Snake's Pit of ASM (and Other Stuff)

It’s been a while, but I’ve got a small little hack.
Set Scripted Battle Number Display
Tired of scripted battles having more or less damage dealt than the number displays in the battle screen? Or 100 hits missing? Or 0 crits? All from battle units having variable stats or being too lazy to set the characters’ stats? No more!
ScriptedBattes
Had a fun testing environment here
All the numbers you see here are set in my events while setting up the scripted battle rounds using the following macro (defined in the installer for you):

SetScriptedBattle(AtkHit,AtkDmg,AtkCrt,DefHit,DefDmg,DefCrt)

To make a number appear as --, use 0xFF in the macro.
To clarify: this does NOT affect the results of the scripted battle. This only changes the display.

Just get everything from the Dropbox in the OP, include “ScriptedBattles.event”, and you’re good to go!

Next on my plate in terms of big ASM is stuff with Support Rework to make base supports more versatile and maybe not necessarily tied to supports themselves. Could use some optimization as well.

Ability to define an event to play instead of a text ID being shown in a generic event
Add an optional ASM condition slot for event conversation
Add an optional text ID to show for the menu text instead of autogenerating if defined
Add a bitfield saved somewhere (prep screen proc state?) that says whether a convo has been seen or not
Disallow repeating viewing convos with this bitfield
Maybe allow them to define an optional music change in the base support table for the base convo?
Let the user define conversations that have an icon (usually to denote which give items or w/e they want)

As well as some MSS stuff for displaying support data on the stat screen spookily. :ghost:
I’m open to suggestions here, so let me know what you’d like to see in Support Rework if you’re interested. I’m looking for feedback!

6 Likes