The Communal To-Do List

Well, here’s the thing, I intended to do something like this, but it would have just resulted in waaaaaaaay too many pointer tables (I have enough as it is). Though if you just want one specific class modded, I could do that for you, but to incorporate in a general manner would be unwieldy.

@Venno, are you still doing this, or should I take care of it?

I mentioned the general manner more or less for the community, but I did have specific classes in mind and not a table for my own project. Should I take this to pm’s or…?

Yeah, go ahead. Just stating my issues with making it a general thing. Tooooo many tables :(.

Oh yeah, I’ve finished that thing. You can find a link to the download here. FE7 only, but I can port it to FE8 if anybody wants.

AI Modifications:

  • Being able to define usable healing items (they currently only recognize Vulnerary and Elixir’s item IDs). ~@Arch
  • Addressing this question/request about seize throne AI. ~@Arch
  • Teaching enemies to handle cavaliers moving after attack. ~@Arch

Added a new section to the list.

1 Like

Pruned the list a bit.

1 Like

Added this. Can’t believe I hadn’t thought of it before.

idk I thought of this last night in my internetless room

also

Has this been solved already? I was trying to see if I could use this as well.

Should be relatively easy if I can find where it calcs level ups.

i have a routine that ups stats and shit but you should probably do the whole text box thing for yourself

I think I have this figured out – it is just a 2-D array, but it’s fairly simple if we just access it through, like, the actual pointers? Rather than trying to index it ourselves. It’s just that it seems to allocate the space in a weird way, but I think the pointers are fairly straightfoward. (Or at least, the FoW 2d array is simple and I may be misremembering the unit map… but I think it’s doable)

Totally done, or at least we know which bytes to change. [FE7] The Official AI Documentation Thread - #16

i have been done with this for months, it’s just that i wrote it with my new assembly patcher specs and i haven’t gotten around to writing the patcher

doc link

there’s a plugin for modular battle that makes use of this, and you could probably screw with the “finder_func” that exists somewhere else in that doc to finish up the event command

I did this.

I finished the arms scroll for FE7

1 Like

I made a Juna Fruit item for FE7
So…can someone test it for me?
I’m still working on it but it should work and actually print out how many levels get subtracted

here’s source if you want

Oh, I can test it. How do I add it ingame, and how do I choose how many levels to subtract?

It appears to be coded to subtract a random amount (1d5) right now.

It also appears not to have a check for level requirements (unless item code does that somewhere else?), and I don’t see how it actually prints the message (although it’s clearly loading a character for the level number to some magic IRAM location)…

also >using swi division straight out

there are stdlib function calls or actual native div functions to use