en:guide:febuildergba:how_to_make_victory_condition_en

目次

How to make Victory condition.

i.imgur.com_bhdwocr.jpg

What is Victory condition?

i.imgur.com_bvk40yk.jpg

In GBAFE,To clear is, set the flag 0x03 flag (Seize flag) and call End Event.

Conversely, you can clear the chapter by setting the 0x03 flag and calling End Event.
Therefore, you can make Victory condition.
You can also create multiple Victory conditions.

You can also call End Event without setting the 0x03 flag,
but there may be problems such as the number of clear turns not being recorded.

Be sure to call End Event after setting flag 0x03.

How can I make clearable with Seize?

When the Load unit enters the Seize base, the Seize menu appears.
And if you select Seize, the stage will be cleared.
It is a classic clearing method existing from FE1.

In order to get the Seize menu, you need to set the Seize base with the map object.
The Seize point is often set as a castle gate, but you can set it on any map tile.

Even so, if you set in the middle of the meadow, the player do not notice so let's set it where there is a mark that stands out.

Actually setting "Seize Point".

Let's make Seize Points across the bridge.
i.imgur.com_xzkfllr.jpg

StepA1

Click “Event”.
i.imgur.com_u8f268o.jpg

StepA2

At the beginning, since it is Turn condition, please switch the event from the combo box above.
i.imgur.com_wlqcj2m.jpg

StepA3

From the combo box, select “Map object”.
i.imgur.com_wxcqay1.jpg

StepA4

There is no map object in Prologue, so increase it with list expansion.
i.imgur.com_csy1rbz.jpg

StepA5

Since only one case is made, please set the number to be newly secured to 1.
Then push the button to execute the movement process.
i.imgur.com_ix2wthz.jpg

StepA6

The area was secured.
i.imgur.com_vgonero.jpg

StepA7

Please change “Generation type” to “05=Seize or Visit Home”.
i.imgur.com_olgvetf.jpg

StepA8

Set Completion Flag to 03 (Seize flag).
i.imgur.com_st2okmy.jpg

StepA9

Please enter 1 for the event.
This is a dummy event that does not do anything.
i.imgur.com_tnjxeto.jpg

StepA10

Seize Specify the coordinates of the point.
I will make it to the other side across the bridge.
i.imgur.com_bou8r6f.jpg

StepA11

Please change “Type” to “11=Seize”.
i.imgur.com_bvyqlu7.jpg

StepA12

This completes the setting.
Let's check the setting contents.
We set it as follows.

Generation type05=Seize or Visit Home
Completion Flag03(Seize Flag)
Event1Dummy event
Coordinate1,0The other side across the bridge
Type11=Seize

i.imgur.com_jjmtaob.jpg

StepA13

Since setting is done, press “Write” button to write data.
i.imgur.com_bqutyfh.jpg

StepA14

Let's immediately check the result by pressing the F5 key.
i.imgur.com_uqlkfro.jpg

StepA15

Go to the coordinates set by Eirika, the Seize menu will be displayed.
i.imgur.com_xzkfllr.jpg

StepA16

You can clear the stage by performing Seize.
i.imgur.com_bnp4r9n.jpg


Why can you clear it?

Why can you clear it?
That is because the character waited because the flag 0x03 was valid.
When the flag 0x03 is enabled, letting the character wait, the game system automatically calls the End Event.

In the Seize event, we specified a dummy event 0x01.
Therefore, even if Seize is selected, no events are executed.
However, I set it to enable Completion Flag 0x03.
Completion Flag is a flag that turns ON when the event is achieved.
Therefore, by selecting Seize, the condition to operate this map object has been reached.
Completion Flag will be evaluated because the event condition has been reached.
Now that we are about to clear the stage, the 0x03 Seize flag is not yet valid.
Therefore, this event works.

Completion Flag 0x03 is enabled because the condition is fulfilled and the event works.
And dummy event 0x01 worked.
Dummy event 0x01 is a dummy event that does nothing.
It do not do anything in particular.

As a result, in this event, only flag 0x03 is enabled.

By selecting Seize, that unit has shifted to the standby state.
This meets the condition that the flag 0x03 becomes effective and the unit waits.
Therefore, the game system automatically calls End Event.

Since the event command is written to End Event to proceed to the next chapter,
We was able to go to the next chapter by clearing this chapter.

Adjust the conditions displayed on the screen.

Now you can clear it with Seize.
However, the screen display remains “Defeat boss”.
Let's change this value to Seize.

