How to use EA standard library:
Include this file, EAstdlib.event, to your code.
Then use macro's and definitions you see in
EA Standard library folder.
Changes:
V 1.1:
-Removed time from FlashCursor CURE code and replaced CUFL.
with STAL since they are the same code.
-Added Text macros.
V 1.2:
-Added move manual helpers.
-Changed DefeatAll FE7 to use ASME.
-Added IFEV definition for backwards compability.
V 1.3:
-Made a macro for UNIT code levels.
-Added True and False and some boolean operators.
-Added possibility to not use default definitions.
Just define _NO_FE6_DEFINITIONS_ or equilant in your own code.
V 1.4:
-Made macro for Event data pointer list editing.
-Fixed a type with #endif.
V 1.5:
-Added CursorFlash macros for FE6 and FE7
-Added tutorial disabling macro. Define DISABLE_TUTORIALS
before including this file to activate it. Define
EMPTY_TUTORIAL_OFFSET before including this file to use
custom empty tutorial.
-Added event pointer macro.
-Added FE8 unit flag helpers.
-Changed Sieze to Seize.
-Made female class names consistantly use _F suffix.
-Removed double definitions by renaming offending parties.
-Renamed staff named Torch as TorchStaff.
-Fixed FE6 ChestMoney macro.
V 1.6:
-Added Warp effect macro's for FE7 and FE8.
V 2.0:
-Moved most stuff to separate files.
-Added reserved event ID definitions.
-Changed Sieze without event pointer to not use event ID.
-Fixed FE8 and FE6 EventPointerTable macro.
-Changed Text macro for FE8.
-Removed Change background macros.
-Added FE6 World map event helpers.
_Added Weather definitions for all 3 GBA games.
-Added Empty for backwards compability.
-Added battle data helpers.
-Removed chapter pointer list helpers.
V 2.1:
-Added more main code helpers, including some common
events they point to.
-Added numeric helpers.
-Added FE7 and 8 World map backwards compability definitions.
V 2.2:
-Added common event support for FE6 and FE8.
-Fixed ReinforcementEvent for FE7.
-Added convo background, music and chapter definitions
for FE8, thanks to flyingace24.
-Added more FE7 world map definitions, thanks to Mariobro3828.
-Added chapter and music definitions for FE6 and FE7.
-Fixed problems with Battle data helpers.
-Added GameOver definition.
-Added DefeatBoss and DefeatAll for FE6, thanks to Arch.
-Added MoveToChapter macro.
-Fixed a typo in IsCreater macro.
-Added FE7 AI definitions, thanks to Arch and Mariobro3828.
-Added more FE7 music definitions, thanks to Cater-Pies.
-Added many macros thanks to Blazer.
-Fixed a problem in some TurnEventPlayer macros.
-Added WorldMapPointerTable for FE8.
-Added and fixed some common events for FE8.
-Remade Warp macros for FE8.
Backward Compability (Click Here To Hide/Show Text)
CODE |
#define Empty " " #ifdef _FE7_ #define IFEV IFEF //Old world map codes #define PTBU TEXTBOXTOTOP #define PTBD TEXTBOXTOBOTTOM #define CTEW REMOVETEXTBOX #define LOPR SHOWPORTRAIT #define REPR REMOVEPORTRAIT #define LWMA LOADWM #define FAMA FADETOWM #define LWMC HIGHLIGHT #define FLDT PLACEDOT #define SWMD STARTWM #define REPL RIPPLE #define CMSP PUTSPRITE #define RMSP REMSPRITE #endif |
Boolean Logic (Click Here To Hide/Show Text)
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#define False 0 #define True 1 #define Neg(boolean) (1+boolean)%2 #define And(boolean1,boolean2) boolean1&boolean2 #define Or(boolean1,boolean2) boolean1|boolean2 #define Xor(boolean1,boolean2) boolean1^boolean2 #define Eqv(boolean1,boolean2) (boolean1&boolean2)|(Neg(boolean1)&Neg(boolean2)) #define Imp(boolean1,boolean2) Neg(boolean1)|boolean2 #define If(ifwhat,oh,doh) "Switch(ifwhat+1,doh,oh)" #define IfNot(ifwhat,oh,doh) "Switch(Neg(ifwhat)+1,doh,oh)" |
Chapter Definitions (Click Here To Hide/Show Text)
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//Chapter ID definitions. #ifdef _FE6_ #define Tutorial 0x00 #define Ch1 0x01 #define Ch2 0x02 #define Ch3 0x03 #define Ch4 0x04 #define Ch5 0x05 #define Ch6 0x06 #define Ch7 0x07 #define Ch8 0x08 #define Ch9 0x09 #define Ch10Lalum 0x0A #define Ch11Lalum 0x0B #define Ch12 0x0C #define Ch13 0x0D #define Ch14 0x0E #define Ch15 0x0F #define Ch16 0x10 #define Ch17Ilia 0x11 #define Ch18Ilia 0x12 #define Ch19Ilia 0x13 #define Ch20Ilia 0x14 #define Ch21 0x15 #define Ch22 0x16 #define Ch23 0x17 #define Ch24 0x18 #define ChFinal 0x19 #define Ch10Elfin 0x1A #define Ch11Elfin 0x1B #define Ch17Sacae 0x1C #define Ch18Sacae 0x1D #define Ch19Sacae 0x1E #define Ch20Sacae 0x1F #define Ch8X 0x20 #define Ch12X 0x21 #define Ch14X 0x22 #define Ch16X 0x23 #define Ch20XIlia 0x24 #define Ch20XSacae 0x25 #define Ch21X 0x26 #define LinkArena 0x27 #define TrialMap1 0x28 #define TrialMap2 0x29 #define TrialMap3 0x2A #define TrialMap4 0x2B #define TrialMap5 0x2C #endif #ifdef _FE7_ #define Prologue 0x00 #define Ch1 0x01 #define Ch2 0x02 #define Ch3 0x03 #define Ch4 0x04 #define Ch5 0x05 #define Ch6 0x06 #define Ch7 0x07 #define Ch7x 0x08 #define Ch8 0x09 #define Ch9 0x0A #define Ch10 0x0B #define Ch11_E 0x0C #define Ch11_H 0x0D #define Ch12 0x0E #define Ch13 0x0F #define Ch13x 0x10 #define Ch14 0x11 #define Ch15 0x12 #define Ch16 0x13 #define Ch17 0x14 #define Ch17x 0x15 #define Ch18 0x16 #define Ch19 0x17 #define Ch19x 0x18 #define Ch19xpt2 0x19 #define Ch20 0x1A #define Ch21 0x1B #define Ch22 0x1C #define Ch23 0x1D #define Ch23x 0x1E #define Ch24_Lloyd 0x1F #define Ch24_Linus 0x20 #define Ch25_H 0x21 #define Ch26 0x22 #define Ch27_Kenneth 0x23 #define Ch27_Jerme 0x24 #define Ch28 0x25 #define Ch28x 0x26 #define Ch29 0x27 #define Ch28_E 0x28 #define Ch30_H 0x29 #define Ch31 0x2A #define Ch31x 0x2B #define Ch32 0x2C #define Ch32x_H 0x2D #define Final_pt1 0x2E #define Final_pt2 0x2F #endif #ifdef _FE8_ #define Prologue 0x00 #define Ch1 0x01 #define Ch2 0x02 #define Ch3 0x03 #define Ch4 0x04 #define ZahaWoods 0x04 #define Ch5x 0x05 #define Ch5 0x06 #define Ch6 0x07 #define AdlasPlains 0x07 #define Ch7 0x08 #define Ch8 0x09 #define Ch9Eirika 0x0A #define Ch10Eirika 0x0B #define TerasPlateau 0x0B #define Ch12Eirika 0x0C #define Ch13Eirika 0x0D #define Ch14Eirika 0x0E #define Ch15Eirika 0x0F #define Ch16Eirika 0x10 #define Ch17Eirika 0x11 #define NarubeRiver 0x11 #define Ch18Eirika 0x12 #define NelerasPeak 0x12 #define Ch19Eirika 0x13 #define Ch20Eirika 0x14 #define FinalCh1Eirika 0x15 #define FinalCh2Erika 0x16 #define Ch9Ephraim 0x17 #define Ch10Ephraim 0x18 #define Bethroen 0x18 #define Ch12Ephraim 0x19 #define Ch13Ephraim 0x1A #define Za_abadulMarsh 0x1A #define Ch14Ephraim 0x1B #define Ch15Ephraim 0x1C #define Ch16Ephraim 0x1D #define Ch17Ephraim 0x1E #define NarubeRiver2 0x1E #define Ch18Ephraim 0x1F #define NelerasPeak2 0x1F #define Ch19Ephraim 0x20 #define Ch20Ephraim 0x21 #define FinalCh1Ephraim 0x22 #define FinalCh2Ephraim 0x23 #define TowerofValni1 0x24 #define TowerofValni2 0x25 #define TowerofValni3 0x26 #define TowerofValni4 0x27 #define TowerofValni5 0x28 #define TowerofValni6 0x29 #define TowerofValni7 0x2A #define TowerofValni8 0x2B #define TowerofValni8Clone 0x2C #define TowerofValni8Clone2 0x2D #define LagdouRuins1 0x2E #define LagdouRuins2 0x2F #define LagdouRuins3 0x30 #define LagdouRuins4 0x31 #define LagdouRuins5 0x32 #define LagdouRuins6 0x33 #define LagdouRuins7 0x34 #define LagdouRuins8 0x35 #define LagdouRuins9 0x36 #define LagdouRuins10 0x37 #define Lordssplitup 0x38 #define MelkaenCoast 0x39 #define LinkArena 0x3A #define TheInterestingMap 0x3B #define Debugmap 0x3C #define Ch11Eirika 0x3D #define Ch11Ephraim 0x3E #define Gradocastle 0x3F #define Renaiscastle 0x40 #define CaerPelyn 0x41 #define Renaisthrone 0x42 #define Renaisaudience 0x43 #define Renvalgate 0x44 #define Gradoborders 0x45 #define Gradoprison 0x46 #define Gradoshrine_Past 0x47 #define Renaisshrine 0x48 #define Somepath 0x49 #define Somebuilding 0x4A #define Anothershrine 0x4B #define Anotherpath 0x4C #define Gradoshrine_Present 0x4D #define Ch5town_Past 0x4E #endif |
Chapter Structure Helpers (Click Here To Hide/Show Text)
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//Chapter data pointer list editing #ifdef _FE6_ #define EventPointerListOffset 0x664398 #define EventPointerTable(id,offset) "ORG EventPointerListOffset+(4*id); POIN offset" #endif #ifdef _FE7_ #define EventPointerListOffset 0xC9C9C8 #define EventPointerTable(id,offset) "ORG EventPointerListOffset+(4*id); POIN offset" #endif #ifdef _FE8_ #define EventPointerListOffset 0x8B363C #define EventPointerTable(id,offset) "ORG EventPointerListOffset+(4*id); POIN offset" #endif //Go to preparations screen #ifdef _FE7_ #define GotoPrepScreen "ENDB" #endif #ifdef _FE8_ #define GotoPrepScreen "GOTO $591FD8; ENDA" #endif //Event ID's with special meanings #ifdef _FE6_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define GameOverID 0x65 #define CathConvo1 0x67 #define CathConvo2 0x68 #define CathConvo3 0x69 #define IliaSacaeRouteID 0x6B #define CathRecruited 0x70 #endif #ifdef _FE7_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define GameOverID 0x65 #define LloydOrLinusID 0x70 #define HawkeyeDeadID 0x81 #define 19xxBeatID 0x86 #define DartDeadID 0x88 #define PentXLouiseC 0x8A #define PentXLouiseB 0x8B #endif #ifdef _FE8_ #define NoID 0 #define BossQuoteID 1 #define BossDeathQuoteID 2 #define SiezeID 3 #define DefeatAllID 6 #define GameOverID 0x65 #endif |
Convo Background Definitions (Click Here To Hide/Show Text)
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#ifdef _FE8_ #define HouseBG 0x00 #define Salehs_House 0x01 #define Village 0x02 #define Outside_Village_Day 0x03 #define Outside_Village_Evening 0x04 #define Town_Day 0x05 #define Town_Past 0x06 #define Harbor 0x07 #define Ship 0x08 #define Inn 0x09 #define Castle_Hall 0x0A #define Castle_Hall_Night 0x0B #define Castle_Hall_2 0x0C #define Castle_Hall_2_Past 0x0D #define Castle_Room 0x0E #define Castle_Room_Past 0x0F #define Castle_Hall_3 0x10 #define Castle_Hall_3_Night 0x11 #define Castle_Hall_4 0x12 #define Castle_Garden 0x13 #define Castle_Garden_Past 0x14 #define Castle_Outside 0x15 #define Castle_Outside_Past 0x16 #define Prison_Cell 0x17 #define Plain 0x18 #define Plain_Evening 0x19 #define Plain_Fog 0x1A #define Plain_2 0x1B #define Plain_3 0x1C #define Woodland 0x1D #define Woodland_Fog 0x1E #define Woodland_Evening 0x1F #define Woodland_Night 0x20 #define Riverside 0x21 #define Forest 0x22 #define Forest_2 0x23 #define Town_Gate 0x24 #define Fort_Outside 0x25 #define Fort 0x26 #define Fort_Evening 0x27 #define Fort_Ruins 0x28 #define Fort_Ruins_Outside 0x29 #define Fort_2 0x2A #define Fort_2_Burning 0x2B #define Shrine 0x2C #define Shrine_lighter 0x2D #define Shrine_2 0x2E #define Shrine_3 0x2F #define Desert 0x30 #define Forest_Dense 0x31 #define Volcano 0x32 #define Temple_Gate 0x33 #define Temple_Ruins_Inside 0x34 #define Black 0x35 #endif |
Convo Helpers (Click Here To Hide/Show Text)
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//Show text with background and return to map #ifdef _FE6_ #define Text(text) "TEX1 text; REMA" #define Text(background,text) "FADI 0x10; HIDEMAP; BACG background; FADU 0x10; SHOWMAP; TEX1 text; REMA" #endif #ifdef _FE7_ #define Text(text) "TEX1 text; REMA" #define Text(background,text) "FADI 0x10; HIDEMAP; BACG background; FADU 0x10; SHOWMAP; TEX1 text; REMA" #endif #ifdef _FE8_ #define Text(text) "TEXTSTART; TEXTSHOW text; TEXTEND; REMA" #define Text(background,text) "BACG background; TEX1 text; GOTO $9EE310" #endif //Smooth changing to CG #ifdef _FE7_ #define ChangeToCutScene(cutscene) "FADICG 0x10; HIDEMAP; SHCG cutscene; FADUCG 0x10; SHOWMAP" #endif //Shows text on a scroll #ifdef _FE7_ #define ScrollText(textID) "TEX6 7 [0,0] textID; _ASM0x42 $83181; _0x89" #endif |
