I have a chapter without preps, and there’s an issue. Turns won’t automatically end, the cursor is getting stuck off-screen and breaking the game, and I can see units in the stat screen who aren’t on the map.
These issues all come about as a result of having a no-preps chapter without the full party deployed. When a unit is not deployed in the preps screen, it is marked with the undeployed
state. However, without the preps screen, the game doesn’t know to make units who aren’t on the map as undeployed
. As a result, it thinks every unit in your party is deployed, even those that aren’t on the map, leading to all these issues – the turn isn’t ending because there are “deployed units” who haven’t moved, the cursor’s getting stuck off-screen because it’s trying to find a unit that isn’t on the map, etc.
The solution to this is simple, if a bit tedious: before the chapter starts, use the REMU command to temporarily remove each unit from the party that isn’t involved in that chapter. Then, at the end of the chapter, use its counterpart REVEAL to make them rejoin.
While I have not seen it firsthand, I’ve heard that large blocks of consecutive calls to vanilla REMU and REVEAL can sometimes cause issues, so it is advised to use the “silent” versions from this patch for this purpose. (Note that this is specifically meant for start- and end-of-chapter processing, the commands in this patch will not work if you need to REMU a unit on the map mid-chapter.)
Patch Name:AddEvent: Silently change the unit’s status flag @FE8U
Author / Source:7743
So, you’d have something like this in your start event:
And something like this in your end event:
If the lord is one of the units not involved in the chapter, you’ll also want an autocursor fix patch. There’s a version that makes autocursor just jump to the first deployed unit instead of the hardcoded lord, and a version that lets you specify who the autocursor jumps to on a per-chapter basis. I find the “first deployed unit” Autocursor Fix works for most use cases with less setup required, but the other version is more directly controllable for some edge cases.
Patch Name:Autocursor Fix @FE8U
Author / Source:credit Venno Venno's small ASM hacks and notes - #66 by Venno
Patch Name:Change to have multiple main characters selected by auto cursor 20200302(Install) @FE8U
Author / Source:7743
I have a unit who left the party rejoin after preps. I can’t see them in the unit list, and the game ended my turn before moving them!
If a player unit existed during preps but not deployed in preps, the preps screen will mark them as undeployed. This includes units removed from the party with REMU – they’re not actually gone from your party, they’re just hidden. When the unit rejoins, they still have the undeployed
state, so the game won’t count them when checking if all your units have moved. Luckily, there’s an easy fix: remove the undeployed
state when they rejoin. This is done with the UNCR command, added by this patch:
Patch Name:Add Event: Set Unit State Conditions (UNCM) @FE8U
Author / Source:Tequila Teq's Minor Assembly Shenanigans - #80 by Tequila
Example: