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Question about Item Drops

FE8 Nightmare

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4 replies to this topic

#1 AcidSkies

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Posted 23 February 2017 - 10:14 PM

I'm making a small-scale hack of Sacred Stones for my friends and I to mess around with, and one of the things I want to do requires putting an item drop condition on an enemy that doesn't already have it. The only other topic I could find on this was for FE7, which doesn't particularly help, and checking other enemies with known dropped items (I looked at Ch17 Lyon, specifically) still didn't lead me to find what needs to be changed to make this work. Does anyone have any suggestions?



#2 Blue Leafeon

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Posted 24 February 2017 - 05:36 PM

I'm making a small-scale hack of Sacred Stones for my friends and I to mess around with, and one of the things I want to do requires putting an item drop condition on an enemy that doesn't already have it. The only other topic I could find on this was for FE7, which doesn't particularly help, and checking other enemies with known dropped items (I looked at Ch17 Lyon, specifically) still didn't lead me to find what needs to be changed to make this work. Does anyone have any suggestions?

...I seem to recall how this was done, but I cannot remember enough information to give you a solid answer. Something about a specific byte after the data... *googles*

 

Yeah, THAT'S no help.

 

If I can remember how to do it, I'll post here. Hopefully someone else knows.


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#3 AcidSkies

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Posted 25 February 2017 - 07:40 AM

Yeah, hopefully! Thank you anyway though.



#4 Golden Warrior

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Posted 25 February 2017 - 02:40 PM

I've found the answer to your question but it unfortunately requires eventing. FE8 doesn't do item dropping like FE7 (by making it a character ability), and it doesn't make it an AI option for the Chapter Unit editor either. There's an entirely different variable that controls it for some reason, like Leafeon said, which I will show through example. A "raw" output of O'neil's character data in the prologue events looks like this:

UNIT 0x68 0x3F 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B3BFC [0x1F,0x0,0x0,0x0] [0x6,0x3,0x0,0x0]

Now let's look at the raw output of Chapter 7's boss, Murray, who drops a Knight Crest:

UNIT 0x4C 0x5 0x0 0x64 [9,4] 10b 0x0 0x0 0x0 [0x3,0x1C,0x65,0x0] [0x3,0x3,0x9,0x20]

Now, aside from the things that should obviously be different between different units, there's one thing that stands out: That 0b in the middle turned into 10b. I have no idea what it is, but when I changed O'neil's 0b to 10b, he drops his item. So, while it will force you to event, that is how you make a character drop an item. Just add/change 10b right after the unit's coordinates. I'm looking through Nightmare modules to see if there is one made to control this, but there appears to be none, so this is unfortunately the only way I know to do it. 

 

tl;dr Change the 0b on a unit's event data to 10b and they will drop their last slot item.

 

EDIT: Upon doing a little more digging, you can also set that to 0x2 for the same result. 0x1 makes the unit randomized like Valni/Lagdou units and 0x4 slightly randomizes the unit's placement.

 

Source: http://feuniverse.us...ide-wip/1594/13


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#5 AcidSkies

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Posted 25 February 2017 - 05:33 PM

Awesome, thank you! Now it's just a matter of getting this whole thing put together proper. 







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