End Of Chapter Helpers (Click Here To Hide/Show Text)
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//Fallen text loaders #ifdef _FE7_ #define ShowLynModeFallenText "GOTO $CC0928; _0x9A" //For Eliwood and Hector modes #define ShowFallenText "GOTO $CC0C14; _0x9A" #endif //Game ending helpers #ifdef _FE7_ #define LynModeEnding "JUMP $CC0F30" #endif //Basic moving to a chapter. //Do not use with gaidens. #ifdef _FE6_ #define MoveToChapter(chapter) "STAL 64; MNCH chapter; STAL 1; _0x1; ENDA" #endif #ifdef _FE7_ #define MoveToChapter(chapter) "FADI 4; HIDEMAP; BACG 0x5B; MNCH chapter; STAL 1; _0x1; ENDA" #endif #ifdef _FE8_ //Shockingly, FE8 does this the simplest way. #define MoveToChapter(chapter) "MNCH chapter; ENDA" #endif //Gaidens, under construction /* #ifdef _FE7_ #define GaidenHelper(ifcode, condID, elseID, askingText, nextCH, gaidenCH) "ifcode; FADI 4; HIDEMAP; _0x87; BACG 0x5B; FADU 128; SHOWMAP; STAL 2; ASMC 0x15591; TEX6 0x7 [0,0] askingText; _ASM0x42 0x83181; _0x89; IFYN 0x21; MNCH gaidenCH; STAL 1; _0x1; ELSE elseID; ENIF condID; FADI 4; HIDEMAP; BACG 0x5B; ENIF 0x21; MNCH nextCH; STAL 1; _0x1; ENIF elseID; ENDA" #define FreeGaiden(askingText, nextCH, gaidenCH) "FADI 4; HIDEMAP; _0x87; BACG 0x5B; FADU 128; SHOWMAP; STAL 2; ASMC 0x15591; TEX6 0x7 [0,0] askingText; _ASM0x42 0x83181; _0x89; IFYN 0x21; MNCH gaidenCH; STAL 1; _0x1; FADI 4; HIDEMAP; BACG 0x5B; ENIF 0x21; MNCH nextCH; STAL 1; _0x1; ENIF 0x22; ENDA" #define TurnGaiden(turn, askingText, nextCH, gaidenCH) "GaidenHelper(IFTU 0x20 turn, 0x20, 0x22, askingText, nextCH, gaidenCH)" #define EventIDGaiden(eventID, askingText, nextCH, gaidenCH) "GaidenHelper(IFEF 0x20 eventID, 0x20, 0x22, askingText, nextCH, gaidenCH)" #endif */ |
FE6 Definitions (Click Here To Hide/Show Text)
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//Characters #define Roy 0x01 #define Clarine 0x02 #define Fa 0x03 #define Shin 0x04 #define Sue 0x05 #define Dayan 0x06 #define Dayan_NPC 0x07 #define Barth 0x08 #define Bors 0x09 #define Wendy 0x0A #define Douglas 0x0B #define Douglas_Enemy 0x0C #define Wolt 0x0D #define Dorothy 0x0E #define Klein 0x0F #define Saul 0x10 #define Ellen 0x11 #define Yodel 0x12 #define Yodel_NPC 0x13 #define Chad 0x14 #define Karel 0x15 #define Fir 0x16 #define Rutger 0x17 #define Dieck 0x18 #define Oujay 0x19 #define Garret 0x1A #define Alen 0x1B #define Lance 0x1C #define Percival 0x1D #define Igrene 0x1E #define Marcus 0x1F #define Ashtol 0x20 #define Wade 0x21 #define Lot 0x22 #define Bartre 0x23 #define Bartre_NPC 0x24 #define Lugh 0x25 #define Lilina 0x26 #define Hugh 0x27 #define Niime 0x28 #define Niime_NPC 0x29 #define Rei 0x2A #define Lalum 0x2B #define Junno 0x2C #define Junno_NPC 0x2D #define Tate 0x2E #define Tate_Enemy 0x2F #define Tate_NPC 0x30 #define Thany 0x31 #define Zeiss 0x32 #define Gale 0x33 #define Elfin 0x34 #define Cath 0x35 #define Sophia 0x36 #define Miledy 0x37 #define Gonzales_RouteA 0x38 #define Gonzales_RouteB 0x39 #define Noah 0x3A #define Treck 0x3B #define Zealot 0x3C #define Echidna 0x3D #define Echidna_NPC 0x3E #define Cecilia 0x3F #define Geese 0x40 #define Geese_NPC 0x41 #define Merlinus 0x42 #define Eliwood 0x43 #define Guinevere 0x44 #define Damas 0x4A #define Rude 0x4B #define Slater 0x4C #define Erik 0x4D #define Dory 0x4E #define Wagner 0x4F #define Devias 0x50 #define Reigans 0x51 #define Scott 0x52 #define Nord 0x53 #define William 0x54 #define Flear 0x55 #define Oro 0x56 #define Robert 0x57 #define Ain 0x58 #define Narshan 0x59 #define Randy 0x5A #define Maggie 0x5B #define Rose 0x5C #define Reath 0x5D #define Alcard 0x5E #define Martel 0x5F #define Sigune 0x60 #define Roartz 0x61 #define Murdock 0x62 #define Brenya 0x63 #define Zephiel 0x64 #define Idoun_Shaman 0x65 #define Idoun_Dragon 0x66 #define Jahn 0x67 #define Zeke 0x68 #define Monke 0x69 #define Kel 0x6A #define Henning 0xB5 #define Scollin 0xB6 #define Grero 0xB8 #define Ohtz 0xB9 #define Dick 0xBA #define Thoril 0xBE #define Brakul 0xBF #define Kudoka 0xC0 #define Maral 0xC1 #define Kabul 0xC2 #define Chan 0xC3 #define Perith 0xC4 #define Windam 0xC6 #define Morgan 0xC8 #define Hector 0xCF #define Bors_Training 0xD0 #define Wall 0xE2 //Classes #define RoyLord 0x01 #define Mercenary 0x02 #define Mercenary_F 0x03 #define Hero 0x04 #define Hero_F 0x05 #define Swordfighter 0x06 #define Swordfighter_F 0x07 #define Swordmaster 0x08 #define Swordmaster_F 0x09 #define Axefighter 0x0A #define Warrior 0x0B #define ArmourKnight 0x0C #define ArmourKnight_F 0x0D #define General 0x0E #define General_F 0x0F #define Archer 0x10 #define Archer_F 0x11 #define Sniper 0x12 #define Sniper_F 0x13 #define Priest 0x14 #define Sister 0x15 #define Bishop 0x16 #define Bishop_F 0x17 #define Mage 0x18 #define Mage_F 0x19 #define Sage 0x1A #define Sage_F 0x1B #define Shaman 0x1C #define Shaman_F 0x1D #define Druid 0x1E #define Druid_F 0x1F #define Socialknight 0x20 #define Socialknight_F 0x21 #define Paladin 0x22 #define Paladin_F 0x23 #define Troubadour 0x24 #define Valkyrie 0x25 #define Nomad 0x26 #define Nomad_F 0x27 #define NomadTrooper 0x28 #define NomadTrooper_F 0x29 #define PegasusKnight 0x2A #define FalconKnight 0x2B #define DragonKnight 0x2C #define DragonKnight_F 0x2D #define DragonMaster 0x2E #define DragonMaster_F 0x2F #define Soldier 0x30 #define MountainThief 0x31 #define Pirate 0x32 #define