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Fire Emblem Ultimate Tutorial.doc
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Chapter 7: Class Editor

This module edits class data, NOT what character is what class. Just wanted to make that clear.

There are 3 ‘unused classes’ at the end that you might think you can use, but probably shouldn’t be used. Apparently they actually are used for something, and what’s important is not what it’s used for (because I’m not sure myself), but the fact that they aren’t free to be edited and all. There are also some classes that are only used in cutscenes as NPCs (like the Peer class, Elbert’s class) and some unused female classes. Some classes don’t have animations. For example, there is no female Myrmidon animation, and the Paladin (F) does not use Isadora’s animation by default.

Rundown:

  • Class name/description – text index to be used with FEditor Adv.

  • Class number – class reference number. Better to not be edited.

  • This class promotes to – obvious…

  • Standing map sprite – the map sprite used when you aren’t selecting the character. For the moving map sprite, you have to edit it using the map sprite pointer table editor, another module (with a somewhat long name).

  • Walking speed – obvious, slow or fast.

  • Default portrait – for the class, if there is no real portrait, what portrait is used. Typically the enemy class card. Supposedly if someone has a custom class you can use this so that their unpromoted class uses one portrait and their promoted class uses another portrait. It’s a cool idea, but I don’t know if it actually works, since I haven’t tested it myself. XP

  • Base stats – obvious.

  • Max stats – the limit to what the cap can be. Without Xeld’s patch included in FEditor Adv, the max is 31. To see how to get past that max without glitches, see FEditor Adv’s documentation. Note that HP normally cannot go past 60 for allies either. Enemies can go higher though.

  • Class relative power – affects experience. A lower number means more experience. 0x03 is like the default.

  • Class growths – IIRC affects enemies and how they grow. I forgot for sure.

  • Promotion bonuses – stats added when a unit promotes. For the CON bonus, it’s the difference between the promoted and unpromoted class.

  • Class abilities – self-explanatory. They can be combined as well (see the character module chapter for more info).

  • Base weapon-levels – the “minimum” weapon levels that a character of this class must have. Can’t go lower than this.

  • Battle animation pointer – a pointer to the data that says what animation to use for what weapon. You can edit this with the battle animation editor OR make your own data with the custom battle animation editor.

  • Movement/Terrain data pointers – you can edit these with the appropriate nightmare modules. It affects what tiles a unit can move on and the terrain bonuses they get there.

Chapter 8: Item Editor

There are a few unused weapons/items and ones that aren’t obtainable without some bonus requirements, so I suggest you replace these, because expanding this stuff to allow for more item slots is tedious (mainly because you also need more space for weapon icons).

Run-down:

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