Well this is a coincidence, because I come bearing FE7 stairs.
Assume everything is for FE8 (though if you need something for FE7, I’d probably be happy to adapt it. )
Anyway, FE7 stairs work very similarly to FE8 stairs...
I suppose I can safely assume we won’t need to worry about interference with any skill system.
Firstly, this assumes that you have the following defined.
## StairNameText
Stairs[X]
## StairDescText
Take the stairs[NL]
to the other side.[X]
## StairsBlockedText
The stairs are blocked[NL]
from the other side.[X]
Next, the action menu. Assuming you haven’t already screwed with it, this is handled with “FE7 Unit Menu.csv”. If PFinder doesn’t work (which it never does for me), here’s where you need to repoint.
//Repoint Unit Menu
PUSH
ORG $B95Ab4
POIN UnitMenuTable
POP
Then, just #include “Stairs.event”.
Using the stairs is exactly the same in FE8.
#define Stairs(StairID,X1,Y1,X2,Y2) "LOCA StairID [X1,Y1] 0x22 ; LOCA StairID [X2,Y2] 0x22"
Don’t reuse StairIDs. X1 and Y1 are the coordinates of one end of the stairs. X2 and Y2 are, big surprise, the coordinates of the stairs on the other end. This macro command goes under location events.
Let me know if you encounter any problems, something needs clarification, or if I forgot something.