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Tildehat

Random Fates tibits

Feb 8th, 2016
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  1. Random shit about Fates
  2.  
  3. For map sprites it searches in the unit/head/[AID NAME] for the sprites.
  4. This is presumably the same for JIDs.
  5. Unique map sprites take priority if the AID+JID matches.
  6.  
  7. Textures probably work the same way too.
  8. ROM3 holds all the texture changes for playable characters.
  9. Don't really know how it works right now, look into it later.
  10. Textures+models are in the b(a letter)/ folder.
  11.  
  12. Face.bin:
  13. This file is used to generate FIDs for other files to use.
  14. For a complete FID you need a FSID_bu(Battle) and a FSID_st
  15. When editing text, it calls FIDs for portraits.
  16. This also ties them with MPID labels during conversations.
  17. In file the byte at 0x20 is the amount of FIDs in the file.
  18. Each block has size 0x48.
  19.  
  20. Auto Leveling based on progress:
  21. In the character block the byte at 0x35 controls progress based auto leveling.
  22.  
  23. Kaze Styled Auto Leveling:
  24. First have the character 'leave' the party through events. Doable by using ev::TransferUnitByIndex with the value 05.
  25. Next set up a replacement character block similar to the X_HANDOVER person files and have that unit rejoin by dispos.
  26. The amount of level you want to increment will be the unit's listed level in the character block minus the unit's level in GameData.
  27. The increased stats will be the difference between the initial base stats for the character in GameData and the base stats set up in the new block.
  28. Can add extra skills that the character wouldn't normally have but will auto gain skills if above the required level.
  29.  
  30.  
  31. Adding in capture-able enemies:
  32. In GameData.bin, the label for the character's PID must start with PID_捕獲_ . Then you give the unit the same labels as the ones that are tied to that PID. Afterwards, the unit should be a fully functional captured unit.
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