appear
9 - Makes Summon appear
A - Makes Summon appear(again?)
B - Makes Pick appear
C - Makes Talk appear
D - Makes Support appear
E - Makes Visit appear
F - Makes Chest appear
10-Makes Door appear
11-Makes Armory appear
12-Makes Vendor appear
13-Makes Secret appear
14-Makes Arena appear
15-Makes Rescue appear
16-Makes Drop appear
17-Makes Take appear
18-Makes Give appear
19-Makes Item appear
1A-Makes Trade appear
1B-Makes Supply appear (ALSO it doesn’t crash if you choose it. Checking out the routine that governs this is the key to changing who has supply!)
1C-Makes Wait appear
A lame example. We can set the coordinates for the Door command now, pretty much. What if I wanted to use the same system to make a new/edited command to appear at certain coordinates, and make so that it just triggers an event ID when selected?
That way I could do shit with AFEV.
What about a command that runs an event sequence? I could just hax up a way to summon with that, perhaps (and likely a few other things).
…Is there an outside chance that the rescue command could be forked on class, so that it allows for the implementation of FE7x’s Cover (which moves the unit onto the traveler rather than the other way around) and perhaps Capture (so it’d basically be in lieu of rescuing) when targeting an enemy?
I doubt this because chests open when you’re ON the square, and doors when you’re NEXT TO them. I might be able to repurpose the pick command, but I’d have to add in the code to check for tools in the non-pick ability myself.
I’ll test this sometime! I mean, if the game will do something other than crash if I select it.
Cover sounds vaguely doable, albeit difficult. Capture would be… a stretch goal, to say the least.
Possibly, but I’d need to find a simple branch that’s like “run this event sequence!”. If I can find that, might be doable.
[6:30:21 AM] Crazy Colorz: WAIT
[6:30:23 AM] Crazy Colorz: WAIT
[6:30:25 AM] Crazy Colorz: WAIiiiiiiiiiiiiiiiiiiiiiiiiiT
[6:30:32 AM] Crazy Colorz: The Visit command is basically going to be like
[6:30:40 AM] Alfred C’mon!: “do stuff” command
[6:30:41 AM] Alfred C’mon!: AHAHAHAH
[6:30:44 AM] Crazy Colorz: “Is it a village? If so, is there a “visit” event on this tile”
[6:30:49 AM] Crazy Colorz: “If so, go execute this event”
[6:30:54 AM] Crazy Colorz: So I can change this!
[6:30:56 AM] Crazy Colorz: Easily!
[6:31:01 AM] Alfred C’mon!: Yeah
[6:31:02 AM] Crazy Colorz: Like omg
[6:31:02 AM] Alfred C’mon!:
[6:31:35 AM] Crazy Colorz: Just copy-paste it and change the “visit event” to a “___ Event” and then bam, general form of an event-executing command.
[6:31:42 AM] Alfred C’mon!: yes