Give credit, as you always should.
Please let me know of any glitches you find, and I will fix them ASAP.
I use lyn for my hooks. Learn more here. Just make sure you have lyn.exe in your “Tools” folder of EA, place the folder of the ASM you want in the folder of the .event file, and use the installers I provide.
Download here. Keep reading for detailed descriptions.
Anima Magic Triangle (FE7 & FE8)
This works much like the the Tellius anima triangle.
Fire beats wind.
Wind beats thunder.
Thunder beats fire.
To install, include “AnimaTriangle.event”. Inside that file, you’ll find the following:
ALIGN 4 // Be sure to terminate each list with an 0x00! FireList: BYTE Fire Elfire /* Other tomes to be considered fire */ 0x00 ALIGN 4 ThunderList: BYTE Thunder Bolting /* Other tomes to be considered thunder */ 0x00 ALIGN 4 WindList: BYTE Fimbulvetr WindSword /* Other tomes to be considered wind */ 0x00
Pretty straightforward. These are lists of item IDs that you want to be affiliated with each magic type.
Under FireList, make a list of all items you want to be included in the triangle as fire. Complete ThunderList and WindList except with thunder and wind items. Terminate each list with an 0x00.
For FEB users: There is a patch for this in FEB. Just install the patch and fill out the fire, wind, and thunder lists to your liking.
If you are using the Skill System, simply uncomment the installer in
_MasterHackInstaller.event and fill out your tome lists in the AnimaTriangle folder.
Level Up ASM
Does anyone like empty level ups? No one? Okay good. This ASM prevents those!
Including this will ensure at least one stat growth in a randomly selected stat if no level up stat growths are detected.
If a stat is maxed, it will not choose that one. If all stats are maxed, no growth will occur, so, I guess empty level ups are still possible…
#inctext lyn "LevelUP/LevelUP.elf" "LevelUp/Definitions.elf"
This one could use a little more testing, but it would be very tedious to test it as extensively as I would like. If anything happens that’s weird with this included, please let me know. I think it should work without a hitch.
Hopefully, this should make unit placement easier in buildfiles. It certainly does for me. Just #include it somewhere.
What this does is it writes all basic REDA data for moving to coordinates between 0-30 for X and Y.
UNIT Haedrican Fighter Leon Level(7,Enemy,True) [0,11] 0x00 0x00 0x01 REDA8R15 [HandAxe] NoAI
This unit will spawn at [0,11], then will move to [8,15].
In each UNIT code you need a REDA in, put
0x01 REDA(X)R(Y). For
(# of REDA's to read) and (Pointer to REDA data).
REDA8R15 is included in my file with REDA data to move the unit to [8,15].
I hope to have some new projects coming out . Find me on Discord if you have any questions or suggestions!
Also, I almost forgot: Shoutouts to the helpful wizards who helped me along!