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解説/FEBuilderGBA/Village visit and village destruction_EN

Last-modified: 2017-12-02 (土) 05:03:57 (144d)

Speaking of FE, there is a village visit event as a characteristic element.
Because player have to visit the village earlier than thieves, we rush the player and invite mistakes.
In addition, we will add new ways of playing, such as going ahead with the unit where the sky can fly, strengthening the distribution of military force to protect the village.

It is common for the difficulty of the map to change only by factors such as whether there is a village or not, and whether thieves are in the initial position.

However, making a village visit event is very difficult.
You can not make it unless you set various things.
I think that it is one of the beginner's frustration points.
I will explain as easily as possible here.

https://i.imgur.com/VkMuWxu.jpg https://i.imgur.com/yMaVelY.jpg

Make a village.

Without a village, We can not visit the village.
Let's start by adding a village to the map of prologue.

StepA1

Please select a Map Editor.

https://i.imgur.com/BBTYQsV.jpg

StepA2

Select a village tile.
Please select the village tile 3 * 3 in the lower left.
https://i.imgur.com/hcgerul.jpg

StepA3

we will set up a village.
Click on the map to set up a village.
https://i.imgur.com/h6owCLX.jpg


It is installed with FEbuilderGBA's built-in Map Editor, but since FEBuilder supports map data in mar / map / tmx format, you can create it with the dedicated Map Editor software.

StepA4

Let's move it for the time being

By pressing the F5 key, you can check the operation with the emulator.

A village appeared but ...
https://i.imgur.com/XxloM85.jpg


The visit command is not displayed.
https://i.imgur.com/rLmir8I.jpg


Why?
That is because I have not made village events yet.
Next, We will make village events.

StepA5

It returns to the main screen of FEBuilderGBA.

Exit the emulator and let's return to FEBuilderGBA.
In FEBuilderGBA, please go back to the window of the main menu which is the first screen.

FEBuilderGBA opens many windows, but pressing the PAUSE / BREAK key is convenient to return to the main menu with a single touch.

Create a village event.

To create an Event Condition, click on the place where the event label.
https://i.imgur.com/eTgEgeD.jpg

StepB1

Open the event type pull down and select "Map object".

https://i.imgur.com/Uk91hh0.jpg
https://i.imgur.com/oTDrlM3.jpg

StepB2

Please press "Extend List" button.
Alloc the margin to create the event.
https://i.imgur.com/QdKn650.jpg

StepB3

For now, please press the "Reallocate data and repoint" button.
https://i.imgur.com/OFl5hDa.jpg

StepB4

The map object of prologue has been expanded.
We will set it to the top item.

https://i.imgur.com/50idH8x.jpg

MEMO: Village Visit / Village Destruction uses two map objects.
This time I alloced extra.
Capacity is a loss of several 10 bytes, but priority is given to easiness of understanding.

StepB5

Please set the generation type to 6 (06=Visit Village).

https://i.imgur.com/dejp6Is.jpg

MEMO: If the number (NumUpDown?) and the pull-down do not match, the number takes precedence.
This is the rule of FEBuilderGBA general.
Be sure to confirm that the number (NumUpDown?) item is the desired number.

StepB6

First of all, I will create a Village Center.

Please put it as follows.
https://i.imgur.com/QCEuLp5.jpg

Generation type606=Visit Village
Flag Condition9
Event1
CoordinateX=6Coordinate of Village Center
CoordinateY=3
Event type2020=Village Center

If you do not set the flag condition, it will be put in the village again and again.
In the FE GBA Trilogy, flags after 0x9 are often used for events such as village visits.

In the map, you can use flags up to 0x28 as you like.
Some flags have special meanings depending on the flags.
For details, see the item "フラグ".

For the event, enter the Event address to execute.
For this time, enter 1 for dummy.
Actually, the Village Center is irrelevant to the village visit.
It is used indirectly for the village destruction event.
If you do not designate the Village Center, it will behave strangely as not being ruined by the village destruction event.
Conversely, it is unnecessary in the map where thieves do not cause village destruction events.
However, in the FE GBA Trilogy, it is always set, so it follows it.
In that case, putting 1 as a dummy also follows the setting in FE GBA Trilogy.

For coordinates, enter the coordinates of the Village Center.
Since it is an event of Village Center, I designate Village Center.
If you mistake the coordinates, the behavior at the village destruction event will go wrong.

