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@  acceptance : (15 August 2018 - 06:52 PM) Good luck indeed, its gonna be a dynamic adventure for you I'm sure! Dont go getting all American Pie on us though.
@  Fire Blazer : (15 August 2018 - 06:29 PM) wew, college is rough but an opportunity for a lot of fun, gl with it dude
@  xcrash1998 : (13 August 2018 - 08:38 PM) I think it also hasto do with comfort zones.
@  xcrash1998 : (12 August 2018 - 09:30 PM) Yeah, that true, I experienced it heavily while I was studying abroad.
@  Rujio : (11 August 2018 - 06:49 PM) New places make it easier to establish new habits, and if you establish good ones, you'll be set.
@  Rujio : (11 August 2018 - 06:49 PM) Really the most important thing is time management. If you aren't still living at home, I would seriously, seriously recommend establishing good habits ASAP.
@  Rujio : (11 August 2018 - 06:48 PM) Registration is one of those things that can be annoyingly difficult.
@  Valke : (11 August 2018 - 10:47 AM) but i shall survive. i have to lol
@  Valke : (11 August 2018 - 10:46 AM) i havent even started attending yet, and i'm struggling with the registration phase
@  Blue Leafeon : (10 August 2018 - 01:59 PM) @ Valke: Now the REAL fun begins.
@  acceptance : (10 August 2018 - 01:24 PM) Woo hoo, hooray for higher education. Complimenti!
@  Valke : (10 August 2018 - 12:20 AM) i finally became a college student.
@  Valke : (10 August 2018 - 12:20 AM) hi guys
@  Blue Leafeon : (06 August 2018 - 11:35 PM) I cannot for the life of me figure out how to make a recruitable character in SRPG Studio.
@  kirant : (05 August 2018 - 07:30 PM) You are right. I'm just blind when it came to that menu.
@  Blue Leafeon : (05 August 2018 - 11:59 AM) You can have a class-based stat cap if you check the option under the Config tab.
@  kirant : (04 August 2018 - 03:53 AM) Things are going pretty well. I lurk here every day still in the odd a bot appears again.
@  kirant : (04 August 2018 - 03:52 AM) It looks like it'll be a full English release. I'm struggling to see if it's worth attempting a full FE build in it though as there are certain flaws which I'm not sure I can easily fix for my own purposes (a big one is stat cap seems universal as oppose to enforced for each unit)...but it's a fun and intuitive system. I could get a working map with all the trimmings (opening, closing, event triggers) going in a couple hours.
@  Fire Blazer : (04 August 2018 - 02:54 AM) also Kirant at least update on us on how it's going XD
@  Fire Blazer : (04 August 2018 - 02:54 AM) WOAH it's in English? that's. actually pretty cool. and now I kind of want to try it

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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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