StepAA1

It returns to the very first screen.
Please select “Chapter Editor”.
i.imgur.com_j01gbfx.jpg

StepAA2

It is this part that shows the Victory condition on the map.
i.imgur.com_i2we4lm.jpg

StepAA3

This part merely displays the condition and has nothing to do with the actual condition.
It is display only.
Actually, we made it possible to clear it with Seize, but it is proof that what remains as Defeat boss is more than anything else.
i.imgur.com_mjwmy9k.jpg

StepAA4

Let's change the value.
There is a character string “Seize of the gate”, so I will use it.

It changed as follows.

Clear Condition12DSeize of the gate.
Detailed Clear Condition127Purpose: Seize of the castle gate.
Mini-Objective Display00None(Seize)


i.imgur.com_rcpmlwm.jpg

StepAA5

Please press “Write” button and write the data.
i.imgur.com_dzrx9yi.jpg

StepAA6

Let's start the emulator with the F5 key and check the result.
It is set to the value.
i.imgur.com_uhe0obg.jpg
i.imgur.com_7oq3k4x.jpg


This completes how to create the Seize condition.

How to make it clear when a certain turn has passed?

Let's consider a stage like Defend.
If you understand how to make the Seize point explained earlier, it is easy to make.
Using the Turn condition, turn on the flag 0x03 when calling for a specific turn, call End Event.

Let's make an event that clears after a certain turn.

StepB1

Click “Event”.
i.imgur.com_4f3bmcf.jpg

StepB2

I think that the default is Turn condition.
There is no problem as it is.
However, please confirm once.
i.imgur.com_4ihhooi.jpg

After confirming that it is Turn condition, write the event here.

It is OK to crush the existing Turn condition.
However, let's try securing and creating new data this time.
Please press “Extend List” button.

StepB3

We will allocate 5 data items to secure.
There are four existing turn events, so 1 + 4 = 5 will be set to secure another one there.

After changing the number of items, please press the “execute movement process” button.
i.imgur.com_fj0n8lt.jpg

StepB4

We secured a new event area.
The secured area is at the end of the list.
Let's write the clear condition here.
i.imgur.com_ellp30p.jpg

StepB5

I explained in detail in the last Seize condition, so I'll explain it in a stretch this time.
Please set as follows.

Generation type22=Turn condition
Completion Flag3Seize Flag
Turn before0Run on Player turn


i.imgur.com_x2dqwij.jpg
For this time, I will clear it on the third turn.

Start turn3
End turn0

i.imgur.com_yzzm4jz.jpg

Aside from that..
Turn condition is executed all the time from the start turn to the end turn, 
but if the end turn is set to 0, you can execute the event only by the start turn.
(Since the Completion Flag is set, in any case, it only moves to the Start turn.).

StepB6

Now that you have set it, please press the “Write” button and write the result.~.
i.imgur.com_meqc4bh.jpg

StepB7

Then press the F5 key to start the game.

StepB8

It is a mistake when thinking that this event is called and it clears when turns pass by this.
Let's actually operate.

・・・・?
It has become fourth turn.
i.imgur.com_zdx14po.jpg

No matter how long you wait, the clear event will not work.
It is mysterious.
Was the event ignored?
It's not.
The event is executed and flag 0x03 is enabled.


Please try to make the unit stand by(Wait).
You can clear the stage.

i.imgur.com_et4g1on.jpg
i.imgur.com_btvhrg8.jpg


Why did this happen?
That is because the specification that the game system automatically calls End Event when the character waits with flag 0x03 enabled.
Just by choosing end of turn without waiting for the unit, the unit is not waiting.
Therefore, it does not satisfy the condition that “character 0x03 is valid and character waits”.
Therefore, it does not work well.

So, what should we do?
You can call End Event yourself.
If the system does not call you, you can call it manually.

StepB9

Change the event from 0x01 of the dummy event to the address assigned to the End Event.
i.imgur.com_fug7xzh.jpg

There is End Event at the bottom of the combo box in the upper right.
i.imgur.com_ns5gurf.jpg

This is the area where the End Event is written.(The screen is FE 8 J).
Write down this address and write it in our End Event.

FE8J08A6129CPrologue End Event
FE8U089EF164Prologue End Event

i.imgur.com_mm07rqm.jpg

StepB10

Let's return to the turn event.
Event: Rewrite the portion of 0x01 to the address of the End Event you noted earlier.
i.imgur.com_ft4uz1g.jpg

i.imgur.com_eegzbkd.jpg

StepB11

Since it was set, save it.
i.imgur.com_vqqtife.jpg

Now, start the emulator with F5 key.
Then try trying Prologue from the beginning.