Berserker 0x33 #define Thief 0x34 #define Thief_F 0x35 #define Bard 0x36 #define Dancer 0x37 #define Mamkute 0x38 #define Mamkute_F 0x39 #define FireDragon 0x3A #define DivineDragon 0x3B #define MagicDragon 0x3C #define King 0x3D #define Civilian 0x3E #define Civilian_F 0x3F #define Child 0x40 #define Child_F 0x41 #define Storage 0x42 #define RoyMasterLord 0x43 #define ArcheronLongArch 0x44 #define ArcheronIronArch 0x45 #define ArcheronKillerArch 0x46 #define EmptyLongArch 0x47 #define EmptyIronArch 0x48 #define EmptyKillerArch 0x49 #define DisarmedSniper 0x4A #define DisarmedSniper_F 0x4B //Items #define IronSword 0x01 #define IronBlade 0x02 #define SteelSword 0x03 #define SilverSword 0x04 #define SlimSword 0x05 #define PoisonSword 0x06 #define BraveSword 0x07 #define LightSword 0x08 #define Durandal 0x09 #define ArmourKiller 0x0A #define Rapier 0x0B #define KillingEdge 0x0C #define Lancereaver 0x0D #define WoDao 0x0E #define SwordofSeals 0x0F #define IronSpear 0x10 #define SteelSpear 0x11 #define SilverSpear 0x12 #define ThinSpear 0x13 #define PoisonSpear 0x14 #define BraveSpear 0x15 #define Javelin 0x16 #define Maltae 0x17 #define HorseKiller 0x18 #define KillerSpear 0x19 #define Axereaver 0x1A #define IronAxe 0x1B #define SteelAxe 0x1C #define SilverAxe 0x1D #define PoisonAxe 0x1E #define BraveAxe 0x1F #define HandAxe 0x20 #define Armads 0x21 #define Hammer 0x22 #define KillerAxe 0x23 #define Swordreaver 0x24 #define DevilAxe 0x25 #define Halberd 0x26 #define IronBow 0x27 #define SteelBow 0x28 #define SilverBow 0x29 #define PoisonBow 0x2A #define KillerBow 0x2B #define BraveBow 0x2C #define ShortBow 0x2D #define LongBow 0x2E #define Miugre 0x2F #define LongArch 0x30 #define IronArch 0x31 #define KillerArch 0x32 #define Fire 0x33 #define Thunder 0x34 #define Fimbulwinter 0x35 #define Elfire 0x36 #define Aircalibur 0x37 #define Nosferatu 0x38 #define Bolting 0x39 #define Forblaze 0x3A #define Lightning 0x3B #define Divine 0x3C #define Purge 0x3D #define Aureola 0x3E #define Miru 0x3F #define Rizziah 0x40 #define Eclipse 0x41 #define Apocalypse 0x42 #define Heal 0x43 #define Mend 0x44 #define Recover 0x45 #define Physic 0x46 #define Fortify 0x47 #define Warp 0x48 #define Rescue 0x49 #define Rest 0x4A #define Silence 0x4B #define Sleep 0x4C #define TorchStaff 0x4D #define Hammerne 0x4E #define Watch 0x4F #define Berserk 0x50 #define Unlock 0x51 #define MagicShield 0x52 #define FireDragonStone 0x53 #define DivineDragonStone 0x54 #define MagicDragonStone 0x55 #define SecretBook 0x56 #define GoddessStatue 0x57 #define AngelRobe 0x58 #define DragonShield 0x59 #define EnergyRing 0x5A #define SpeedWing 0x5B #define Talisman 0x5C #define Boots 0x5D #define BodyRing 0x5E #define HeroCrest 0x5F #define KnightCrest 0x60 #define OrionsBolt 0x61 #define ElysianWhip 0x62 #define GuidingRing 0x63 #define ChestKey 0x64 #define DoorKey 0x65 #define BridgeKey 0x66 #define Lockpick 0x67 #define Vulnerary 0x68 #define Elixir 0x69 #define HolyWater 0x6A #define Torch 0x6B #define Antitoxin 0x6C #define MemberCard 0x6D #define SilverCard 0x6E #define Gold 0x6F #define BlessingofDarkness 0x70 #define Exaccus 0x71 #define SteelBlade 0x72 #define SilverBlade 0x73 #define AlsSword 0x74 #define GantosSpear 0x75 #define TienasStaff 0x76 #define HolyMaiden 0x77 #define Wyrmslayer 0x78 #define WhiteGem 0x79 #define BlueGem 0x7A #define RedGem 0x7B #define DelphiShield 0x7C #define RuneSword 0x7D #define Spear 0x7E #define Tomahawk 0x7F |
FE7 Definitions (Click Here To Hide/Show Text)
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//Characters #define Eliwood 0x01 #define Hector 0x02 #define Lyn_t 0x03 #define Raven 0x04 #define Geitz 0x05 #define Guy 0x06 #define Karel 0x07 #define Dorcas 0x08 #define Bartre 0x09 #define Citizen 0x0A #define Oswin 0x0B #define Fargus 0x0C #define Wil_t 0x0D #define Rebecca 0x0E #define Louise 0x0F #define Lucius 0x10 #define Serra 0x11 #define Renault 0x12 #define Erk 0x13 #define Nino 0x14 #define Pent 0x15 #define Canas 0x16 #define Kent_t 0x17 #define Sain_t 0x18 #define Lowen 0x19 #define Marcus 0x1A #define Priscilla 0x1B #define Rath_t 0x1C #define Florina_t 0x1D #define Fiora 0x1E #define Farina 0x1F #define Heath 0x20 #define Vaida 0x21 #define Hawkeye 0x22 #define Matthew 0x23 #define Jaffar 0x24 #define Ninian 0x25 #define Nils 0x26 #define Athos 0x27 #define Merlinus 0x28 #define Nils_Final_Chapter 0x29 #define Uther 0x2A #define Vaida_Boss 0x2B #define Wallace 0x2C #define Lyn 0x2D #define Wil 0x2E #define Kent 0x2F #define Sain 0x30 #define Florina 0x31 #define Rath 0x32 #define Dart 0x33 #define Isadora 0x34 #define Elenora 0x35 #define Legault 0x36 #define Karla 0x37 #define Harken 0x38 #define Leila 0x39 #define Bramimond 0x3A #define Kishuna 0x3B #define Groznyi 0x3C #define Wire 0x3D #define Bandit 0x3E #define Zagan 0x3F #define Boies 0x40 #define Puzon 0x41 #define Santals 0x43 #define Nergal 0x44 #define Erik 0x45 #define Sealen 0x46 #define Bauker 0x47 #define Bernard 0x48 #define Damian 0x49 #define Zoldam 0x4A #define Uhai 0x4B #define Aion 0x4C #define Darin 0x4D #define Cameron 0x4E #define Oleg 0x4F #define Eubans 0x50 #define Ursula 0x51 #define Paul 0x53 #define Jasmine 0x54 #define MorphJerme 0x56 #define Pascal 0x57 #define Kenneth 0x58 #define Jerme 0x59 #define Maxime 0x5A #define Sonia 0x5B #define Teodor 0x5C #define Georg 0x5D #define Kaim 0x5E #define Merc 0x5F #define Denning 0x60 #define Bern 0x61 #define Lloyd_FFO 0x63 #define Linus_FFO 0x64 #define Lloyd_CoD 0x65 #define Linus_CoD 0x66 #define Zephiel 0x7A #define Elbert 0x7B #define Brendan 0x84 #define Limstella 0x85 #define Dragon 0x86 #define Batta 0x87 #define Zugu 0x89 #define Glass 0x8D #define Migal 0x8E #define Carjiga 0x94 #define Bug 0x99 #define Natalie 0x9E #define Bool 0x9F #define Heintz 0xA6 #define Beyard 0xAD #define Yogi 0xB6 #define Eagler 0xBE #define Lundgren 0xC5 #define Tactician 0xCD #define MorphLloyd 0xF4 #define MorphLinus 0xF5 #define MorphBrendan 0xF6 #define MorphUhai 0xF7 #define MorphUrsula 0xF8 #define MorphKenneth 0xF9 #define MorphDarin 0xFA #define Wall 0xFC #define Snag 0xFD //Classes #define EliwoodLord 0x01 #define LynLord 0x02 #define HectorLord 0x03 #define KnightLord 0x07 #define BladeLord 0x08 #define GreatLord 0x09 #define Mercenary 0x0A #define Mercenary_F 0x0B #define Hero 0x0C #define Hero_F 0x0D #define Myrmidon 0x0E #define Myrmidon_F 0x0F #define Swordmaster 0x10 #define Swordmaster_F 0x11 #define Fighter 0x12 #define Warrior 0x13 #define Knight 0x14 #define Knight_F 0x15 #define General 0x16 #define General_F 0x17 #define Archer 0x18 #define Archer_F 0x19 #define Sniper 0x1A #define Sniper_F 0x1B #define Monk 0x1C #define Cleric 0x1D #define Bishop 0x1E #define Bishop_F 0x1F #define Mage 0x20 #define Mage_F 0x21 #define Sage 0x22 #define Sage_F 0x23 #define Shaman 0x24 #define Shaman_F 0x25 #define Druid 0x26 #define Druid_F 0x27 #define Cavalier 0x28 #define Cavalier_F 0x29 #define Paladin 0x2A #define Paladin_F 0x2B #define Troubadour 0x2C #define Valkyrie 0x2D #define Nomad 0x2E #define Nomad_F 0x2F #define NomadTrooper 0x30 #define NomadTrooper_F 0x31 #define PegasusKnight 0x32 #define FalcoKnight 0x33 #define WyvernKnight 0x34 #define WyvernKnight_F 0x35 #define WyvernLord 0x36 #define WyvernLord_F 0x37 #define Soldier 0x38 #define Brigand 0x39 #define Pirate 0x3A #define Berserker 0x3B #define Thief 0x3C #define Thief_F 0x3D #define Assassin 0x3E #define Civilian 0x3F #define Dancer 0x40 #define Bard 0x41 #define Archsage 0x42 #define MagicSeal 0x43 #define Transporter 0x44 #define DarkDruid 0x45 #define FireDragon 0x46 #define Civilian_2 0x47 #define Civilian_2_F 0x48 #define Child 0x49 #define Brammimond 0x4A #define Peer 0x4B #define Peer_F 0x4C #define Prince 0x4D #define Queen 0x4E #define HungLeila 0x4F #define Corsair 0x50 #define Prince_Tactician 0x51 #define FallenPrince 0x52 #define Princefacingupward 0x53 #define FallenNinian 0x54 #define FallenIceDragon 0x55 #define FallenWarrior 0x56 #define Child_2 0x57 #define Child_2_F 0x58 #define TransporterHorse 0x59 #define UberSage 0x5A #define ArcherinBallista 0x5B #define ArcherinIronBallista 0x5C #define ArcherinKillerBallista 0x5D #define EmptyBallista 0x5E #define EmptyIronBallista 0x5F #define EmptyKillerBallista 0x60 //Items #define IronSword 0x01 #define SlimSword 0x02 #define SteelSword 0x03 #define SilverSword 0x04 #define IronBlade 0x05 #define SteelBlade 0x06 #define SilverBlade 0x07 #define PoisonSword 0x08 #define Rapier 0x09 #define ManiKatti 0x0A #define BraveSword 0x0B #define WoDao 0x0C #define KillingEdge 0x0D #define Armourslayer 0x0E #define Wyrmslayer 0x0F #define LightBrand 0x10 #define RuneSword 0x11 #define LanceReaver 0x12 #define LongSword 0x13 #define IronSpear 0x14 #define SlimSpear 0x15 #define SteelSpear 0x16 #define SilverSpear 0x17 #define PoisonSpear 0x18 #define BraveSpear 0x19 #define KillerLance 0x1A #define HorseSlayer 0x1B #define Javelin 0x1C #define Spear 0x1D #define AxeReaver 0x1E #define IronAxe 0x1F #define SteelAxe 0x20 #define SilverAxe 0x21 #define PoisonAxe 0x22 #define BraveAxe 0x23 #define KillerAxe 0x24 #define Halberd 0x25 #define Hammer 0x26 #define DevilAxe 0x27 #define HandAxe 0x28 #define Tomahawk 0x29 #define SwordReaver 0x2A #define SwordSlayer 0x2B #define IronBow 0x2C #define SteelBow 0x2D #define SilverBow 0x2E #define PoisonBow 0x2F #define KillerBow 0x30 #define BraveBow 0x31 #define ShortBow 0x32 #define Longbow 0x33 #define Ballista 0x34 #define IronBallista 0x35 #define KillerBallista 0x36 #define Fire 0x37 #define Thunder 0x38 #define Elfire 0x39 #define Bolting 0x3A #define Fimbulvetr 0x3B #define Forblaze 0x3C #define Excalibur 0x3D #define Lightning 0x3E #define Shine 0x3F #define Divine 0x40 #define Purge 0x41 #define Aura 0x42 #define Luce 0x43 #define Flux 0x44 #define Luna 0x45 #define Nosferatu 0x46 #define Eclipse 0x47 #define Fenrir 0x48 #define Gespenst 0x49 #define Heal 0x4A #define Mend 0x4B #define Recover 0x4C #define Physic 0x4D #define Fortify 0x4E #define Restore 0x4F #define Silence 0x50 #define Sleep 0x51 #define Berserk 0x52 #define Warp 0x53 #define Rescue 0x54 #define TorchStaff 0x55 #define Hammerne 0x56 #define Unlock 0x57 #define Barrier 0x58 #define DragonAxe 0x59 #define AngelicRobe 0x5A #define EnergyRing 0x5B #define SecretBook 0x5C #define Speedwings 0x5D #define GoddessIcon 0x5E #define DragonShield 0x5F #define Talisman 0x60 #define Boots 0x61 #define BodyRing 0x62 #define HerosCrest 0x63 #define KnightsCrest 0x64 #define OrionsBolt 0x65 #define ElysianWhip 0x66 #define GuidingRing 0x67 #define ChestKey 0x68 #define DoorKey 0x69 #define LockPick 0x6A #define Vulnerary 0x6B #define Elixir 0x6C #define PureWater 0x6D #define Antitoxin 0x6E #define Torch 0x6F #define DelphiShield 0x70 #define MemberCard 0x71 #define SilverCard 0x72 #define WhiteGem 0x73 #define BlueGem 0x74 #define RedGem 0x75 #define Gold 0x76 #define UberSpear 0x77 #define ChestKey_5 0x78 #define Mine 0x79 #define LightRune 0x7A #define IronRune 0x7B #define FillasMight 0x7C #define NinissGrace 0x7D #define ThorsIre 0x7E #define SetsLitany 0x7F #define EmblemSword 0x80 #define EmblemSpear 0x81 #define EmblemAxe 0x82 #define EmblemBow 0x83 #define Durandal 0x84 #define Armads 0x85 #define Aureola 0x86 #define EarthSeal 0x87 #define AfasDrops 0x88 #define HeavenSeal 0x89 #define EmblemSeal 0x8A #define FellContract 0x8B #define SolKatti 0x8C #define WolfBeil 0x8D #define Ereshkigal 0x8E #define FlameTongue 0x8F #define RegalBlade 0x90 #define RexHasta 0x91 #define Basilikos 0x92 #define Rienfleche 0x93 #define HeavySpear 0x94 #define ShortSpear 0x95 #define OceanSeal 0x96 #define 3000G 0x97 #define 5000G 0x98 #define WindSword 0x99 |
