• Content count

  • Joined

  • Last visited

About TheArbiterK

  • Rank
    I pretend to know what I'm doing
  • Birthday November 26

Profile Information

  • Gender
  • Location

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Member Badge

  • Members
  1. Unit Movement

    Surprised this hasn't been answered yet. That's what the 'Movement Cost' value in the class editor is for. Just enter the value the vanilla archer class (or similar unpromoted/non-mounted/non-armored class) has and you're all good! (FYI it's 880B849 for FE8) AFAIK the weather mechanic doesn't work in FE8, but you can do the same for the rain and snow movement cost values if you want.
  2. (Solved) [FE7] Trouble with village tile changes

    @This boi uses Nino Thanks for the response! It's true that the destroy event is on the middle tile, but the brigand stays on the bottom tile when it activates for some reason. I dunno why, it's a weird case that one. The event's activating just fine, though. It's just the tile change that's misbehaving. Thanks for the reference, I'll check out that tutorial. I've never used FeBuilder (I'm a hipster) but there could be something worth noting there. FYI for any future viewers to this topic: If I haven't labelled the topic as solved then I'm still having no luck.
  3. Hi folks. I've been having the hardest time getting village tile changes to work for approximately an eternity now. I'm using Tiled and Tiled Map Inserter, and I've been following Nintenlord's tutorial to a tee. Still, the game refuses to use a different tile change for visiting and destroying a village, as shown: Here's my tile setup: I know the destroyed tiles are supposed to be on top and have a lower ID, which I've done. I tried putting the closed layer on top, which results in the game using that one for both events instead: I've triple checked that neither of the IDs are already used in the chapter (I've tried different IDs too), I've tried shuffling the 3 layers around with every possible order, but no dice. At this point I'm well and truly out of ideas ¯\_(ツ)_/¯ Edit: *Facepalm* A single hour after I post this and a random idea that ends up being the solution crosses my mind. I guess the game doesn't like that I used the entire 3x3 village for the closed tile change. Just the gate by itself is what it's looking for. The more you knoooooow
  4. Staff of Ages (XNA release eventuallyTM)

    (hidden for spoilers)
  5. Feditor not accepting my script info

    You need to have a block of samples of all 16 colors used in the animation on the top right corner of each frame, otherwise Feditor won't take it. (8 on each row, with the top right one being the background color) Here's one of mine: As for the script, I'm pretty sure C04 has to come immediately before C1A and C1F. There's a file called "0x85 Command Usage" that comes with Feditor explaining what all those fancy commands are, if you're curious. It's in the Battle Animations folder, which is inside the 'doc' folder. Hope this helps!
  6. Might need a separate topic for that one. More people will see it that way.
  7. Here you go, some ancient history.
  8. Inventory Nightmare hack questions

    I can't guarantee this'll get you the final chapters. (idk whether or not the game specifically checks if you've visited the gaidens or not), but getting Armads back is a breeze. All you have to do is put it in the inventory of a unit who joins in the future. To do that, open up the Army Editor and pick the chapter where whatever unit you choose joins. The unlabeled list (0x00, 0x01, etc) you can scroll through is a list of each unit in the map. Scroll down until you find the new unit, then pop it into one of their inventory slots. No problem!
  9. Character Portraits

  10. Pegasus Knight that use swords animation?

    @Baby Bonnie Hood Found these courtesy of Sephie on Feuniverse. They're edited to be helmetless, but that's a breeze to undo.
  11. Something wrong with script

    The most likely answer would be that you accidentally overwrote something. I'm not sure if you've successfully inserted events before (in which case you probably already know this and you can ignore everything I'm about to say lol) but if you're new to this, you have to be careful with the offset you insert the events at. Maybe you made a typo when you put in the offset or something, but there's data already at 0x8B0890. Make sure there's free space wherever you insert custom things (A hex editor is your friend) or funky phenomena can happen.
  12. How do I skip to a certain chapter?

    The easiest way to do that is to edit a chapter's events and change the chapter the game is told to move to next, meaning you'll have to play through the prologue once. Hope that's not too much to ask lol I take it you aren't familiar with events, so I'll give you a rundown. If you are, then, well... you can ignore pretty much everything I'm about to say: Here's Event Assembler. Download all that fancy junk and open up the program. Make a blank Notepad file and load that into the 'Text' part. Load your Rom, tick FE7, tick 'Whole chapter' and 'Add end guards' (I don't actually know what that does but whatever). Then for the offset, put in 'CA0720', then hit Disassemble. (Leave the program open for simplicity) Finally, we can actually get somewhere. In your previously blank Notepad file, you now have the entire chapter's events for the Prologue! Whoop de doo, now what do with all that gibberish? Well, towards the end of the file, there should be a code called MNCH 0x(whatever). That's the 'Move to chapter' code. That list you found? Turns out it is relevant after all. Put in whatever chapter you want to move to, save the file, switch back to Event Assembler, hit Assemble and voila! Edit: Whoops forgot to mention: When you skip to a chapter this way, you only retain the characters you've already recruited. If you skip try to skip from the prologue to, say, Chapter 12, the game will crash since Lyn isn't playable in that map and you skipped the recuitments of all the Eliwood mode characters thus far. If you're looking to skip to an Eliwood mode chapter, the chapter you edit the events of will also have to be in Eliwood Mode. You can easily find the offset to put into Event Assembler with the 'Event modules' part of Nightmare. (Just leave out the '8' at the beginning of it.)
  13. Battle and Spell Animations Thread

    Hey, that Bolganone animation links to the wrong video btw
  14. Rebecca Won't Spawn in as a Wyvern Rider

    Don't ask me why, but the chapter loads 2 different versions of Rebecca. The one you have to change is 0x0B in the Chapter Unit Editor. 0x06 won't do anything for some reason ¯\_(ツ)_/¯
  15. Adding Recruitment events?

    You didn't assign it to the character yourself? It might not be the cause of that problem then. In any case, I'd double-check. Whether you're using FEBuilder or Nightmare, the convoy/supply is one of the "Character ability" options in the Character Editor. Make sure it's NOT selected, otherwise that causes the trade issue.