It is second turn.
i.imgur.com_bii7q79.jpg

If you wait here …
i.imgur.com_h0rqejo.jpg

This time, End Event was displayed at the moment when it became 3 turns.
It worked well.
i.imgur.com_xglocqp.jpg

StepB12

Now you can clear it in a certain turn.
However, screen decoration has not been completed yet.
i.imgur.com_twwbhqn.jpg

Normally, in the case of a defense map, the number of turns should be displayed.
i.imgur.com_rcoj3ir.jpg

Let's set this menu.

StepB13

It returns to the very first screen.
Please select “Chapter Editor”.
i.imgur.com_x45py1u.jpg

StepB14

It is basically the same as Seize.
It is this part that shows the Victory condition on the map.

Clear Condition13A11th turn survival of the hero. Since there was no character string Defend, it is used as a substitute.
Clear Condition124Purpose: Specific survival.
Mini-Objective Display2Defend

i.imgur.com_cohji5t.jpg


And one more thing.
In “Mini-Objective Display”, if you select Defend, there is setting of the part to display last turn.
Please enter 3 in “Turns to Defend”.
This is to clear at the 3rd turn.
Therefore, 3-1 = 2nd turn becomes last turn.

Turns to Defend3Clear on turn 3. The second turn becomes the last turn.

i.imgur.com_bweeefz.jpg

StepB15

Now that you have set it, let's write by pressing the Write button.
i.imgur.com_xdfun8b.jpg

After all it settles as follows.

Clear Condition13A11th turn survival of the hero.
Clear Condition124Purpose: Specific survival.
Mini-Objective Display2Defend
Turns to Defend3Clear on turn 3. The second turn becomes the last turn.

StepB16

Let's start the emulator with the F5 key and move it.
Turn number is correctly displayed.
i.imgur.com_rt3fdim.jpg

In turn 2, “last turn” was displayed.
i.imgur.com_bhdwocr.jpg

it is perfect.
You can now create a defense map.

How to make stage clear if you destroy the boss?

When you defeat the boss, the boss' s “Death Quotes” display.

At this time, the specified Completion Flag turns ON.
In GBAFE, it is customary to set flag 0x02 to ON in Defeat boss normally.

For example, O'Neill of Prologue and Serif of Breguet are set like this.
Just hook this flag with Always Condition, set flag 0x03 and call End Event.
i.imgur.com_suks1n4.jpg

Digression.
Death Quotes is effective not only for enemies, but also for ally and friendly.
If you apply this, you can also create a defense map to turn it into Game Over if a specific person dies.

Actually set "Clear" with "Defeat boss".

i.imgur.com_x2wbqsn.jpg

When Prologue destroys the boss, the story ends, so I will try to create it in Chapter 1.
Let's end it while destroying Breguet.

StepC1

Please select the map of Chapter 1.
Then click the event.
i.imgur.com_9cwabjc.jpg

StepC2

At the beginning, since it is Turn condition, please switch the event from the combo box above.
i.imgur.com_w4pioxk.jpg

StepC3

From the combo box, select “Always Condition”.
i.imgur.com_i1zkfo3.jpg

StepC4

It is OK to rewrite the existing condition, but we will secure it newly this time as well.
Please select “Extend list”.
i.imgur.com_mvbmyip.jpg

StepC5

We will set the number of newly secured items to four.
This is because three existing entries are registered.
That's because 3 + 1 = 4.
i.imgur.com_1ga3r9w.jpg

After changing the number of items, please push “Reallocate data and repoint” button.

StepC6

New additions are displayed at the bottom of the list.
i.imgur.com_nvf7sgr.jpg

StepC7

Since we also need to call End Event this time, we will examine the Event End of Chapter 1 first.


The Event End of Chapter 1 is as follows.(The screen is FE8J).

FE8J08A61BFCChapter 1 End Event
FE8U089EFAC4Chapter 1 End Event

i.imgur.com_3jwoeb0.jpg
i.imgur.com_zkicgla.jpg

Digression.
8A61BFC of 08 means a pointer.
In GBA, ROM is allocated after 0x08000000.
ROM address + 0x08000000 becomes the value at the time of execution.
For GBA, you can use the area from 0x08000000 - 0x0AFFFFFF.
In other words, in addition to 08 there are also pointers beginning with 09.
FEBuilder GBA automatically converts the value to the pointer at the place where the pointer should be set.
Therefore, it does not matter whether you add 08 or not.
You do not have to worry about anything.

