Buildfile environment containing all of my various wizardry, installation-configurable. Also comes with a test map, for personal testing purposes. All hacks + the test map can be individually toggled on or off from _CONFIG.event
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- Nothing (known) at the moment
- Swarp staff
- Gaiden Megaquake (the SoV version that can't kill units)
- Trap Rework
- Modular Ballistae
- Modular decrement trap per turn/delete trap when 0
- Modular damage traps
- MMB modules for biorhythm, fatigue, laguz bars, and holy blood
- Inverse weapon locks (anyone BUT defined char or class can wield)
- Fatigue costs for combat arts, instead of durability costs
- Expand sacred weapon battle music to arbitrary weapon/song ID pairs
- Buy-Only and Sell-Only shops (probably will need new text control codes)
- Rewrite super arena hack entirely
- Jedah's thing where you're unable to attack, but you still initiate battle and just get a popup instead of actually attacking and your round is cancelled entirely unless the 4/8/12/16 requirement is met
- configurable the turns that are a multiple of 4 version or the every 4th attack version, though the latter will use 2 bits of debuff table space to track how many times you've been attacked
- Ledge terrain (if units can pass this terrain, they do so by jumping from one end to the other)
- Option for setting additional fatigue costs if a unit has holy blood / major blood
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Tellius Base
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Skill Add/Remove menu (+ capacity, + giving skill scrolls when removed)
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Forging menu (using kirb's forging system)
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Base Convos menu
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Items menu (the one from the prep screen verbatim)
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Bonus Exp menue
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Supports menu
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Shops menu (includes Forging & shops are either buy-only or sell-only)
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Guide menu accessible (a la RD Library)
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Can save at base menu
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At prep screen
- only get the map view menu
- map view menu contains Select Units
- map view menu contains Items, but you can't use the convoy
- map view menu contains Return, which goes back to the base (probably with some event schenanigans)
- Can save at prep menu
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TRS/RD Party Split Menu
- Menu allowing for separating the party into four groups
- configurable unit cap for each group
- units are selected and moved between four panels, one in each corner
- Select toggles the selected panel between the four, then cursor will scroll
- table containing a function to run for each unit to check if they should be allowed to be moved out of a certain party
- table containing default party settings for each unit
- externalized values for caps on each party's size
- Which group is designated by a flag (can't be in debuff data)
- Automatically hides from the party everyone in the second group
- ASMCs + event macros for easily swapping the current party
- Menu allowing for separating the party into four groups
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Weapon Type Extension
- rewrite every area that checks for weapon level, rewrite stat screen page 3, use icon rework stuff that's already been done to get weapon type icons beyond the first 8,
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Height Map
- Gives each tile on the map a height value
- Needs somewhere a full-sized map can be stored in RAM, since tile changes exist
- Needs fully updated when a map is loaded, a tile change is triggered, or a save is loaded
- Needs some way of designating the height map in ROM based on the layout of the map itself (could you define height at 1 position and have it autofill the rest of the height map based on terrain generally used to denote height? or a fully manual way, probably a tool with a GUI or something with a layer in Tiled and a new version of tmx2ea to account for it)
- Needs a visual indicator of the height of a given tile (use terrain window?)
- If a unit is trying to attack from a higher height to a lower height by an amount >1, the attacker gains a hit/atk advantage and the defender a hit/atk disadvantage; inverse if attacking from >1 height lower to higher
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Walkies (Exploration Maps)
- Lets you walk around a map like in gaiden
- Proc loaded (via ASMC?) as a blocking child proc of GAMECTRL
- Looped function for getting inputs
- D-pad direction
- check if 1 tile in direction pressed is within the map bounds
- check if 1 tile in direction pressed is passable given unit's terrain costs (not 255)
- check if 1 tile in direction pressed is currently occupied by another unit
- if is passable, valid, and unoccupied, move onto tile
- if it is not passable but there is a unit there AND the controlled unit has a talk convo with them, initiate the talk convo instead
- A button
- if a unit is 1 tile above and there is a talk convo between your unit and that unit, initiate that event
- if you are standing on a map object or specific terrain (arenas), do the thing associated with using the unit menu to access it based on the map object ID, ignoring checks where present (lockpick/key/locktouch requirements, etc)
- if neither of these find anything, open the map menu
- D-pad direction
- Run MiscBasedEvents every time you move a unit (unless this gets laggy)
- Looped function also checks for units 1 tile above, and displays an indicator over them if they can be talked to
- Map objects that activate when simply stepped upon in this mode and run events (running AFEVs & AREAs in this mode would probably be super laggy)