Jump to content



Toggle shoutbox Shoutbox Open the Shoutbox in a popup

@  acceptance : (20 June 2018 - 02:09 PM) I think
@  acceptance : (20 June 2018 - 02:29 AM) Sick nasty.
@  acceptance : (20 June 2018 - 02:29 AM) No More Heroes 3 is a thing.
@  Mig64 : (15 June 2018 - 02:36 AM) I'm not really sure how I feel about it, it felt a bit too different, could either work very well or not work at all, no middle ground.
@  Fire Blazer : (12 June 2018 - 10:18 PM) not having super high hopes for it
@  Fire Blazer : (12 June 2018 - 10:18 PM) the names and art are interesting
@  Fire Blazer : (12 June 2018 - 10:18 PM) new FE looks ok
@  Rujio : (12 June 2018 - 09:07 PM) A post on SF refers to "brigade based tiles" and "squad based controls"
@  Mig64 : (12 June 2018 - 07:59 PM) Those generic units following the character give me hope that we can have actual large scale battles instead of turning everything into a glorified skirmish.
@  Mig64 : (12 June 2018 - 07:56 PM) Seems like a very fitting name for the character, then.
@  Rujio : (12 June 2018 - 07:27 PM) oh hey doing more research on that - the "gard" part is in fact cognate with "guard," so Edelgard approximately means Nobility Protector.
@  Rujio : (12 June 2018 - 07:26 PM) (Also, Edelgard is an interesting name - -gard is a common ending for old Germanic feminine given names [think Hildegard] and Edel is German for noble)
@  Rujio : (12 June 2018 - 07:24 PM) The thing I thought might be interesting for gameplay is that it looked like maybe there were "units" that were actually ~a dozen generics. You can see a large group of archers and a large group of mages attack simultaneously.
@  Rujio : (12 June 2018 - 07:24 PM) I appreciate that Edelgard is wearing pants and not exposing her cleavage. These are useful things in battle.
@  Rujio : (12 June 2018 - 07:23 PM) There's not much there.
@  Mig64 : (12 June 2018 - 07:18 PM) Hey, guys, did you watch the Fire Emblem: Three Houses trailer? Thoughts?
@  acceptance : (12 June 2018 - 12:19 AM) Abyss 3DS will never be a thing that makes sense to me lol.
@  Fire Blazer : (11 June 2018 - 08:33 PM) but maybe they'll just remake it from the ground-up one day, who knows
@  Fire Blazer : (11 June 2018 - 08:33 PM) I already played it for PS2 and 3DS, so I think I'd have passed on that
@  acceptance : (11 June 2018 - 03:35 PM) Although in terms of remakes I would have preferred an Abyss PS4 version. Beggars can't be choosers and all that, though.

Photo

Destroying and saving Villages

Help Villages Bandits FEBuilder

  • Please log in to reply
2 replies to this topic

#1 DotDotDot

DotDotDot

    Newbie

  • Members
  • Pip
  • 1 posts

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

xcrash1998

    Member

  • Members
  • PipPipPipPip
  • 79 posts
  • Gender:Male
  • Interests:Smash4, Computer Science(Programming),Drawing and Fire Emblem Hacking

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

xcrash1998

    Member

  • Members
  • PipPipPipPip
  • 79 posts
  • Gender:Male
  • Interests:Smash4, Computer Science(Programming),Drawing and Fire Emblem Hacking

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







Also tagged with one or more of these keywords: Help, Villages, Bandits, FEBuilder

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users