StepC8

return to Always Condition and make an event that works at Defeat boss.
When the boss dies, the Death Quotes will be displayed.
At this time, flag 02 becomes effective.
You can change this flag freely.
In FE, it is customary for 02 to be used in Defeat boss.
i.imgur.com_suks1n4.jpg

Therefore, I will make a setting to pick up this.
Please set as follows.

Generation type011=Always Condition
Completion Flag03Seize Flag
Event08A61BFCEvent End of Chapter 1(FE8J)
Trigger02Defeat boss

i.imgur.com_axbcz8h.jpg

StepC9

Since setting is done, press the Write button and write the result.
i.imgur.com_rz6boii.jpg

StepC10

Press the F5 key to start up the emulator and check the operation.
i.imgur.com_cawbref.jpg

StepC11

Let's kill Breguet.
i.imgur.com_6b10d8q.jpg

StepC12

When you kill Breguet you will see Death Quotes.
At this time, the flag 02 set as the Completion Flag of Death Quotes is turned ON.
i.imgur.com_suks1n4.jpg

Then, the operation condition of the event we made earlier is satisfied and the event is executed.
Depending on our event, Completion Flag 03 turns ON, End Event of Chapter 2 is called.

StepC12

End Event has been called and cleared.
i.imgur.com_6lvz1kp.jpg

Now you can clear the chapter with Defeat boss.

StepC13

Well, let's change the decoration of the usual map.
i.imgur.com_ac6otun.jpg

The settings in Chapter 1 are as follows.
i.imgur.com_oylkfci.jpg

Let's change this as follows.
Because there was not Defeat boss, I will use Prologue's substitute.
If you do not like the contents, please change by text editing.

Clear Condition12CBoss, O'Neill's defeat.
Detailed Clear Condition125Purpose: Defeat boss.
Mini-Objective Display3Defeat Boss

StepC14

After making the setting, write it.
i.imgur.com_kklxi8k.jpg

StepC15

After writing, please check the operation with the F5 key.
i.imgur.com_x2wbqsn.jpg

You can now create a Defeat boss map.

Make the Rout Enemy stage.

When the enemy wipes out, the flag 0x06 is automatically turned on.
We pick up this flag 0x06 with Always Condition, enable flag 03, and call End Event.
(It is implemented in ASM event in FE 7.)

Clear with the Defeat boss I made earlier, I saw the Defeat boss flag 02 enabled with the Death Quotes of Defeat boss, but just change this to the Rout Enemy flag 06.

Actually set "Clear" with "Rout Enemy".

i.imgur.com_zekf47q.jpg
Since Prologue is difficult to make on the map structure, I will make it in chapter 1 in the same way as before.
Let's try to be clear when you defeat all enemies.

StepD1

Please select the map of Chapter 1.
Then click the event.
i.imgur.com_gmk9pfw.jpg

StepD2

At the beginning, since it is Turn condition, please switch the event from the combo box above.
i.imgur.com_huez6l6.jpg

StepD3

From the combo box, select “Always Condition”.
i.imgur.com_vqp9hmx.jpg

StepD4

Let's increase it with list expansion this time as well.
(If you have the last event, you can change it.)
i.imgur.com_zogalnu.jpg

StepD5

Since the address of End Event is necessary, let's investigate first.

FE8J08A61BFCChapter 1 End Event
FE8U089EFAC4Chapter 1 End Event

i.imgur.com_q756uv9.jpg

StepD6

Now, let 's return to Always Condition and create conditions for Rout Enemy.
In FE 8, if the enemy is Rout, the flag 06 is valid.
Therefore, it becomes as follows.

Generation type011=Always Condition
Completion Flag03Seize Flag
Event08A61BFCEvent End of Chapter 1(FE8J)
Trigger06Rout Enemy

i.imgur.com_9rauyfn.jpg

StepD7

Let's write with Write button.
i.imgur.com_antqijo.jpg

StepD8

You can check the operation here, but since you need to change the decoration of the map anyway, let's do it as well.

StepD9

For Rout Enemy, set as follows.
Because there was no Rout Enemy, it is substituting for the extinction of demons.
If you are interested, please change the text.
i.imgur.com_antqijo.jpg

StepD10

Please write with Write button.
i.imgur.com_ujvejp3.jpg

StepD11

It was completed.
Let's start by pressing the F5 key to start the emulator and check the result.