FE8 Definitions (Click Here To Hide/Show Text)
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//Characters #define Eirika 0x01 #define Seth 0x02 #define Gilliam 0x03 #define Frantz 0x04 #define Moulder 0x05 #define Vanessa 0x06 #define Ross 0x07 #define Neimi 0x08 #define Colm 0x09 #define Garcia 0x0A #define Innes 0x0B #define Lute 0x0C #define Natasha 0x0D #define Cougar 0x0E #define Ephraim 0x0F #define Forde 0x10 #define Kyle 0x11 #define Amelia 0x12 #define Artur 0x13 #define Gerik 0x14 #define Tethys 0x15 #define Marisa 0x16 #define Saleh 0x17 #define Ewan 0x18 #define LArachel 0x19 #define Dozla 0x1A #define Rennac 0x1C #define Duessel 0x1D #define Myrrh 0x1E #define Knoll 0x1F #define Joshua 0x20 #define Syrene 0x21 #define Tana 0x22 #define LyonCC 0x23 #define OrsonCC 0x24 #define GlenCC 0x25 #define SelenaCC 0x26 #define ValterCC 0x27 #define RievCC 0x28 #define CaellachCC 0x29 #define FadoCC 0x2A #define IsmaireCC 0x2B #define HaydenCC 0x2C #define LyonSummon 0x3B #define KnollSummon 0x3E #define EvanSummon 0x3F #define Lyon_Ch17 0x40 #define Morva_Ch20 0x41 #define Orson_Ch5x 0x42 #define Valter_Ch15_ 0x43 #define Selena_Ch10B_and_13B 0x44 #define Valter_Prologue 0x45 #define Breguet 0x46 #define Bone 0x47 #define Bazba 0x48 #define Entombed_boss 0x49 #define Saar 0x4A #define Novala 0x4B #define Murray 0x4C #define Tirado 0x4D #define Binks 0x4E #define Pablo 0x4F #define Macdaire 0x50 #define Aias 0x51 #define Carlyle 0x52 #define Caellach 0x53 #define Pablo_2 0x54 #define Gorgon_boss 0x56 #define Riev 0x57 #define Gheb 0x5A #define Beran 0x5B #define Cyclops_boss 0x5C #define Wight_boss 0x5D #define Deathgoyle_boss 0x5E #define Bandit 0x66 #define ONeill 0x68 #define Glen 0x69 #define Zonta 0x6A #define Vigarde 0x6B #define Lyon_Final 0x6C #define Orson_Boss 0x6D #define Fomortiis 0xBE #define Fado 0xC5 #define Hayden 0xC7 #define Mansel 0xC8 #define Klimt 0xC9 #define Dara 0xCA #define Ismaire 0xCB #define PegasusMessenger 0xCC #define RiverFolkChild_F 0xF4 #define RiverFolk_F 0xF5 #define RiverFolk 0xF6 #define RiverFolk_F_2 0xF7 #define RiverFolkChild 0xF8 #define RenaisCivilianChild_F 0xF9 #define RenaisCivilian 0xFA #define RenaisCivilian_F 0xFB #define OldCivilian 0xFC #define Wall 0xFE #define Snag 0xFF //Classes #define EphraimLord 0x01 #define EirikaLord 0x02 #define EphraimMasterLord 0x03 #define EirikaMasterLord 0x04 #define Cavalier 0x05 #define Cavalier_F 0x06 #define Paladin 0x07 #define Paladin_F 0x08 #define Knight 0x09 #define Knight_F 0x0A #define General 0x0B #define General_F 0x0C #define Thief 0x0D #define Manakete 0x0E #define Mercenary 0x0F #define Mercenary_F 0x10 #define Hero 0x11 #define Hero_F 0x12 #define Myrmidon 0x13 #define Myrmidon_F 0x14 #define Swordmaster 0x15 #define Swordmaster_F 0x16 #define Assassin 0x17 #define Assassin_F 0x18 #define Archer 0x19 #define Archer_F 0x1A #define Sniper 0x1B #define Sniper_F 0x1C #define Ranger 0x1D #define Ranger_F 0x1E #define WywernRider 0x1F #define WywernRider_F 0x20 #define WywernLord 0x21 #define WywernLord_F 0x22 #define WyvernKnight 0x23 #define WyvernKnight_F 0x24 #define Mage 0x25 #define Mage_F 0x26 #define Sage 0x27 #define Sage_F 0x28 #define MageKnight 0x29 #define MageKnight_F 0x2A #define Bishop 0x2B #define Bishop_F 0x2C #define Shaman 0x2D #define Shaman_F 0x2E #define Druid 0x2F #define Druid_F 0x30 #define Summoner 0x31 #define Summoner_F 0x32 #define Rogue 0x33 #define GorgonEgg 0x34 #define GreatKnight 0x35 #define GreatKnight_F 0x36 #define Recruit_2 0x37 #define Journeyma_3 0x38 #define Pupil_3 0x39 #define Recruit_3 0x3A #define Manakete_2 0x3B #define Manakete_2_F 0x3C #define Journeyman_1 0x3D #define Pupil_1 0x3E #define Fighter 0x3F #define Warrior 0x40 #define Brigand 0x41 #define Pirate 0x42 #define Berserker 0x43 #define Monk 0x44 #define Priest 0x45 #define Bard 0x46 #define Recruit_1 0x47 #define PegasusKnight 0x48 #define FalcoKnight 0x49 #define Cleric 0x4A #define Troubadour 0x4B #define Valkyrie 0x4C #define Dancer 0x4D #define Soldier 0x4E #define Necromancer 0x4F #define Fleet 0x50 #define GhostFighter 0x51 #define Renevant 0x52 #define Entombed 0x53 #define Bonewalker 0x54 #define Bonewalker_Bow 0x55 #define Wight 0x56 #define Wight_Bow 0x57 #define Bael 0x58 #define ElderBael 0x59 #define Cyclops 0x5A #define Mauthedoog 0x5B #define Gwyllgi 0x5C #define Tarvos 0x5D #define Maelduin 0x5E #define Mogall 0x5F #define ArchMogall 0x60 #define Gorgon 0x61 #define GorgonEgg_2 0x62 #define Gargoyle 0x63 #define Deathgoyle 0x64 #define DracoZombie 0x65 #define DemonKing 0x66 #define ArcheronBallista 0x67 #define ArcheronIronBallista 0x68 #define ArcheronKillerBallista 0x69 #define EmptyBallista 0x6A #define EmptyIronBallista 0x6B #define EmptyKillerBallista 0x6C #define Civilian 0x6D #define Civilian_F 0x6E #define Civilian_2 0x6F #define Civilian_F_2 0x70 #define Civilian_3 0x71 #define Civilian_F_3 0x72 #define Peer 0x73 #define Queen 0x74 #define Prince 0x75 #define Queen_2 0x76 #define FallenPrince 0x78 #define Tent 0x79 #define Pontifex 0x7A #define FallenPeer 0x7B #define Cyclops_2 0x7C #define ElderBael_2 0x7D #define Journeyman(2) 0x7E #define Pupil(2) 0x7F //Items #define IronSword 0x01 #define SlimSword 0x02 #define SteelSword 