Raytwo / Cobalt

Modding dependency for Fire Emblem Engage
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Chapter.xml merging issue #4

Closed DogeThis closed 1 year ago

DogeThis commented 1 year ago

Cobalt version - latest at the time of filing (0.9.2)

Two mods are involved with this issue.

  1. no enemy phase music - Modifies the EnemyPhaseBgm, AllyPhaseBgm, and EnemyEncountBgm, attributes in Data -> Param In isolation, this makes it so that the player phase music and the enemy phase music are the same, removing the music transition between player and enemy phases.
  2. emblems dont kill - Modifies the Flag attribute in Data -> Param. In isolation, this makes it so that, during emblem paralogues only, killed allies in Classic mode do not die and merely retreat.

Steps to reproduce:

  1. Load the two mods attached into the mod folder image
  2. In classic mode, enter an emblem paralogue.
  3. Start the battle.
  4. Purposely position a weak ally in the line of fire (such that they will die)
  5. Finish turn and start enemy turn.

Expected: The enemy phase music doesn't play and the paralogue-specific music continues to play. Weak character gets killed but doesn't die.

Actual: While weak character gets killed but doesn't die, the enemy phase music plays instead of the paralogue-specific music.

Hypothesis: Naive guess is, perhaps merging needs to be done per parameter, and not by line.

for repro.zip

DogeThis commented 1 year ago

Not quite sure how save files like to be passed in this game, so here's all my saves. The first slot save should be Ike's paralogue and I have a weak unit fielded :).

DogeThis commented 1 year ago

Shoot, I forgot that Vander can't die. Please field another unit in case you get to this before I fix that save.

DogeThis commented 1 year ago

FirstSlotShouldBeParalogue2.zip

DogeThis commented 1 year ago

Here's Chapter#0 (application of the no enemy phase music mod) followed by Chapter#1) (application ofthe emblems dont kill` mod)

Chapter Merges.zip

Displaying as pretty XML in WinMerge shows

image

We lose the changes to EnemyEncountBgm, EnemyPhaseBgm, in #1, which it itself applies the Flag change.

Raytwo commented 1 year ago

Fixed, thanks for the report.