StepD12

The remaining number of enemies is also displayed.
i.imgur.com_kj1hodj.jpg

Let's defeat all the enemies.
i.imgur.com_zekf47q.jpg

StepD13

defeat all the enemies ….
According to the previous setting, End Event was called.
i.imgur.com_hgfhxko.jpg


Now you can create a Rout Enemy stage too.
i.imgur.com_cyii93o.jpg

After making a talk, I will make a stage to finish.

Let's make a map of mysterious conditions that Eirika will end when Salking with Seth.
Next time I will make it with Prologue.

The Victory condition of FE is to enable flag 0x03 and call End Event.
There is no problem under any condition as long as it can be achieved.

We actually make it.

This time, I will make it with Prologue.
Please open the event screen of Prologue.
i.imgur.com_gmk9pfw.jpg

StepE2

At the beginning, since it is Turn condition, please switch the event from the combo box above.
i.imgur.com_huez6l6.jpg

StepE3

From the combo box, select “Talk condition”.
i.imgur.com_vqp9hmx.jpg

StepE4

There is no Talk event in Prologue, so increase the number by increasing the list.
i.imgur.com_zogalnu.jpg

StepE5

Set Generation type to 03=Talk Condition.
i.imgur.com_qhqxnic.jpg

StepE6

In Talk condition, when Eirika talks to Seth, let's activate flag 03 and call termination.
i.imgur.com_yj9xcnf.jpg

StepE5

We will confirm the operation immediately.
i.imgur.com_txg7zyg.jpg


End Event was called and it was able to clear.
i.imgur.com_otnvgay.jpg


With this, we were able to create a termination condition that does not exist in FE 8.

Let's control by event script.

i.imgur.com_lrfznyw.jpg

Up to now, flag 0x03 (Seize Flag) is enabled in Completion Flag, and Victory condition is made.
This has used the characteristic that the Completion Flag becomes effective when the event is executed.
However, flagging can also be done with event instructions.
By setting flags with event instructions, you can create more flexible events.

For this time Eirika will do Talk with Seth, let's try to display the choices and clear only if you answer “yes” by choice.

Try to create an event that can be completed with choices.

When speaking with Seth, a selector comes up and let's try to clear if you choose “yes”.
If you select “Yes”, set the 0x03 flag and call End Event.

StepF1

First of all, I will create a Talk event as before.
Click the event.
i.imgur.com_zy404by.jpg

StepF2

From the Event Type, select Talk condition.
i.imgur.com_wgrj0t1.jpg

StepF3

Talk condition is 0, so increase it.
i.imgur.com_kh6j9cd.jpg

StepF4

We only secure one data.
i.imgur.com_kogtlgb.jpg

StepF5

Write the Talk condition setting to the secured data.
First, let's set the Generation type to 03=Talk Condition.
i.imgur.com_quqlfjg.jpg

StepF6

In Talk, it is the same as last time to set Eirika to Talk with Seth.
i.imgur.com_uwcxesi.jpg

StepF7

From here it is different from last time.
set Completion Flag at 0.
Because if you choose no in choice, you should not clear it.
And, in that case, you have to be able to Talk again.
In order to trigger an event many times, the Completion Flag needs to be 0.
i.imgur.com_mt1f747.jpg

StepF8

To activate the event when talking, press the New event button to reserve the event area.
i.imgur.com_ebvb19k.jpg

StepF9

Press “Yes” to assign the area.
i.imgur.com_kudqb2p.jpg

StepF10

We allocated an event.
By pressing the event button you can write an event script.
i.imgur.com_geenscy.jpg

StepF11

We started the event editor.
After starting the event editor, double click on the margin.
Then a control panel will appear.

StepF12

Click the Command button.
i.imgur.com_ldu9ryu.jpg

StepF13

First of all, since I want to output text, We select “system message display event”.
i.imgur.com_aqdqw5u.jpg

StepF14

For the text area, I use a vacant place somewhere.
This time, I decided to use the dictionary area without permission.
i.imgur.com_5okl8fh.jpg

StepF15

I write as follows.@0018 is an option.

