Is it possible to give a class both magic and physical weapons? In the Class Editor if I add, for example, dark magic to a class that only uses physical weapons their physical weapon animations don’t play correctly. An example of this is if a Pegasus also had magic, when using an iron lance in battle, it would use the ranged javelin animation instead. The lance animation plays correctly when the magic is removed from the class.
Class with both magic and lance.
Using a standard Iron Lance in battle.
Plays incorrect animation- javelin animation instead of lance.
I’ve tried it with a number of different classes and weapons and the results are the same. Thanks in advance.
In this image, why not convert the words of Sword, lance, axe, bow and so on into the weapon icons? Then it will take up less space, and it will be one less thing to translate into other languages in the future!
I found a strange thing. When looking at the promotion item editor for FE7, the Fell Contract appears to promote pirates while the Ocean Seal promotes thieves. It should be the other way around.
You can display 8 palettes * 15 colors using TSA by using the color reduction tool of FEBuilderGBA.
It becomes an image which can be imported in the background.
A side effect of applying the Melee and Magic fix is that the weapon ranks for mages and staff users defaults to the Melee weapon ranks even if they can only use magic/ staves. I just wanted to let you know in case you weren’t aware. It would definitely be nice to find a flexible weapon rank display solution.
Fixed a bug that varista’s animation is going wrong when extending Map Hover Animation.
Fixed a problem that ID: 00 (used when not equipped with any items) becomes strange when expanding and editing Text Table.
Fixed a bug that the character got strange when expanding and editing the Animation Table.
I made a mistake in porting C01 command hack for FE8U, so I will fix it.
Since separation of SkillSystems / FE8U was able to be done to some extent, I made it as a patch.
(Both of the text areas are remapped from ID: 0xE00 by extending the text table, so I think it is easy to coexist with existing remodeling.)
Fixed a bug that could not export magic animation.
Fixed a bug when referencing with character string ID: 0xFFFF.(From CrashReport)
Fixed a bug when config.xml can not be read, can not be written.(From CrashReport)
Fixed a bug that could not be exported when exporting map, unknown map style.(From Crash Reports)
When importing / exporting a face image sheet, blank in the lower right is also processed.
Fixed a bug that mistake of character of “u” with tbl of FE6U.
Fixed the character editor of FE6 and FE7 so that abilities 1-4 are correctly displayed.
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I’m afraid I’m having trouble again. I’ve been trying to use the decrease colour tool as you showed, but now it suddenly gives an error message when trying to import: “The number of pallets is incorrect. It must be 8 or less (16 colors * 8 kinds).”
Thing is, it seems there only are eight palettes
so I’m not sure what to do.
I tried setting the PaletteNo to lower numbers in the decrease color tool, and could import after that, but the image displays garbled when I try playing the game, just like the problem I had earlier.
The strange thing is, I’m sure it worked fine a few days ago.
Surely there seems to be something wrong.
I tried it with the image of the previous dolkas and it did not work.
Please wait for a while as we investigate.
Also, where are the images where new problems occurred this time?
I would like to confirm with myself.(To reproduce, an image is necessary.)
Please send the image of the original data.