0x03 #define SilverSword 0x04 #define IronBlade 0x05 #define SteelBlade 0x06 #define SilverBlade 0x07 #define PoisonSword 0x08 #define Rapier 0x09 #define ManiKatti 0x0A #define BraveSword 0x0B #define Shamshir 0x0C #define KillingEdge 0x0D #define Armourslayer 0x0E #define Wyrmslayer 0x0F #define LightBrand 0x10 #define RuneSword 0x11 #define Lancereaver 0x12 #define LongSword 0x13 #define IronLance 0x14 #define SlimLance 0x15 #define SteelLance 0x16 #define SilverLance 0x17 #define PoisonLance 0x18 #define BraveLance 0x19 #define KillerLance 0x1A #define HorseKiller 0x1B #define Javelin 0x1C #define Spear 0x1D #define Axereaver 0x1E #define IronAxe 0x1F #define SteelAxe 0x20 #define SilverAxe 0x21 #define PoisonAxe 0x22 #define BraveAxe 0x23 #define KillerAxe 0x24 #define Halberd 0x25 #define Hammer 0x26 #define DevilAxe 0x27 #define HandAxe 0x28 #define Tomahawk 0x29 #define Swordreaver 0x2A #define Swordslayer 0x2B #define Hatchet 0x2C #define IronBow 0x2D #define SteelBow 0x2E #define SilverBow 0x2F #define PoisonBow 0x30 #define KillerBow 0x31 #define BraveBow 0x32 #define ShortBow 0x33 #define LongBow 0x34 #define Ballista 0x35 #define IronBallista 0x36 #define KillerBallista 0x37 #define Fire 0x38 #define Thunder 0x39 #define Elfire 0x3A #define Thunderstorm 0x3B #define Fimbulvetr 0x3C #define Forblaze 0x3D #define Excalibur 0x3E #define Lightning 0x3F #define Shine 0x40 #define Divine 0x41 #define Purge 0x42 #define Aura 0x43 #define Luce 0x44 #define Flux 0x45 #define Luna 0x46 #define Nosferatu 0x47 #define Eclipse 0x48 #define Fenrir 0x49 #define Gleipnir 0x4A #define Heal 0x4B #define Mend 0x4C #define Recover 0x4D #define Physic 0x4E #define Fortify 0x4F #define Restore 0x50 #define Silence 0x51 #define Sleep 0x52 #define Berserk 0x53 #define Warp 0x54 #define Rescue 0x55 #define TorchStaff 0x56 #define Hammerne 0x57 #define Unlock 0x58 #define MagicShield 0x59 #define DragonAxe 0x5A #define AngelicRobe 0x5B #define EnergyRing 0x5C #define SecretBook 0x5D #define Speedwings 0x5E #define GoddessIcon 0x5F #define Dragonshield 0x60 #define Talisman 0x61 #define Boots 0x62 #define BodyRing 0x63 #define HeroCrest 0x64 #define KnightCrest 0x65 #define OrionsBolt 0x66 #define ElysianWhip 0x67 #define GuidingRing 0x68 #define ChestKey 0x69 #define DoorKey 0x6A #define Lockpick 0x6B #define Vulnerary 0x6C #define Elixir 0x6D #define HolyWater 0x6E #define Antidote 0x6F #define Torch 0x70 #define FreeShield 0x71 #define MemberCard 0x72 #define SilverCard 0x73 #define WhiteGem 0x74 #define BlueGem 0x75 #define RedGem 0x76 #define Gold 0x77 #define Reginleif 0x78 #define ChestKey_5 0x79 #define Mine 0x7A #define LightRune 0x7B #define HopronShield 0x7C #define FillasMight 0x7D #define NinissGrace 0x7E #define ThorsIre 0x7F #define SetsLitany 0x80 #define ShadowKiller 0x81 #define BrightLance 0x82 #define FiendCleaver 0x83 #define BeaconBow 0x84 #define Sieglind 0x85 #define BattleAxe 0x86 #define Ivaldi 0x87 #define MasterProof 0x88 #define MetissTome 0x89 #define HeavenSeal 0x8A #define SharpClaw 0x8B #define Latona 0x8C #define DragonSpear 0x8D #define Vidofnir 0x8E #define Naglfal 0x8F #define WretchedAir 0x90 #define Audomra 0x91 #define Siegmund 0x92 #define Garm 0x93 #define Nidhogg 0x94 #define HeavySpear 0x95 #define ShortSpear 0x96 #define ConquerorsProof 0x97 #define MoonBracelet 0x98 #define SunBracelet 0x99 #define 1G 0x9A #define 5G 0x9B #define 10G 0x9C #define 50G 0x9D #define 100G 0x9E #define 3000G 0x9F #define 5000G 0xA0 #define WindSword 0xA1 #define Vulnerary_2 0xA2 #define Greennote 0xA3 #define Rednote 0xA4 #define Dance 0xA5 #define Nightmare 0xA6 #define DemonShard 0xA7 #define DemonLight 0xA8 #define Ravager 0xA9 #define HolyDragonStone 0xAA #define DemonSurge 0xAB #define Shadowshot 0xAC #define RottenClaw 0xAD #define FetidClaw 0xAE #define PoisonClaw 0xAF #define LongPoisonClaw 0xB0 #define FireFang 0xB1 #define HellFang 0xB2 #define EvilEye 0xB3 #define BloodyEye 0xB4 #define Stone 0xB5 #define Aircalibur 0xB6 #define JunaFruit 0xB7 #define 150G 0xB8 #define 200G 0xB9 #define BlackGem 0xBA #define GoldGem 0xBB |
FE7 Tutorial Disabler (Click Here To Hide/Show Text)
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#ifndef EMPTY_TUTORIAL_OFFSET #define EMPTY_TUTORIAL_OFFSET 0xB4 #endif MESSAGE "Tutorials disabled." org 0xC9EA2C POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET POIN EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET EMPTY_TUTORIAL_OFFSET |
Main Code Helpers (Click Here To Hide/Show Text)
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//Turn based event helpers #ifdef _FE6_ #define TurnEventPlayer(eventID,pointer,turn) "TURN eventID pointer [turn, 0] 0" #define TurnEventPlayer(eventID,pointer,startTurn,amountOfTurns) "TURN eventID pointer [startTurn, startTurn+amountOfTurns+1] 0" #define TurnEventEnemy(eventID,pointer,turn) "TURN eventID pointer [turn, 0] 8" #define TurnEventEnemy(eventID,pointer,startTurn,amountOfTurns) "TURN eventID pointer [startTurn, startTurn+amountOfTurns+1] 8" #endif #ifdef _FE7_ #define TurnEventPlayer(eventID,pointer,turn) "TURN eventID pointer [turn, 0] 0 0" #define TurnEventPlayer(eventID,pointer,startTurn,amountOfTurns) "TURN eventID pointer [startTurn, startTurn+amountOfTurns+1] 0 0" #define TurnEventEnemy(eventID,pointer,turn) "TURN eventID pointer [turn, 0] 8 0" #define TurnEventEnemy(eventID,pointer,startTurn,amountOfTurns) "TURN eventID pointer [startTurn, startTurn+amountOfTurns+1] 8 0" #endif #ifdef _FE8_ #define TurnEventPlayer(eventID,pointer,turn) "TURN eventID pointer [turn, 0] 0" #define TurnEventPlayer(eventID,pointer,startTurn,amountOfTurns) "TURN