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Fire Emblem Ultimate Tutorial.doc
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  • Item Name/Description pointers – by now you should know what this is- text index.

  • Item number – reference number.

  • Weapon type – obvious.

  • Weapon abilities – you can combine bytes, just as you can with character/class abilities.

  • Stat bonuses pointer – points to stat bonuses, for example, Durandal gives +5 strength. You can use the stat bonus editor to make your own stat bonuses, or go to the offset mentioned in a hex editor to edit the data there.

  • Effectiveness – same as above, essentially. The pointer just points to a list of class numbers that the weapon is effective against.

  • Durability – uses

  • Power – might

  • Hit% - obvious

  • Weight – obvious

  • Critical – obvious

  • Range – To get the range, the first bit is the starting range and the 2nd is the end range. So 0x11 means only within 1, but 0x12 means 1-2 range, and 0x24 means 2-4 range, etc.

  • Cost per use – uses x cost per use = actual cost (sell price is ½ of that)

  • Weapon Rank – obvious

  • Item icon – obvious

  • Staff/Use Effect – from my experience this is tricky trying to get it working, so if you play around with it and it’s not working right, there’s nothing you can do about it unless you know ASM.

  • Weapon effect – obvious

  • Weapon experience – how much ‘experience’ the weapon gives towards getting to the next weapon level. 1 is normal, 2 is high, 0 is nothing, and you can do 3 and on, but it’d be a bit broken to have 3 WEXP.

Chapter 9: Spell Association Editor

This module controls what weapon has what animation. It’s mainly for magic weapons, tomes, and staves. However other weapons have “blank” entries where the “animation used” slot is set to 0xFFFF because there is no spell animation used.

Note that ‘spell animation’ can also refer to non-spell animations such as javelins and arrows. It just refers to any separate animation associated with a weapon that isn’t actually apart of the class battle sprites. I hope that made sense.

Run-down:

  • Weapon – which weapon to use

  • # of chars to display – 1 or 2, anything else will glitch (this one is obvious too)

  • Animation used – also obvious

  • Return to original position (map) – I suggest putting this on.

  • Facing position (map) – unless it’s a staff, this should be towards the target

  • Enemy’s flashing color (map) – white is default for weapons, dark is for dark magic, red is for fire magic, etc., just do what you think looks nice.

That’s all there is to it.

Chapter 10: Stat Bonuses Editor

All you have to do here is type the bonuses you want, then take the pointer at the top and type it in the item editor. For example, the first entry is 0xFFF2A0 so in the Item Editor under “Stat Bonuses Pointer” you’d type 0x8FFF2A0. That’s all there is to it.

Chapter 11: Promotion Editing

If you want edited promotions for the classes, use one of the custom pointer slots in the Promotion Item Editor (in the dropdown where it says “Promotion Pointer”) and then go to that offset in a hex editor and type the class numbers of the classes that can promote through this item. Remember to save your changes in both nightmare and the hex editor and not to overlap changes by having both programs open at once.

To change which class promotes to which class, there is a dropdown slot in the class editor.

Chapter 12: Map Sprite Editing in Nightmare

Note: I don’t know how this works in FE6 or FE8 for sure. This is for FE7.

The Map Sprite Pointer Table Editor module controls the moving map sprites. Each class has its own pointers. The ‘animation pointer’ would better be called the graphics pointer as it is a pointer to the actual map sprite graphics which you can edit in GBAGE. The other pointer is from what I know more like an actual animation pointer—it tells like, how to work the map sprite and its animation and crap. Sometimes when you import map sprites from other games the animation will still not look good because of the ‘Another Pointer’ in which case you have to import that data too.

Anyway, if you want to reuse a map sprite of one class on another class, simply copy the pointers and paste them onto the new class’ slot in the module. That’s it.

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