Is there a way to make a "dummy" custom trap? (FEBuilder w/ skill system)

I have been trying to figure this out without any success. I am trying to find a way to make an indicator of sorts for the player that can be spawned/removed to/from a variable location (such as from memory slot B) with event commands (basically to show the player at what tile something will happen if something else is triggered) in the middle of a chapter. I already use the thief escape arrows so that’s out. I am thinking of using dragon’s veins in some capacity so I would rather not use them. I figured that a custom trap that does nothing but shows a sprite of my choosing would be the best solution. No idea how to go about this in FEBuilder though. I installed the “Add trap” patch which doesn’t seem to allow traps with custom IDs at variable locations and I don’t see any way to change sprites. Any ideas to do this without ASM? Or even with simple ASM call commands? Or is there an easier way other than a custom dummy trap that I am overlooking?

Also, just in case anyone knows the answer, I’ve been unsuccessfully trying to find a way to decrease the max convoy supply to another number (instead of 200) so that there can be a stronger emphasis on inventory management. Is there a way to change this through the hex editor or some other means?

Thanks in advance for any help.

A)
Add a unit.

  • MMB will display as usual (unless you change that as I detailed on the mmb thread)
  • Can be attacked, so give Shade+ and/or use my PreventAttack hack to stop players from attacking the unit.
  • Patch exists to prevent viewing the status screen.

B)
Use the TrapRework. You’d need to understand ea a bit, but it is beginner level ea and no asm required. This allows for exactly what you want - traps that display a sprite only. Reinstalling TrapRework will probably prevent dragon veins from working unless you do it via a custombuild.

Run a custom build after editing EngineHacks/Necessary/EMS/Convoy.event to change 200 to whatever # of items you want for supply. (Note that if someone else is reading this and wants to increase past 200 that you might need to repoint the ram used here.)

Thank you very much for the assistance. I’ve been working on the convoy modification with some success. I will look at the trap rework soon.

I’ve been trying out the Trap Rework (with insert EA on FEBuilder). It seems that dragon veins still work thankfully. However, I have not been able to add anything from the Trap Rework with the basic “Add trap” patches (it appears to do nothing when trying the new trap IDs). I’m trying to figure out how to use the trap rework ASMC functions in FEBuilder (AddTrapASMC, etc.) but I don’t know how to check what address they are at to call with the ASMC event command.

Edit: I noticed that the dragon vein table is blank each time I close and re-open the patch menu. So maybe something did mess up. Actually, after further testing, the event still works and is still there, I just have to change the “count” size on the table and reload. Not sure why.

You have a blank entry that is being read as termination data, I think. Perhaps it stops when it sees all 0s.

When you install the hack, febuilder makes a .sym file for you in that folder. Open it (eg. in notepad) and use the addresses provided.