Modular Battle Routine ~ Demo Released, Currently Needs Ease Of Installation

v0.1 for Project Fire Shell – this is build for the patch arch sent me; it should work with previous versions, but, anyway. I confirmed the various modules work.

[definitely not a screenshot of a demonstration I plan to make for FEE3][1]
[1]:https://www.dropbox.com/s/oo1knj8finzc29v/Screenshot%202014-07-14%2022.23.44.png

[definitely not another screenshot][2]
[2]:https://www.dropbox.com/s/jg1icgpayjt8d8m/Screenshot%202014-07-15%2014.02.52.png

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If I can figure out how to use this thing in vanilla FE7 (newbie here), I’ll definitely give it a shot. Looks awesome, dude. I’ll see if I can figure it out later!

Wait a bit – I’m still developing things and it’ll be in Fire Shell. Believe me, you’ll want to use a patch; this is ridiculously hard to install by hand.

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Noted, haha :stuck_out_tongue: I think I’m speaking for everyone, hackers and players, when I say that we’re looking forward to it!

Display hack (hopefully) works. Editing pre/post calculation routines to be in a better place. Though this takes a bit of guesstimation as to what calls this function, but… Well, hey. If there’s a hole to the calculations, then I can jsut patch it up.

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[Another not-screenshot for you mooks. I hope you’re smart enough to figure out what I’m hoping to show by this.][1]
[1]:https://www.dropbox.com/s/lfuc2uhugvedhrh/Screenshot%202014-07-20%2023.18.24.png

There seems to be some kind of code that skips over the part containing the pre/post routines if hit is 0(but not if it’s negative ??? ). This is… quite puzzling. But I will look into it.

Edit: was just me being dumb and had mistyped a pointer lol

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I’m a little daft… Could you point out what it is I’m looking at? ehehe

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Defense.

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Demo should be done; just needs some playtesting to make sure it isn’t too brutal.

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can you give spec for how parameters are passed into the routines? I vaguely remember you having some (r0 is attackerData, r1 is defenderData?), but I can’t seem to find it

For the modular routines:
https://dl.dropboxusercontent.com/u/92273434/FE%20Hacking%2C%20Public%20Files/Modular%20Battle/Specifications%20For%20Custom%20Routines.txt

I actually avoided handing you the defender data in the might, hit and crit routines, because for just a single character, like in the stats screen, it had some weird effects. But I’ve got them documented now so, idk, maybe I’ll add it back in.

If you meant the original routines, which i modified: [FE7] Charting the Battle Stat Computations

(In which the originals are, yeah, basically what you said)

that is exactly what i wanted thanks

So how would one make modifications to final hit/crit/damage, especially for calculations including both units’ stats?

Either use the post-calculation module or the pre(or post)-rng-rolls module. Using the former allows for changed that show up on the R-menu of the unit’s data and for battle-by-battle changes. Use the second for round-by-round changes.

E.g. +5 defense against mounted units – I used post-calculation (Check if the opponent’s class is in the effectiveness pointer for the Zanbato/Longsword and if so, give +5 defense for the wielder)
Always 100% hit – I used pre-rng-rolls(Put 0x64 into the battle stats data)
SNES Criticals – I used post-rng-rolls (check if the critical bit is set in the battle buffer, and if so, change the damage dealt to what the SNES formula would be based on the battle stats data)

When I actually release this and gather all my files, there’ll be a ton of documentation for you to peruse through – you’d probably be most interested in the order of calculations, which is a condensed version of my “Charting The Battle Stat Computations” but also notes where the modules are inserted.

tbh i’m more interested in how things would work if there’s two weapons that both alter final hit in different ways and how the priority is determined if they fight each other

I have that in the order of calculations, or at least it’s implied. It’s always applied attacker first, then defender.

@CT075

Here’s the latest bundle of all the sources(for the Fire Shell installation), dumps, and documentation you need to develop things. If anything is unclear, let me know so I can update the documentation.

https://dl.dropboxusercontent.com/u/92273434/FE%20Hacking%2C%20Public%20Files/Modular%20Battle/Documentation_Epsilon.zip

As per the FEE3 video going up featuring some of the things you get in the first few turns of play… I’ve put the match links in the OP.