Battle Scenes Tutorial (Advanced)

Lesson 1: Distant Combat

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Advanced_Scene Advanced_Scene_Eg
When you get more familiar with battle scenes, there will be the time when you don’t want to utilise just melee combat. A battle scene with distant combat is actually pretty simple and requires just a modification of Step 2 of the original tutorial.

First you will need the “Far Left” and “Far Right” set of platforms. Just follow the placement of the platforms as shown in the above examples. “Projectile” denotes a ranged weapon such as bows, Hand Axes or magic.

If the player or enemy is attacking with long ranged weapons, such as Bolting or the Physic staff, you still use the Player/Enemy w/ Projectile position, but you should omit the other character’s platform.

(If you use the above template, you should note that the platforms don’t always line up perfectly. This is a minor error on my behalf. Just remember to erase all left-over parts of the templates.)

Lesson 2: Spell Effects

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To begin with, most spell frames can be found from FEPlanet.

When casting magic, the background darkens. So don’t forget to find a darkened version of the background that you are using, or darken it yourself!

Now for the spell effects… If you have Adobe Photoshop there are some tricks to get the spells looking genuine. You might be able to do something similar if you have a different program (eg. GIMP).

First, cut out the spell animation, which you want to use (in this case the big fire). If there is any black space around the spell animation, fill it all black. Now open up your image editing program (eg. Photoshop) and paste the spell animation over the image from Step 3. Set the transparency of the spell animation to “Screen“.

(For staff animations, you don’t need to carry on to the nest part.)

Then, get the same spell animation and paste it over what you just did (place it in the same place on the image) and set the transparency to “Colour Dodge“. Finally if there is a second layer to the spell animation (in this case, the rings of fire), just paste them over the image as normal.

Lesson 3: Accurate Stats

Sometimes instead of plugging random numbers for stats, you might want to use some realistic stats. Here’s a list of all the possible equations (based on the GBA series) that you might need:

Equipment Stats

Attack Speed = Speed – (Weapon’s Weight – Constitution, this value must be positive, else use zero)
Critical Evade = Luck + Support bonus
Defences = Defence/Resistance + Support bonus + Terrain Bonus
Range = Weapon’s Range
Attack = Strength or Magic + Weapon’s Might + Support bonus
Hit = 2x Skill + 1/2x Luck (rounded down) + Weapon’s Accuracy + S Rank bonus + Support bonus
Critical = 1/2x Skill (rounded down) + S Rank bonus + Support bonus
Avoid = 2x Attack Speed + Luck + Support bonus + Terrain bonus

S Rank Bonus

If a character is equipped with a weapon, whose type they have reached S Rank in, they will receive a +5 bonus to both accuracy and critical.(FE7 and FE8 only)

In-built Critical

Some classes come with a base critical. In FE6, this value is +30 and is given to Swordmasters and Berserkers. In FE7 and FE8 this value is +15 and is given to Swordmasters, Berserkers, Recruit (3) and Journeyman (3).

Weapon Triangle Effects

Good: +1 Attack, +15 Accuracy (+10 for FE6)
Bad: -1 Attack, -15 Accuracy (-10 for FE6)

Effective bonus

Some weapons are effective against certain classes, like bows are effective against flying units. In this case, multiple the character’s weapon Might by 3 (FE6 and FE8*) or 2 (FE7).

*Except for the Sacred Twins, which multiply Might by 2 instead.

Battle Stats

Hit = Accuracy – Enemy’s Avoid
Damage = Attack – Enemy’s Defences
Critical = Critical – Enemy’s Critical Evade

Able to double attack if user’s Attack Speed is 4 or more points greater than the enemy’s Attack Speed.

(More detailed information can be found at the Calculation pages of the respective games.)