Lamia

Member
  • Content count

    483
  • Joined

  • Last visited

4 Followers

About Lamia

  • Rank
    :fathink:
  • Birthday June 20

Contact Methods

  • Website URL
    http://www.inkbunny.net/Lamia
  • Skype
    lamiakitten

Profile Information

  • Gender
    Female

Previous Fields

  • Favorite Fire Emblem Game
    Radiant Dawn

Member Badge

  • Members
    Ishtar

Recent Profile Visitors

1759 profile views
  1. not dead... just, you know, not being worked on as much as I'd like small tidbits, corrections here and there over the past two years, not much 'real' progress I do want to finish it SOMEday, but you know, life stuff and all that at the least I intend to release a patch once part 1 is done, whenever that may be
  2. FE4 Magic Animation Tutorial

    ah sorry a bit inactive here I posted a new link https://pastebin.com/h06s0XTE
  3. Fe4 modding

    the world map uses efficient tiling like playable maps and unlike some other games where it was just a full 'image' so unfortunately it's not easy to change retaking castles instead of destroying could be done if one looks at the code for NPCs and copies it for enemies... not that I know how to do that
  4. FE4 3rd Tier possibility

    I only use a workaround for third tier classes by cleaning up the class list and adding separate third tier-level classes tier 1 has stat caps of 20 max, tier 2 has ~25, and 3 has ~30 the 'second gen' in my project is simply a 'Part 2' which uses the same characters, so I can get away with having them start at tier 2 and promote to tier 3, and that's how I handle it for player usage; a small amount of third-tier units also appear in Part 1 as the base game goes, the promotion entry for each character in both gens only allows 1 class the unit can promote to, so you'd have to figure out how to manage anything more yourself
  5. Lamia's FE4 stuff

    can't say, not familiar with the codes enough to make additional entries
  6. Lamia's FE4 stuff

    yeah looks like just a random bug it's probably nothing, never seen that though, probably different OS than me (windows 8.1) nightmare won't do anything unless you enter info properly, that thing won't do anything
  7. Lamia's FE4 stuff

    there was some special codes in one of the many textfiles of notes in the binary collection I think it required inserting the codes someplace and pointing to them by adjusting the staff effect data in a few different places (been a while) but it wasn't simple that's for sure, took a bit
  8. Lamia's FE4 stuff

    afraid it's not that easy, the animations that are coded for staff use are not compatible with using normal magic, lockups will occur it's a matter of animation coding which is not simple battle sprites are simply a large image of tiles, and the animation codes are what direct the tiles to display a certain way, along with what to do at what point in battle... something that staff animations don't have all of the information for, so it causes faults your best bet is to give them different sprites and animations entirely, of a class that can already use both
  9. Lamia's FE4 stuff

    more detailed info in my post
  10. Lamia's FE4 stuff

    there's a chance it doesn't work at all as a ring, I think I attempted to have it before but it didn't work out
  11. Lamia's FE4 stuff

    you cannot make indestructible weapons in FE4 without some kind of ASM the thing about the ring editor is that rings have a different length of data compared to other items... you can make regular items into rings, but not vice versa additionally, while rings can be given all kinds of skills, not all skills work on rings... I haven't tested them entirely, but I believe some of them don't work if you use the weapon list instead of the ring list critical for example only works if you use the original ring list I believe, but say, sol/luna/astra still work in the weapon list... I think like I said I still need to do deliberate testing
  12. Lamia's FE4 stuff

    I don't know that the inventory list can be extended, but there are seriously a ton of items in the list, if you can't make room for something new I would suggest downsizing your plans or arranging the items more accordingly FE4 Player Equipment.txt contains a mostly complete list of where each item is located so it is easier to arrange the inventory list as needed also you can't just add more entries past the end of the pre-arranged modules, they have an end point for a reason; going further crosses into other data which can corrupt your save file and/or crash the game if you play with it the class list can probably be extended, but classes have so much other data connected to them (names, battle animation data, map sprites, character classes, exp tables, the list goes on) that it is extremely inconvenient to do such a thing... like I said with items, downsize your plans and/or arrange the classes better, I was able to make room for tier 3 classes for my project with some extra class numbers to spare, you don't need to keep the original list something to note though: I haven't found the data for weapon effectiveness yet, so be sure that armors, horses, and fliers stay on the same numbers if you replace them
  13. Lamia's FE4 stuff

    forum is broken making me double post
  14. Lamia's FE4 stuff

    it's not too surprising that the translation team would have moved a bunch of stuff around, messing up some nightmare modules also I never fooled around with the ring editor stat boosts, the thing about putting multiple stat boosts on one item is that the boosts don't stack so it's kind of overdoing it if you make a bunch of multiple-stat rings
  15. FE4 Portrait Inserting Tutorial

    I think it might be getting caught on the path name, where there's a dot in your windows username...? easily remedied if you store your rom/hacking stuff somewhere else try that, if it doesn't work can try something else have to add something to this... a while ago I managed to figure out a potentially easy way to handle it if you use a GIF editor or something more advanced than MSPaint to save your portrait in the final phase, saving it in 256-color BMP: the order of the colors in the palette list would be the same order that tile editors display them in, which in turn is the same order that the palette data in the ROM would go uhh hopefully that makes sense