Type, set the type of event.
In FE 8, Village Center event is number 20.(The number changes according to the FE series.)

StepB7

After setting, write the setting with the Write Button.
https://i.imgur.com/PdWrH3d.jpg

StepB8

Since the event of Village Center is completed, next time, we will make an event of visiting the village which is the main dish.
Please select the event object one level down.
https://i.imgur.com/BadPxco.jpg

StepB9

Please input as follows.
https://i.imgur.com/onyU2rx.jpg

Generation type606=Visit Village
Flag condition9Specify the same flag as the Village Center.
Event0I will set it later
CoordinateX=6Coordinate of village entrance
CoordinateY=4
Type2010=Home

For coordinates, please specify the coordinates of the village entrance.

Type, Please specify 10=Home.

StepB10

We have created a frame of Event Condition for visiting the village.
Next, We will make an event that happens when I visit the village.

Please press the button of the new event.
https://i.imgur.com/PyBLpS7.jpg

StepB11

You will be asked "Do you want to allocate a new event instruction area?", So select "Yes".
https://i.imgur.com/CHS5vtD.jpg

StepB12

Allocated the area.
https://i.imgur.com/nMrAg6W.jpg

StepB13

At this time, "Write" is also automatically done.

Now let's write the event in the assigned event area.
Click on "Event", you can go to the screen to write the event script.
https://i.imgur.com/mhq2WPa.jpg

StepB14

The event script screen opens.
Currently it is in a blank state that contains only the termination command "return".
https://i.imgur.com/qN7u06i.jpg

StepB15

Double click on the screen margin.
Then the control panel opens.
https://i.imgur.com/vu9y5TP.jpg

StepB16

Since I want to make village events, please click "Command" button.

https://i.imgur.com/iCWIuN4.jpg

StepB17

On the "Select Instruction" screen, which event do you want?
https://i.imgur.com/GGMGhWH.jpg

StepB18

Please select "[ZZ:BG:BG] displays the conversation of [XXXX:TEXT:TEXT]" item.
After selecting the command, use the "Select Command" button to make the decision.
https://i.imgur.com/RO3KviA.jpg


By the way, even if you double-click the command you want to select, it will have the same behavior as clicking on the "Select Command" button.

StepB19

The command you selected earlier was entered.
Set an argument to this command.
https://i.imgur.com/9B1RzoI.jpg

StepB20

This time it was set as follows.
https://i.imgur.com/ok9ACmP.jpg

Background2It is an image that the houses of the village are lining up.
TEXT92AString of the visit event in Chapter 2.

(These are those of FE8J. It is different in FE8U.)

StepB21

Please Click Insert.
https://i.imgur.com/Dcyicfp.jpg
By the way, now, since there is only one command in a blank state, the result is the same for both change and insert.

StepB22

The selected instructions are displayed in the list.
https://i.imgur.com/jFUdK4Z.jpg

StepB23

I would like to obtain items.
Double-click the margin of the screen and open the control panel.

https://i.imgur.com/sjAVeX9.jpg
After opening the panel, press the Command button.

StepB24

Please select "Item" category.

For the instruction, select "[YYYY:UNIT:Unit] to get [XX:ITEM:item] (FFFF:Visited Character)".
https://i.imgur.com/woYN3z7.jpg

StepB25

Sets what item is available.
Let's make it an expensive item.
This time, it set as follows.

https://i.imgur.com/0Nw0QpR.jpg

item91Audhulma
characterFFFFthe unit that I visited the village

StepB26

Please add with "Insert" button.

https://i.imgur.com/E1eMcnN.jpg

StepB27

The event has been completed.

Please press the "Write" button and confirm the result. https://i.imgur.com/HwkP9jp.jpg

StepB28

An event was written.

https://i.imgur.com/dTDMytg.jpg

Let's check the operation at once.

StepB29

Let's check the operation. Please use emulator with F5 key.


This time, the visit command is displayed properly.
https://i.imgur.com/VkMuWxu.jpg

StepB30

When you visit, the conversation you set will be displayed.
https://i.imgur.com/2P8wOJ4.jpg

StepB31

And I got Audhulma.
https://i.imgur.com/NWVcNjJ.jpg

It is going well.