Do you want to proceed to the next stage?
@0018

i.imgur.com_xh3sk9o.jpg

Please change.
i.imgur.com_hqftcak.jpg

Write the changed contents.
i.imgur.com_upoh6ei.jpg

StepF16

Double click on the list on the left side to return to the original screen.
The double-clicked text ID will be entered automatically.
i.imgur.com_zyaw0fd.jpg

StepF17

Press Change Button.
i.imgur.com_uafqm6g.jpg

StepF18

System message entered.
i.imgur.com_vrlchkw.jpg

Caution.
Please use system message or background without Talk when choosing out and putting out.
If you use the Talk event with a background, the data selected by the choice disappears when Talk ends and the background is erased.
If you absolutely want to create a background, please change the background first, then use the no background Talk event.

StepF19

We will create a condition to see the selected option.

Double click on the margin as before.
The control panel is displayed.
You can click Command button.
i.imgur.com_zg2pxcg.jpg

StepF20

Select category “VAL”.
i.imgur.com_mkbqrwa.jpg

StepF21

Select “SVAL”.
i.imgur.com_ohp5ndw.jpg

StepF22

Set as follows.

MemorySlot7
Value_to_store1


Assign 1 to Memory Slot 7.
It is used as MemorySlot for comparison.

i.imgur.com_1bac2ih.jpg

StepF23

After setting, press the Insert button.
Note: It is not an update button, but an Insert button.
Otherwise, I will overwrite the instruction I made earlier.
i.imgur.com_j4tbacj.jpg

StepF24

We will make instructions for comparison.

Likewise, double click on the margin and put out the control panel.
Please press Command button.
i.imgur.com_hd7erej.jpg

StepF25

Select “Branch” from the category and choose “BNE”.
(It does not matter if you refer to the result of the previous conditional expression.It is the difference whether 0x0C is substituted from the beginning)

i.imgur.com_8jpseat.jpg

StepF26

Enter it as follows.

Condition ID0It is a condition label that fly when BNE is established
MemorySlot1CThe result of the choice is assigned
MemorySlot17It is one that assigned 1 a little while ago

i.imgur.com_3dkzszo.jpg

StepF27

Please click “Insert” to add.

i.imgur.com_vlgzy1y.jpg

StepF28

Enter the next command.
Double click on the margin and select Command.
i.imgur.com_9ehsuja.jpg

StepF29

Select “flag” for the category and select “Flag ON”.
i.imgur.com_os3owfw.jpg

StepF30

Turn on flag 3.

Game Over3Seize Flag

i.imgur.com_58jhutg.jpg

StepF31

Please click “Insert” to add.
i.imgur.com_upks9he.jpg

StepF32

Similarly click the margin and press Command.
i.imgur.com_qbmps7e.jpg

StepF32

Select category “subroutine” and select “Call event”.
i.imgur.com_3nu4tfn.jpg

StepF33

Write Endrol Event of Prologue.(The screen is for FE 8J)

FE8J08A6129CPrologue End Event
FE8U089EF164Prologue End Event
This value is the value to set the pointer, but since FEBuilderGBA will solve it automatically,
Either 08A6129C or A6129C, it does not matter either way.

i.imgur.com_b97qwuz.jpg

StepF34

Please click “Insert” to add.
i.imgur.com_vekc3fd.jpg

StepF35

Similarly click the margin and press Command.
(This is the last).
i.imgur.com_zb3ltzk.jpg

StepF36

Select the category “Branch” and select “LABEL”.
i.imgur.com_pjzn5rw.jpg

StepF37

Please set the condition ID to 0.

Condition ID0

After setting the value, click “Insert” to add it.
i.imgur.com_ez145kx.jpg

StepF38

That's all there is to it.

i.imgur.com_famykti.jpg

The contents selected by the choice are assigned to Memory Slot C.
Compare that value with MemorySlot 7 to which 1 is assigned.
If the result of the option is 1, enable flag 03 and call End Event.(I will finish the chapter)
If the result of the choice is not 1, we will jump to LABEL.(I skip over the part to flag)

StepF39

Please press “Write” button to write.
i.imgur.com_heyo84h.jpg

StepF40

Immediately press the F5 key to start up the emulator and check the operation.
Eirika talks with Seth ….
i.imgur.com_leqitqr.jpg


The question “Do you want to proceed to the next stage?” Appears.
i.imgur.com_lrfznyw.jpg


If you select “Yes”, the chapter will be cleared.
i.imgur.com_rmi5wxv.jpg


If you select “No”, the chapter will continue as it is.
i.imgur.com_bvk40yk.jpg
i.imgur.com_wgstyf1.jpg


Of course we can speak again the next turn.

StepF41

Under the event, did you understand how to create a termination condition?

