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- Random shit about Fates
- For map sprites it searches in the unit/head/[AID NAME] for the sprites.
- This is presumably the same for JIDs.
- Unique map sprites take priority if the AID+JID matches.
- Textures probably work the same way too.
- ROM3 holds all the texture changes for playable characters.
- Don't really know how it works right now, look into it later.
- Textures+models are in the b(a letter)/ folder.
- Face.bin:
- This file is used to generate FIDs for other files to use.
- For a complete FID you need a FSID_bu(Battle) and a FSID_st
- When editing text, it calls FIDs for portraits.
- This also ties them with MPID labels during conversations.
- In file the byte at 0x20 is the amount of FIDs in the file.
- Each block has size 0x48.
- Auto Leveling based on progress:
- In the character block the byte at 0x35 controls progress based auto leveling.
- Kaze Styled Auto Leveling:
- First have the character 'leave' the party through events. Doable by using ev::TransferUnitByIndex with the value 05.
- Next set up a replacement character block similar to the X_HANDOVER person files and have that unit rejoin by dispos.
- 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.
- 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.
- Can add extra skills that the character wouldn't normally have but will auto gain skills if above the required level.
- Adding in capture-able enemies:
- 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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