The tile will have the amount of HP given in the Level Editor, or using `set_tile_info;{Position};HP={AmountofHP}`. When the tile's HP is reduced to 0, it will be destroyed, calling **Data/{CurrentLevel}/destroyScript.txt**. The same rules described above apply here -- you have to manually change the tile's sprite, terrain, and remove its event tiles.
The tile will have the amount of HP given in the Level Editor, or using `set_tile_info;{Position};HP={AmountofHP}`. When the tile's HP is reduced to 0, it will be destroyed, calling **Data/{CurrentLevel}/destroyScript.txt**. The same rules described above apply here -- you have to manually change the tile's sprite, terrain, and remove its event tiles.
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@@ -343,7 +343,7 @@ Now fatigue is all set up and ready to go! Oh, wait, actually it's not. You may
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@@ -343,7 +343,7 @@ Now fatigue is all set up and ready to go! Oh, wait, actually it's not. You may
_credit goes to ZessDynamite for initial implementation of this feature_
_credit goes to ZessDynamite for initial implementation of this feature_
[OphieLevelUpQuote](Images/LevelUpQuote1.png)

This should be pretty simple. If you want your units to say something when they level up, like FE13 and FE14, use this.
This should be pretty simple. If you want your units to say something when they level up, like FE13 and FE14, use this.