eventID pointer [startTurn, startTurn+amountOfTurns+1] 0" #define TurnEventEnemy(eventID,pointer,turn) "TURN eventID pointer [turn, 0] 8" #define TurnEventEnemy(eventID,pointer,startTurn,amountOfTurns) "TURN eventID pointer [startTurn, startTurn+amountOfTurns+1] 8" #endif //Character based event helpers #ifdef _FE6_ #define CharacterEventBothWays(eventID,eventPtr,char1,char2) "CHAR eventID eventPtr [char1,char2]; CHAR eventID eventPtr [char2,char1]" #endif #ifdef _FE7_ #define CharacterEventBothWays(eventID,eventPtr,char1,char2) "CHAR eventID eventPtr [char1,char2] 0; CHAR eventID eventPtr [char2,char1] 0" #endif #ifdef _FE8_ #define CharacterEventBothWays(eventID,eventPtr,char1,char2) "CHAR eventID eventPtr [char1,char2] 0; CHAR eventID eventPtr [char2,char1] 0" #endif //Location based event helpers #ifdef _FE6_ #define Village(eventID,offset,X,Y) "VILL eventID offset [X,Y] 0xE; LOCA eventID [X,Y-1] 0x1D" #define House(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0xE" #define Armory(offset,X,Y) "SHOP 0 offset [X,Y] 0x13" #define Vendor(offset,X,Y) "SHOP 0 offset [X,Y] 0x14" #define SecretShop(offset,X,Y) "SHOP 0 offset [X,Y] 0x15" #define Chest(item,X,Y) "CHES 0 item [X,Y] 0x12" #define ChestMoney(amountOfMoney,X,Y) "CHES 0 0x6F+amountOfMoney*0x10000 [X,Y] 0x12" #define Door(X,Y) "DOOR 0 [X,Y] 0x10" #define Seize(X,Y) "LOCA 3 [X,Y] 0xF" #define Seize(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0xF" #endif #ifdef _FE7_ #define Village(eventID,offset,X,Y) "VILL eventID offset [X,Y] 0xE; LOCA eventID [X,Y-1] 0x1D" #define House(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0xE" #define Armory(offset,X,Y) "SHOP 0 offset [X,Y] 0x13" #define Vendor(offset,X,Y) "SHOP 0 offset [X,Y] 0x14" #define SecretShop(offset,X,Y) "SHOP 0 offset [X,Y] 0x15" #define Chest(item,X,Y) "CHES 0 item [X,Y] 0x12" #define ChestMoney(amountOfMoney,X,Y) "CHES 0 0x76+amountOfMoney*0x10000 [X,Y] 0x12" #define Door(X,Y) "DOOR 0 [X,Y] 0x10" #define Seize(X,Y) "LOCA 3 [X,Y] 0xF" #define Seize(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0xF" #endif #ifdef _FE8_ #define Village(eventID,offset,X,Y) "VILL eventID offset [X,Y] 0x10; LOCA eventID [X,Y-1] 0x20" #define House(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0x10" #define Armory(offset,X,Y) "SHOP 0 offset [X,Y] 0x16" #define Vendor(offset,X,Y) "SHOP 0 offset [X,Y] 0x17" #define SecretShop(offset,X,Y) "SHOP 0 offset [X,Y] 0x18" #define Chest(item,X,Y) "CHES 0 item [X,Y] 0x14" #define ChestMoney(amountOfMoney,X,Y) "CHES 0 0x77+amountOfMoney*0x10000 [X,Y] 0x14" #define Door(X,Y) "DOOR 0 [X,Y] 0x12" #define Seize(X,Y) "LOCA 3 [X,Y] 0x11" #define Seize(eventID,offset,X,Y) "LOCA eventID offset [X,Y] 0x11" #endif //Misc based event helpers #ifdef _FE6_ #define CauseGameOverIfLordDies "AFEV 0 0x66AC6C 0x65" #define DefeatBoss(offset) "AFEV 0 offset 2" #define DefeatAll(event) "ASME 0 event 0x6C2F9" #endif #ifdef _FE7_ #define CauseGameOverIfLordDies "AFEV 0 0xCA749C 0x65" #define DefeatBoss(offset) "AFEV 0 offset 2" #define DefeatAll(offset) "ASME 0 offset $79FE9" #endif #ifdef _FE8_ #define CauseGameOverIfLordDies "AFEV 0 0x592104 0x65" #define DefeatBoss(offset) "AFEV 0 offset 2" #define DefeatAll(offset) "AFEV 0 offset 6" #endif //Common events #ifdef _FE6_ #define VillageEventItem(textID,background,item) "MUSI; FADI 16; HIDEMAP; BACG background; FADU 16; SHOWMAP; TEX1 textID; REMA; MUNO; ITGV item; ENDA" #define VillageEventMoney(textID,background,money) "MUSI; FADI 16; HIDEMAP; BACG background; FADU 16; SHOWMAP; TEX1 textID; REMA; MUNO; MONE money; ENDA" #define HouseEvent(textID,background) "MUSI; FADI 16; HIDEMAP; BACG background; FADU 16; SHOWMAP; TEX1 textID; REMA; MUNO; ENDA" #define ConvoEvent(textID) "MUSI; TEX1 textID; REMA; MUNO; ENDA" #define ReinforcementEvent(unitPtr) "LOU1 unitPtr; ENUN; ENDA" #endif #ifdef _FE7_ #define VillageEventItem(textID,background,item) "MUSI; FADI 16; HIDEMAP; BACG background; FADU 16; SHOWMAP; TEX1 textID; REMA; MUNO; ITGV item; ENDA" #define VillageEventMoney(textID,background,money) "MUSI; FADI 16; HIDEMAP; BACG background; FADU 16; SHOWMAP; TEX1 textID; REMA; MUNO; MONE 0 money; ENDA" #define HouseEvent(textID,background) "MUSI; FADI 16; HIDEMAP; BACG background; FADU 16; SHOWMAP; TEX1 textID; REMA; MUNO; ENDA" #define ConvoEvent(textID) "MUSI; TEX1 textID; REMA; MUNO; ENDA" #define ReinforcementEvent(unitPtr) "LOU1 unitPtr; ENUN; ENDA" #endif #ifdef _FE8_ #define VillageEventItem(textID,background,item) "MUSI; _SETVAL 0x2 background; _SETVAL 0x3 textID; GOTO $9EE31C; MUNO; GOTO $591F40; _SETVAL 0x3 item; _GIVEITEMTO 0xFFFF; _0x228 0x7; ENDA" #define VillageEventMoney(textID,background,money) "MUSI; _SETVAL 0x2 background; _SETVAL 0x3 textID; GOTO $9EE31C; MUNO; GOTO $591F40; _SETVAL 0x3 money; _GIVEITEMTO2 0; _0x228 0x7; ENDA" #define HouseEvent(textID,background) "MUSI; _SETVAL 2 background; _SETVAL 3 textID; GOTO $9EE31C; MUNO; _0x228 0x7; ENDA" #define ConvoEvent(textID) "MUSI; TEXTSTART; TEXTSHOW textID; TEXTEND; REMA; MUNO; _0x228 0x7; ENDA" #define ReinforcementEvent(unitPtr) "_SETVAL 0x2 (unitPtr|0x8000000); GOTO $9EE290; _0x228 0x7; ENDA" #endif |
Misc Helpers (Click Here To Hide/Show Text)
CODE |
//Causes game over //FE6 doesn't have GOTO, so JUMP is used instead #ifdef _FE6_ #define GameOver "JUMP 0x66AC6C" #endif #ifdef _FE7_ #define GameOver "GOTO 0xCA749C" #endif #ifdef _FE8_ #define GameOver "GOTO 0x592104" #endif //Special effects #ifdef _FE7_ #define QuintessenceEffect "ASMC 0x7D711; STAL 0x3C; ASMC 0x7D7B5; STAL 0x3C; ASMC 0x6CCB9; ASMC 0x7D771" #define Rumble "ASMC $7D645" #endif |
Edited by Nintenlord, 04 February 2011 - 07:25 PM.