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@  xcrash1998 : (05 July 2020 - 09:14 PM) what about you
@  xcrash1998 : (05 July 2020 - 09:14 PM) Switzerland is pretty much all clean by now
@  Mig64 : (30 June 2020 - 08:24 PM) By the way, is everyone alright? What with the ongoing pandemic and everything...
@  Mig64 : (30 June 2020 - 08:22 PM) :(
@  Fire Blazer : (13 June 2020 - 05:21 AM) :(
@  Fire Blazer : (13 June 2020 - 05:21 AM) not really, it's pretty dead around here
@  Mig64 : (12 June 2020 - 06:53 PM) Anyway, did I miss anything?
@  Mig64 : (12 June 2020 - 06:25 PM) Whew, I FINALLY got my password right
@  Fire Blazer : (24 May 2020 - 11:23 AM) sigh
@  xcrash1998 : (24 April 2020 - 12:35 PM) I will let blazer know
@  Fujisaki : (23 April 2020 - 08:16 PM) Yeah, sure. Hopefully that'll be more livelier than here.
@  xcrash1998 : (23 April 2020 - 09:37 AM) Just came here after I saw you replying to my PM lol
@  xcrash1998 : (23 April 2020 - 09:36 AM) We have a discord now, maybe you want to join
@  Fujisaki : (22 April 2020 - 10:33 PM) Oh well. If anyone's interested, hit me up on discord. I'm usually active on there...
@  Fujisaki : (22 April 2020 - 10:17 PM) Thought the place would liven up with Three Houses being released last year...lol...whoops.
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@  Fire Blazer : (18 March 2020 - 03:18 AM) hope everyone is managing ok...
@  kirant : (03 March 2020 - 05:41 AM) New challenger approaching!
@  xcrash1998 : (26 February 2020 - 09:55 AM) Not anymore
@  Mage Girl : (17 February 2020 - 02:33 AM) I can safely say I'm so far the only person to post to this shoutbox in 2020...

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Destroying and saving Villages

Help Villages Bandits FEBuilder

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#1 DotDotDot

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Posted 05 June 2018 - 01:44 AM

So I'm trying to make it so when an enemy makes it to a village the doors close and when a player units make it there they destroy it, how could I go about doing this?

 

Also is there a way I could make an objective similar to Chapter 25 Hector mode were you have to seize multiple points to win?

 

Also Also I'm using FEBuilder



#2 xcrash1998

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Posted 06 June 2018 - 01:21 PM

If you still want to receive an item when destroying a village, you need to switch around the Layers of the Tile changes.

 

This is for the normal tile changes are layered:

 

Village1Close

Village1Destroyd

Village2Close

Village2Destroyd

Main

 

but if you want it the way you described above:

 

Village1Destroyd

Village1Close

Village2Destroyd

Village2Close

Main

 

look that the Destroyd Village Layer is above the respective Saved village layer.

The ID for your Destroyd Village should be lower than the ID for the respective gate.

 

e.g Village1Close has ID 2 while Village1Destroyd has ID 1

 

--------Otherwise--------

You can manually trigger the map changes and make them different depending on which phase it is.

See Arch's tutorial on map changes, turn events and event ID's.

 

/// This is an a little longer chapter

http://feuniverse.us...struction/110/3/// Location Events and other (IMPORTANT)

 

/// These are 3 Short Chapters

http://feuniverse.us...struction/110/8/// Tile Changes (IMPORTANT

http://feuniverse.us...struction/110/9/// Event ID handling

http://feuniverse.us...truction/110/10/// Event ID handling

-----------------------------



#3 xcrash1998

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Posted 06 June 2018 - 01:29 PM

For your other question:

Use Multiple

Seize(ID, event_pointer, X, Y)

Misc_Events

With different IDs and every turn make that the game check's if the other IDs are triggered

or making the event_pointer go to the events that check if the remaining IDs have been triggered.

 

Otherwise make event_pointer point to an empty block

something like:

 

SpaceHolder:

ENDA

 

Again, you can make use of Arch's tutorial

 

http://feuniverse.us...struction/110/3/// Misc Events

http://feuniverse.us...struction/110/9/// Event ID handling

http://feuniverse.us...truction/110/10/// Event ID handling







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