Hi everybody. I’ve just started learning how to edit maps in FEBuilder, and I here’s my first problem:
I can’t get the brigands to destroy this house: I changed this tile to a red house (it was yellow in the vanilla game), created an event where you get a Red Gem from it, it changes to a closed house tile after that happens. All went well.
But then I can’t get the brigands to move toward and destroy it. I set the secondary AI of the above brigands spawning from turn 2-5 to “04 - attack village and treasure then move towards enemy”, but they keep bypassing it and ignoring it. I’ve checked the event pointers of other chapters before this one which have villages that brigands can destroy, to see if I’m setting something wrong. But my settings are alright, so I don’t know what’s going on. Here are my settings:
Also what is a “dummy event” and does it need to be set for the destroyed village event to work?
Additionally, I noticed that most “visit” event types have completion flag 8 or 9. What do these mean? (I don’t think a flag is strictly required for the destruction event to work, as I’ve tested other villages with completion flag 0 and the brigands could still destroy them. I haven’t read up on flags yet so I can figure it out myself later. But I’d really appreciate a brief explanation.)
Brigands only target specific terrain types like the “Village” terrain used for an open village’s entrance, and not the “House” terrain you’re probably using there.
Ok I see, the tile for the entrance of the village is “Village (0x03)”. The tile I’m using is “House (0x05)”, that’s why they don’t head toward it. (Kinda weird though since the tile to represent a closed house is “Village[close] 0x04”. Why did they make it that way
)
So is there any way I can still make them go there to destroy it? (Why do I remember there being these red houses in FE6 Sacae I think? Does that map not have brigands destroying villages or do I remember it wrong?)
There are red houses in both FE6 Sacae and in this game’s Creeping Darkness map, but no brigands on those maps. You would want to edit the tileset and make a version of the red house tile that is a Village terrain type to make brigands target it.
Ok I did it. I’ve changed the tile type to village, so the brigands can destroy it now. But another problem arises, they keep destroying it because the tile doesn’t change to the ruins tile.
First, I tried creating a new event: in the event editor I hit command → searched and chose “execute tile change [tile change ID]”. In the tile change ID I entered 5 (which is the ruins tile I want it to change to). Hit change. Now the event will go execute tile change and event end → write to ROM. When testing, the tile didn’t change to the ruins tile when the brigand destroyed it, so he keeps destroying it.
Then, I tried adding a completion flag (9) to it. It still didn’t work.
So what went wrong here?
Yeah this is probably an issue in that the village destruction stuff is designed for actual villages, which is why they’re placed one tile above the village entrance if you look at a regular village in FE8, not directly on the tile like you’re trying to do here. I think maybe it would work if you extended the tile change upwards (without actually making those tiles change). As for your event, you didn’t mention how it was supposed to be getting triggered, so it probably isn’t getting triggered at all.
Completion flags are just indicators that you can turn on or off to check if an event has already run (besides the special ones like the seize flag 0x3 that ends chapters if triggered). They’re not really relevant to the issue here.
What do you mean by “extended the tile change upwards (without actually making those tiles change)”? Can you elaborate? Do you mean adjust the coordinates (X, Y) so that it’ll be one tile above the village tile, like the setting of a normal village?
Btw I tried the above method, it didn’t work
It just caused a weird quick glitch when the brigand destroyed it.
I was thinking of maybe setting it up in the event editor, so that when a brigand steps on this tile, it executes a tile change to turn it into a ruins tile, which would be equivalent to them having destroyed it. But I don’t know if it can be set up like that? Is there a way to do it?
You can set range events that trigger when a unit enters them (see chapter 1 of FE8 as an example where it triggers when Eirika enters between 0,0 and 7,9).
Omg I did it! It worked 
Here’s how I did it: In Always condition, I created a new Range condition, set completion flag to 0F (so it doesn’t coincide with any other flags used in this chapter), and set both the first point and second point to (10,7). Then in Event editor I used the command “When[UNIT:Character]stops in range (used at the start of range based events)”. For the character I entered the unit number of the brigand (65) → change.
Next I used the command “Execute tile change”. In the tile change ID I entered 5 (which is the ruins tile I want it to change to) → change → Write to rom.
Since the brigands spawning above from turn 2-5 all have the unit number 65, I only need to do this once. Yay!
Thanks knabepicer for being patient with me and helping me 