You can do anything if you understand how to flag on events.
In the patch, extensions that can be used as conditions subject to various things are made.

Escape like FE 5.
It determines whether it has a specified amount of money.
It is judged whether or not it possesses a specific item.
When a specific tile change occurs, the flag becomes valid.

Various conditions are prepared.

In GBAFE, clear is to set the flag 0x03 flag (Seize Flag) and call End Event.
As long as you keep this condition, you will be able to create various Victory conditions.
You can also create multiple Victory conditions.
The rest is up to your idea.

Game Over condition.

i.imgur.com_cet7tvh.jpg

The condition for calling Game Over is to set flag 0x65 (Game Over) and call Game Over Event.

For example, if the main unit dies, flag 0x65 is enabled.
And when flag 0x65 is enabled, a Game Over Event will be generated.
Therefore, to make it Game Over, you need to enable flag 0x65.

Let's make an event that becomes Game Over after a certain turn.

Like the clear flag, the Game Over condition is also very simple.
Just enable flag 0x65 and call Game Over Event.
Therefore, you can create various Game Over conditions.

StepG1

Click “Event”.
i.imgur.com_u53mcuc.jpg

StepG3

The Game Over Event is defined in the Always Condition.
Let's check it.
i.imgur.com_qqynr0q.jpg

StepG4

This is Game Over Event.
Let's make a note of the address of the event.(The screen is for FE 8 J).

FE8J85B9EE8Game Over Event
FE8U8592104Game Over Event

i.imgur.com_w4kpkpf.jpg

StepG5

Let's go back to the Turn condition.
Let's call Game Over Event and turn it into Game Over when it becomes a certain turn.
i.imgur.com_vrwkkrw.jpg

StepG6

We will extend the list to increase the part that describes the turn command to execute Game Over.
i.imgur.com_twod1f8.jpg

StepG7

We will allocate 5 data items to secure.
There are four existing turn events, so 1 + 4 = 5 will be set to secure another one there.

After changing the number of items, please push “Reallocate data and repoint” button.
i.imgur.com_ppnc6x5.jpg

StepG8

Newly secured instructions are added to the bottom.
Select the newly secured instruction at the bottom.
i.imgur.com_n6mkepz.jpg

StepG9

Set as follows.

Generation type22=Turn condition
Completion Flag65Game Over
Turn before0Run on Player turn

This time, I will try to become Game Over when I become the 3rd turn.

Start turn3
End turn3

i.imgur.com_f5ocpm9.jpg


And write the address of the Game Over Event that you noted earlier in the event.

FE8J85B9EE8Game Over Event
FE8U8592104Game Over Event

i.imgur.com_0civxn3.jpg

StepG10

This completes the event.
We set it as follows.

Generation type22=Turn condition
Completion Flag65Game Over
Event85B9EE8FE8J's Game Over Event
Start turn3Execute in turn 3
End turn3
Turn before0Run on Player turn

i.imgur.com_lztktyj.jpg

StepG11

Press the Write button to write the result.
i.imgur.com_eennayj.jpg


Although it works with this, I will also define the decoration of the screen.
Go back to the first screen and select “Chapter Editor”.
i.imgur.com_yfgjh9y.jpg

StepG12

Set as follows.

Mini-Objective Display2=Defend
Turns to Defend33-1=2 by last turn.

i.imgur.com_zfvhajz.jpg

StepG13

Please press Write button to write.
i.imgur.com_mceslph.jpg

StepG14

Since you can set it, please press the F5 key to activate the emulator.
i.imgur.com_mfreiiq.jpg

StepG15

If you leave without defeating O'Neill, it will be the last turn …
i.imgur.com_dgner1j.jpg

StepG16

On the third turn, We became Game Over.
i.imgur.com_cet7tvh.jpg

StepG17

Although it worked, Game Over is too abrupt.
Let's make it become Game Over after putting out the words such as “Oops.It was too late.”