StepB32

that?
It does not become Closed village?
https://i.imgur.com/0Cpt7Gb.jpg

The event worked correctly, but the village does not become closed village.
However, since we set the flag condition: 9, nothing happens even if we go to the village again.
Although there is no harm, it is not good-looking so let's be Closed village.

Why is not it a closed village? それは、Tile Changesを設定していないためです。
That's because we have not set Tile Changes.
Next let's set Tile Changes.

Set Tile Changes.~

To create Tile Changes, use Map Editor.
https://i.imgur.com/7uPoqq0.jpg

StepC1

Please click the "Add Tile Changes" button on the upper side.
https://i.imgur.com/N0wJEzj.jpg

StepC2

As you are asked "Do you want to create additional Tile Changes?", Please click "Yes".
https://i.imgur.com/HNNRGDP.jpg

StepC3

"Tile Changes: 0" was made.
https://i.imgur.com/9juBlzo.jpg

StepC4

Currently, Tile Changes: 0 is at the point of X: 0 Y: 0.
The one We want to change is the entrance to the village, so We have to move it.
https://i.imgur.com/3naUQnn.jpg

StepC5

Please click "Resize" button.
https://i.imgur.com/ogDrP2v.jpg

StepC6

Please set to "X: 6" "Y: 4" which is the entrance of the village in "Position".
After entering the coordinates, please click the "change" button.
https://i.imgur.com/grDx4pG.jpg

StepC7

The change tile came to the entrance of the village.
https://i.imgur.com/FjpqW5i.jpg

StepC8

Since we have to change to Closed village, choose Closed village from chipset.
Closed village tiles are on the lower side.
https://i.imgur.com/HmEPLqI.jpg

StepC9

After selecting the Closed village tile, click on the entrance of the village and the Closed village tile will be applied.
https://i.imgur.com/Z51WwZ7.jpg

StepC10

Closed village can be set, so write with "ROM write" button.
https://i.imgur.com/KI2UaCe.jpg

StepC11

Let's check the operation at once.
Let's start the emulator with the F5 key and let it operate.
https://i.imgur.com/gWQvAtl.jpg

StepC12

Visit and get an item ・ ・ ・
https://i.imgur.com/Apd712F.jpg

StepC13

It became closed village properly.

https://i.imgur.com/8wLXdw6.jpg

We did it.

Village destruction event.

The village event was completed perfect so far.
However, as it is a big deal, let's create a village destruction event by thieves.

To make a village destruction event, we have to make Ruins with Tile Changes.

StepD1

Please click "Add Tile Changes" button of "Map Editor".
https://i.imgur.com/zxm2m73.jpg

StepD2

As you are asked "Do you want to create additional Tile Changes?", Please click "Yes".
https://i.imgur.com/Zf8ymtB.jpg

StepD3

"Tile Changes: 1" was made.
Since it counts numbers from 0, it becomes the second Tile Changes.
https://i.imgur.com/XSTCUlk.jpg

Well, just like before, press the "Resize" button to adjust the position.

StepD4

In "Position", select "X = 5, Y = 2".
This is the coordinates of the upper left of the village.

The size of Ruins is 3 * 3, but now it is 1 * 1 size, so increase "size".
In "Size", select "R=2 B=2".
Increase 2 squares in the right and down direction.

https://i.imgur.com/wn7iigm.jpg
After entering the number, please push the "Change" button.

StepD5

It was arranged to cover the whole village.
Here we set the Ruins tile.

https://i.imgur.com/uthZP58.jpg

StepD6

The Ruins tile is on the lower side.
https://i.imgur.com/DJYxVXv.jpg

StepD7

Please select Ruins tile and install it.
https://i.imgur.com/2wPj9Re.jpg

StepD8

When installation is completed, write the result with "ROM write".
https://i.imgur.com/c7otiSF.jpg

StepD9

With this, Ruins' Tile Changes has been completed.
However, there are no thief in prologue.

So add a thief to the prologue's enemy.
Once you return to the main menu.

Double click on an enemy unit, you can go to the setting screen of that unit group.
https://i.imgur.com/hFjNcwa.jpg

StepD10

We came to the setting screen.
https://i.imgur.com/Iqvz7Zz.jpg

StepD11

We want to add thieves, so let's increase the frame.
Click the "Extended list" button.

https://i.imgur.com/5HyqVL0.jpg

StepD12

Let's increase it with "Reallocate data and repoint".

https://i.imgur.com/LPBKfl6.jpg

StepD13

The list has been expanded.
https://i.imgur.com/Ew3MsIo.jpg

It may be a little too much.
Anyway, let's set it up.

