/Smefile

Buildfile for installing my various wizardry.

Primary LanguageAssemblyCreative Commons Zero v1.0 UniversalCC0-1.0

Smefile

Buildfile environment containing all of my various wizardry, installation-configurable. Also comes with a test map, for personal testing purposes. All hacks + the test map can be individually toggled on or off from _CONFIG.event.

To Fix

  • Nothing (known) at the moment

WIP

  • Swarp staff
  • Gaiden Megaquake (the SoV version that can't kill units)

Todo

  • Trap Rework
    • Modular Ballistae
    • Modular decrement trap per turn/delete trap when 0
    • Modular damage traps
  • MMB modules for biorhythm, fatigue, laguz bars, and holy blood
  • Inverse weapon locks (anyone BUT defined char or class can wield)
  • Fatigue costs for combat arts, instead of durability costs
  • Expand sacred weapon battle music to arbitrary weapon/song ID pairs
  • Buy-Only and Sell-Only shops (probably will need new text control codes)
  • Rewrite super arena hack entirely
  • Jedah's thing where you're unable to attack, but you still initiate battle and just get a popup instead of actually attacking and your round is cancelled entirely unless the 4/8/12/16 requirement is met
    • configurable the turns that are a multiple of 4 version or the every 4th attack version, though the latter will use 2 bits of debuff table space to track how many times you've been attacked
  • Ledge terrain (if units can pass this terrain, they do so by jumping from one end to the other)
  • Option for setting additional fatigue costs if a unit has holy blood / major blood

Todo but afraid of doing because big menus and CHAX

  • Tellius Base

    • Skill Add/Remove menu (+ capacity, + giving skill scrolls when removed)

    • Forging menu (using kirb's forging system)

    • Base Convos menu

    • Items menu (the one from the prep screen verbatim)

    • Bonus Exp menue

    • Supports menu

    • Shops menu (includes Forging & shops are either buy-only or sell-only)

    • Guide menu accessible (a la RD Library)

    • Can save at base menu

    • At prep screen

      • only get the map view menu
      • map view menu contains Select Units
      • map view menu contains Items, but you can't use the convoy
      • map view menu contains Return, which goes back to the base (probably with some event schenanigans)
      • Can save at prep menu
  • TRS/RD Party Split Menu

    • Menu allowing for separating the party into four groups
      • configurable unit cap for each group
      • units are selected and moved between four panels, one in each corner
      • Select toggles the selected panel between the four, then cursor will scroll
      • table containing a function to run for each unit to check if they should be allowed to be moved out of a certain party
      • table containing default party settings for each unit
      • externalized values for caps on each party's size
    • Which group is designated by a flag (can't be in debuff data)
    • Automatically hides from the party everyone in the second group
    • ASMCs + event macros for easily swapping the current party
  • Weapon Type Extension

    • rewrite every area that checks for weapon level, rewrite stat screen page 3, use icon rework stuff that's already been done to get weapon type icons beyond the first 8,
  • Height Map

    • Gives each tile on the map a height value
    • Needs somewhere a full-sized map can be stored in RAM, since tile changes exist
    • Needs fully updated when a map is loaded, a tile change is triggered, or a save is loaded
    • Needs some way of designating the height map in ROM based on the layout of the map itself (could you define height at 1 position and have it autofill the rest of the height map based on terrain generally used to denote height? or a fully manual way, probably a tool with a GUI or something with a layer in Tiled and a new version of tmx2ea to account for it)
    • Needs a visual indicator of the height of a given tile (use terrain window?)
    • If a unit is trying to attack from a higher height to a lower height by an amount >1, the attacker gains a hit/atk advantage and the defender a hit/atk disadvantage; inverse if attacking from >1 height lower to higher
  • Walkies (Exploration Maps)

    • Lets you walk around a map like in gaiden
    • Proc loaded (via ASMC?) as a blocking child proc of GAMECTRL
    • Looped function for getting inputs
      • D-pad direction
        • check if 1 tile in direction pressed is within the map bounds
        • check if 1 tile in direction pressed is passable given unit's terrain costs (not 255)
        • check if 1 tile in direction pressed is currently occupied by another unit
        • if is passable, valid, and unoccupied, move onto tile
        • if it is not passable but there is a unit there AND the controlled unit has a talk convo with them, initiate the talk convo instead
      • A button
        • if a unit is 1 tile above and there is a talk convo between your unit and that unit, initiate that event
        • if you are standing on a map object or specific terrain (arenas), do the thing associated with using the unit menu to access it based on the map object ID, ignoring checks where present (lockpick/key/locktouch requirements, etc)
        • if neither of these find anything, open the map menu
    • Run MiscBasedEvents every time you move a unit (unless this gets laggy)
    • Looped function also checks for units 1 tile above, and displays an indicator over them if they can be talked to
    • Map objects that activate when simply stepped upon in this mode and run events (running AFEVs & AREAs in this mode would probably be super laggy)