This 10 min hack just lets you start the arena in events (for the active unit). If you use the vanilla unit menu arena effect, then your events keep running, leading to some amusing glitches.
Note that the player can just exit the arena. You can loop this by giving the arena enemy 0xFD a battle quote flag and/or a defeat quote flag - when the flag is on, you know that the player actually fought / defeated the arena enemy. If the flags are off, then show a message like “C’mon, let’s fight!” and goto to start of your event again.
Here’s one for you. Can you make it so Rally skills give EXP when used? You are using a turn to buff an ally afterall, much like the Nills Grace of Thor’s Ire items from dancers. Shouldn’t it work like that or a staff?
Also could you take a look at Vengeance and Skybreaker? The first is always misfiring. I either get the animation trigger with no bonus damage or in the next turn i get a massive damage number on my screen that doesn’t translate to reality. And then Skybreaker straight up doesn’t work. I’ve seen this happen in two distinct hacks that had these skills.
.equ EventEngine, 0x800D07C
RallyCommandEffect:
push {lr}
ldr r0, =gActiveUnit
ldr r0, [r0] @ arg r0 = active unit
bl GetUnitRallyBits
mov r1, r0 @ arg r1 = user argument
adr r0, RallyCommandEffect_apply
add r0, #1 @ arg r0 = function
ldr r2, =gActiveUnit
ldr r2, [r2] @ arg r2 = active unit
bl ForEachRalliedUnit
ldr r3, =StartRallyFx
bl BXR3
ldr r0, =MyEvent @ these
mov r1, #1 @ three
blh EventEngine @ lines
ldr r0, =gActionData
mov r1, #1
strb r1, [r0, #0x11]
mov r0, #0x17
pop {r1}
bx r1
I’m not interested in fixing bugs for skills I didn’t write unless I actually want to use the skills myself, sorry. Please report bugs to the skill system thread instead.
Building off of the work by @Mkol and @Huichelaar, this adds an icon to display over units that you can steal from (the previous version was only for droppable items).
Additional Details
It turns out searching through every unit’s inventory for stealable items every frame lags the game, so I had to complicate things and use 8 bytes of ram as a cache to avoid any lag. By default, I’ve used 0x203B1F0 which is also used by the Unit SFX patch:
If you use that patch, please find a different ram address to use for this hack. Additionally, if you use Huichelaar’s Danger Radius hack then you’ll want to change this part:
The cache is refreshed each phase and after stealing. If you’re loading units and the icon doesn’t show up immediately, you can ASMC SetupCacheForStealableItems to fix it, or just wait until the next phase. The cache is not saved on suspend, so resetting will turn it off for that phase.
Note that the SystemIcon used is based on the current SkillSys default.
Enjoy!
Edit: Emmett brought it to my attention that this wasn’t working with non-skill sys. The issue is that most builds of SkillSys change the function IsItemStealable to be given r0 = unit, r1 = item slot instead of r0 = item id.
My solution is to check if the bytes at 0x8017054 are the vanilla ones of 0x1C01B500 and if not, give the function the skillsys parameters. This feels very much like a cursed solution. Oh well, if it works, it works.
When pressing A on specific terrain, unitID, classID, or trapID, call some event. It can be set by chapter ID and the event can have a completion flag for convenience.
The events are up to you. Enjoy.
Edit:
Added CharID, ClassID, and TrapID as possible usabilities, too.
In case you wanted to press A on a tent or whatever.
Added “Near Death” quotes (that resets the unit to full hp and immediately ends the battle)
Added flag to be set upon someone being saved
Old functionality of just dodging lethal attacks still works
(Battle and death quotes are unaffected)
It turns out the way vanilla displays death quotes is very complicated. This was a lot harder than I thought!
Having bosses immediately revive when the player kills them is akin to using ambush spawns if you don’t give the player any notice of this. I highly recommend you use my IconDisplay patch to show a special icon on any units that do this. I think FE: Engage does something like this.
You can give a unit however many extra lives you want by having multiple entries for the same unit but with different flags.
Edit: It now works with SkillSystems, too. Please note that after installing/updating SkillSys, you must re-install this hack. I am fighting over the efxHPBar routine, which SkillSys needs for healing effects, while I need it for the near death quote (yes, vanilla death quotes are in the battle hp bar routine).
This just hooks the vanilla VCWF (change fog level) command to immediately update. If you try it on vanilla, the fog won’t actually update until the next turn.
Ominous countdown using @Contro’s modular objective window lol
A playable unit is “generic” if it has no portrait (in this context).
When using these units, you’d normally encounter this sort of graphical issue:
Gamma made a fix while attacking, which you likely have installed already:
But this also happens while:
healing
in the item menu
leveling up
trading
promoting
I’ve fixed it in the above places, but there are likely more that have been missed. But it’s a start, at least. This is compatible with SkillSystem and its 32 hooks related to loading mugs. (Yes, I counted.)
Hi. I’ve been using this feature in my hack and a player recently provided some feedback I thought you would like to hear.
Apparently, yellow/green is not a good combination for colorblind people, so maybe it would be better to use one of the colors they suggested? Not imposing or anything, just relaying the info.
I’ve added a 2nd ASMC for the Draw Anim patch. This version does not pause your event while the animation plays, so it should be useful for some cases.
7743’s port loads the unit the frame after the animation ends, causing it to look like the unit has disappeared for a frame or two. But by loading the unit 23 frames after the animation has started, it now looks smooth.
@Contro never got around to releasing his ai3 fix to make it account for doubling, so I made my own inline edit. It turns out the AI does account for doubling when granting a bonus for lethal damage and for bonus points when getting the opponent below 20 hp, but not for regular damage. Since opponent’s remaining hp is already calculated as part of a simulated battle which includes doubling, this fix uses that data to determine total damage dealt. (Eg. Opponent’s Initial HP - Opponent’s Expected HP After Battle). This is only multiplied by accuracy % once regardless of doubling, but it is an improvement at least.
// AI to account for doubling
PUSH
ORG $3DF4A
BYTE $72 $22 $D2 $18 $12 $78 $D8 $7C $12 $1A $C0 $46 $C0 $46 $C0 $46 $C0 $46
POP
/*
mov r2, #0x72; add r2, r3 @ dfdr + 0x72 (initial hp)
ldrb r2, [r2]; ldrb r0, [r3, #0x13] @ curr hp after battle
sub r2, r0 @ dmg dealt; nop; nop; nop; nop
*/
make prep screen scroll right instead of left (idk if it affects anything else)
// Make things that normally scroll left instead scroll right (such as the prep screen bg)
ORG $86B84
SHORT $3801
ORG $86B8C
SHORT $46c0 $46c0 $46c0
ORG $86BA2
SHORT $46C0 $46c0 $46c0
// make goal window text slightly longer
ORG $8D2A6
BYTE 10 // Width of line 1 (Vanilla is 8)
ORG $8D2B2
BYTE 10 // Width of line 2 (Vanilla is 8)
ORG $8D2F6
BYTE $48 // length in pixels for centering? (Vanilla is 0x40)
ORG $8D3E8
BYTE $48 // length in pixels for "Last turn" (Vanilla is 0x40)