I love how there is no tangible interest in why someone would do that.
https://www.youtube.com/watch?v=L9fjnlJQbEk&feature=youtu.be
Allows you to set a list of parameters and their % chances of occuring while summoning a phantom (by character ID). This includes:
- Class
- Inventory
- AI
Setup is a bit complex so I left my testing case as an example. Please note that your percentages per list need to total to 100 or you might break the game.
Earlier, I created âCustom Heal Amountsâ to add in more healing staves. But what I didnât notice at the time was that the healing staff BGM was also hardcoded! This once again sets up 2 bytelists - one for items to use the healing staff BGM, and one for items to use the status staff BGM.
So I decided to use the phantom customization asm, and it turns out that any phantom that makes it to the next chapter doesnât despawn. They are carried to the next chapter like a normal unit. So any chapter that have a battle prep, you will have to add them in as a normal unit.
If all I said above was correct, you could create a phantom army!
Are the phantoms suppose to level up? Last but not least, do you plan on making a way to differentiate what character spawn what type of class? Love the asm btw!
I believe those things (removing from party and leveling up) are hardcoded to the Phantom class, but I can take a look at making them more modular.
The type of class is determined by the phantomâs unitID, so you can associate to character based on what phantom said character is summoning.
I forgot that the phantom have a lot hardcoded stuff. I also tested that you can trade with any phantom that isnât the phantom class. Again I know that is hardcoded, but do you think there is a way to add those traits to the character id. I have no experience with asm but its a thought.
Yeah, trading should be an easy fix. I think what I will do is have all these things check for units in the phantom summoning table to treat those units as phantoms instead of the phantom class ID.
[FE8 ASMC] Add / Subtract Fog Range
You can use the event command VCWF to set fog range, but there is nothing to check the current fog range. Rather than using event spaghetti, I created these two simple ASMCs that will add and subtract the current fog range by 1.
You should also make one that simply returns the current fog in 0xC imo. It might be useful.
Sure, why not. Added it to the folder.
Adds an option to the item menu that allows you to move an item up to the highest non-equip slot. Useful for any passive held items with order-importance.
Hi @Pikmin1211
Iâm here to report a little bug I encountered using your âprevent rescueâ code, in particular the modified version to make the code work with respect to the IDs of the class and not of the unit
itâs just a small graphic bug practically in the box that comes out when you try to rescue a unit an iron sword icon appears but itâs just a small mistake that doesnât involve anything with the game
here are some screenshots
I hope you can see from the photo (the second one), that there is the silhouette of an iron sword mixed with the boxâs pallete
I just set it up my mounted unit can not be rescued by other unit
and at end of the day this work fine
i donât think i did anything wrong, because i tried the unit id version and work without this glitch
(and for testing it I used SkillSystem Buildfile)
in the end it is nothing that the problem, so donât worry, but I still wanted to report it since no one had done it, or at least here on the forum
I hope I am made to understand, because I am not good in English
This seems to be related to icon rework, though I canât see anywhere that it writes that would cause any overlap. Are you certain that doesnât happen without it installed? The sword icon is supposed to be the horse icon.
you must excuse me, I did not know of the existence of a code for the icons and basically activated by the Skillsystem Buildfile? because in theory to test things I use an unmodified SkillSystem, with Str/mag split.(but I donât think it can hit that) as soon as I can I see to disable it, I donât understand why it does this only with IDs for classes
EDIT: I saw without your code and yes there must be a problem with something else ⌠I did a test by entering the version for unit IDs in the base game and it ran smoothly ⌠instead the version with ID classes does not work , but I think itâs my mistake:
Line 39 - ldr r0, [r2, #0x4] Line 47 - ldr r0, [r4, #0x4]
I change these two lines, then recompile them with the Assemble ARM, in the SkillSystem folder i think i am using the wrong program, right?
Iâm sorry for bothering you, but I didnât know about this code regarding object images
I apologize, Iâm not familiar with ASM. How might I go about applying this to a rom? Is there an existing tutorial for applying these? Iâm specifically interested in the one that changes warp range.
Ever wanted tonics in GBA? Now you can have them.
Tonics are durability based so you can have all 9 tonics in one item slot.
Uses SkillSys, EMS and IER. Install instructions included in the folder.
You Are Epic
Thatâs really cool!
Imagine if real life had a Happiness Tonic.
Wait a minuteâŚ
Raises all of a unitâs usable weapon ranks. In the case that multiple S Ranks could be achieved with the same scroll, priority is given by memory order (Sword > Lance > Axe > Bow > Staff > Anima > Light > Dark). I might revise this in the future but for now I donât really care enough to.
To install set the EffectID to whichever you wish for the item and include the âArmsScrollPopupTextâ somewhere in your text buildfile. Requires IER and PopupRework.