StepD14

Please click the 4th person.
We will register this character as a thief.

https://i.imgur.com/9BbvKI9.jpg

StepD15

Set as follows and register as a thief unit.

https://i.imgur.com/kGxuBCn.jpg

Unit number66Vanished
Class41Bandit
Secondary AI505=Attack village and treasure, then move to escape point Thief
Pre-arrangement coordinatesX=8 Y=4Place it near the village
Post-placement coordinates0It is not set this time

The most important thing is secondary AI.
Please set it correctly.

StepD16

Write using the "Write" button.
https://i.imgur.com/U7NqXsS.jpg

StepD17

We made too many units earlier, so let's erase it.
Please select the fifth unit.
https://i.imgur.com/jQAei1L.jpg

StepD18

Set "unit number" to "0".
This is the terminal mark.
It is a mark that no further units will exist anymore.
https://i.imgur.com/QBuolxq.jpg

StepD19

After setting "unit number" to "0", write with "Write" button.
With that, it means that there was no extra character.
https://i.imgur.com/Lpo7Mg0.jpg

However, as space is secured, it means that wasted space has been secured.
Even if it says waste, there are not 100 bytes.

StepD20

Ruins' Tile Changes and the bandits were made.
Since the setting is completed, let's start the emulator with the F5 key and check the operation.

There are bandits that We set up earlier.
https://i.imgur.com/AYF2UJB.jpg

StepD21

Bandits destroy the village.
The village became Ruins.
https://i.imgur.com/yMaVelY.jpg

If it is not set correctly, it will not be Ruins.
If you are not making Ruins with Tile Changes.
When the coordinates of Tile Changes are misaligned.
When Village Center is not specified with Map Object of Event Condition.
If the coordinates are incorrect, it will not work properly.

StepD22

I want a bandit to withdraw if it achieves his purpose, but he will not leave.
When he destroys the village, he is standing there.
https://i.imgur.com/2DqjyqR.jpg

This is because Escape Point is not set.
He do not know where him should leave, and there are no villages to destroy any more, so he do not know what to do and he is standing.
Next, let's create Escape Point and leave the thieves.

Escape Pointを作る

To create an Escape Point, use the detail menu.
Please press "Advanced Editors" button.

https://i.imgur.com/NwMPeLy.jpg

StepE1

Select "Escape Point".

https://i.imgur.com/IRd1Vt3.jpg

StepE2

The Escape Point screen is now displayed.

https://i.imgur.com/a9YWEpQ.jpg



(Escape Point does not share with enemies and ally.The default is the enemy's only Escape Point. The ally Escape Point is switched with pulldown on the upper side.)

StepE3

Select "prologue".
https://i.imgur.com/UA3z68B.jpg

StepE4

There is no Escape Point in prologue, so I will secure it newly.
Click the "Alloc New Space" button.
https://i.imgur.com/3fSKvxn.jpg

StepE5

A new Escape Point was created.
https://i.imgur.com/aPRGeRO.jpg

StepE6

Set the coordinates of Escape Point.
This time, it set as follows.
https://i.imgur.com/QwFcciM.jpg

Escape coordinatesX=14 , Y=8Forest on the right side of the map
Extinguishing method101=2 steps right

StepE7

Write the result with "Write" button.

https://i.imgur.com/uttDGaE.jpg

StepE8

Start up the emulator with the F5 key and check the operation.

Thieves who have destroyed the village are moving towards Escape Point.

https://i.imgur.com/VV2STib.jpg

StepE9

He walked further, and
https://i.imgur.com/BzhhfcI.jpg

StepE10

When the thief arrived at the forest, he escaped.

https://i.imgur.com/rCfXBLY.jpg

It is as we have set up.

End


That concludes the explanation of village visit, village destruction, and Escape Event.
Setting is troublesome, but as you can make it, you can create a more interesting map.
Please do your best trying to make it.


In addition to Closed village, Ruins, Tile Changes is used for Empty Chest, Door, Cracked Walls, and so on.
It is also possible to generate specific Tile Changes with event script.

Please do various things, play.