StepG18

Please put 0 in the event part in the Turn condition you made earlier.
i.imgur.com_ciy1tqy.jpg

StepG19

A button called New event is displayed.
Click this button to create an event to display serifs.
i.imgur.com_vqokr7z.jpg

StepG20

Allocate space.
i.imgur.com_oxxyj28.jpg

StepG21

By clicking the event part, you can jump to the newly secured event region.
i.imgur.com_7vd3q6v.jpg

StepG22

Here, I will write the production at the time of Game Over.
i.imgur.com_zcszx87.jpg

StepG23

Click on the margin to display the control panel.
Click the Command button.
i.imgur.com_gch2q59.jpg

StepG24

Select “Talk event”.
i.imgur.com_q7sotqv.jpg

StepG25

Specify a character string that creates the word “Oops.It was too late.”
For this time, I will Overwrite the dictionary area and make it on it.
i.imgur.com_edzolhh.jpg

StepG26

From a text link, it jumps to a character string.
i.imgur.com_sea1hou.jpg

StepG27

Please select “Simple”.
Then double click on the word Serif.
i.imgur.com_c8okbcc.jpg

StepG28

Please select “Character”.
This time, Eirika will be displayed at the left middle position.
After setting, please push “change” button.
i.imgur.com_x51mnmd.jpg

StepG29

Again, click on the margin, this time write the dialogue Eirika speaks in the left middle.
「Oops.It was too late.@0003」
i.imgur.com_kmb4hpb.jpg

StepG30

Please press “New addition” button to add.
i.imgur.com_etujeyv.jpg

StepG31

That's all there is to it.
Please press the Write button and write the result.

Please press the Write button and write the result.
i.imgur.com_oetal5e.jpg

StepG32

By the way, the script written using simple menu is as follows.
If you write by hand without using simple menu, please write this content.
i.imgur.com_n5vkmdq.jpg

StepG33

Double click on the character string ID currently being edited.
Then you will return to the original event edit.
i.imgur.com_j9lsdad.jpg

StepG34

It contains the contents of the Talk you set earlier.
Press Change Button and add the command to the list.
i.imgur.com_bs4zocu.jpg

StepG35

Write the next command.
Similarly please click on the margin and put out the control panel.
Click Command on the control panel.
i.imgur.com_hlnf9ss.jpg

StepG36

Choose “Flag ON” from the category “Flag”.
i.imgur.com_iqte3ix.jpg

StepG37

Flag 65 Sets the Game Over flag.

Game Over65Game Over

i.imgur.com_pmxfvcd.jpg

StepG38

Please click the Insert button to add it.
i.imgur.com_qxjcuvo.jpg

StepG39

Define the next instruction.
Add a margin in the same way and press Command button.

StepG40

From the category “subroutine”, select “Call Event”.
i.imgur.com_f2i4mns.jpg

StepG41

Set the Game Over event for the event to be called.

FE8J85B9EE8Game Over Event
FE8U8592104Game Over Event

i.imgur.com_dmpcgnv.jpg

StepG42

Please click the Insert button to add it.
i.imgur.com_mfggwxw.jpg

StepG43

That's all there is to it.
i.imgur.com_yh1mtzf.jpg

StepG44

Please press “Write” button and write the contents.
i.imgur.com_2s3y7kj.jpg

StepG45

Since you can set it, please press the F5 key to activate the emulator.
After the last turn …
i.imgur.com_mf8a4n3.jpg



Serifs are displayed,
i.imgur.com_xvgdsbf.jpg


It became Game Over.
i.imgur.com_x1p5eus.jpg


application

that's all.
We could also create a Game Over event.
Applying this, you can create various stages.

Unit defense.

It is a map that must protect a specific unit.
When that character dies, it will be Game Over.

When the unit dies, Death Quotes will be displayed.
When Death Quotes is executed, the specified flag is valid.
You can create an event by picking this flag with Always Condition.
(It is an application of Victory condition of Defeat boss).

Base defense

It is an event that we must protect throne and village.
It can be created with Range Condition of Always Condition.

In order to attract an enemy to a base, you need to use an instruction to move to the base in “AI”.
In FE 8, only one is provided by default, so if you want to create more than one, you need to increase it from “AI” menu.


Otherwise, if a specific person is not in that place, it will be Game Over.
If a specific person is in that place, you can think of various applications such as making it Game Over.
But even if you make a game that will kill instantly if you make a mistake, it may not be interesting as a game.
Think about an interesting way.
Afterwards, it depends on your imagination.

End

This concludes the explanation of the setting method of Victory condition and Defeat condition.
There are many things from easy to complicated things.
But basically the only thing that is important is one.
To create a Victory condition, set flag 03 and call End Event.
To create a Defeat condition, set flag 65 and call the Game Over event.
If you understand this only, you will be able to make a variety of things.

Good luck and make an interesting stage.

en/guide/febuildergba/how_to_make_victory_condition_en.txt · 最終更新: 2018/09/23 19:05 by 211.14.62.193