It is origined from StanHash/FE-CHAX with the main purpose to write EngineHacks in C rather than ASM. The early work mainly focus on how to achieve elf2ea (or say, lyn utilly). With the progress on Decomp and other tools such as ea-dep, a dependence generator, now we may go further with the following goals:
Main features for player:
Up to 7 skills equipable for ally units, player can select skills on prepscreen.
FE-Engage style combo-attack, enable allies participate on attacking.
FE-ThreeHouses style combat-art, achieve higher damage by increasing weapon cost.
Some other cool AOE effects and UI interfaces.
Main features for wizardries
All components are all generated at once via a make command.
Use the same .h headers and symbol list to decomp.
A fixed pointer list to get data location, which will facilitate collaborative development with FEB.
Better battle-system design and battle-hit is expanded to 0x20.
Note
Modern c-skillsystem can directly support FEB modification via patches. Use Patches dir to configure the rom data via FEB: Put the whole dir of Patches to \config\patch2\FE8U\ , and find âCSKILL_Kâ you may config data for cskillsys.
I think a move towards a C based skillsystem is for the best, although it will take a while. Itâll also make it easier to have a version for fe6/fe7 once all 3 decomps are far along. Kudos to you!
We always could, although progress on the decomp has made this easier over time. Several skills in the older skillsys are written in C, but most are not.
Having a play around with this, itâs really impressive work!
I did notice that pressing left to select combat art doesnât allow you to select Without Art, but pressing right works as expected.
Combo/chain attack could maybe use an indicator similar to the one for battle arts? and sprite doesnât swap when anims off but I guess thatâs just not finished yet.
Also installing worked fine for me on WSL although the dotnet var only worked until I closed the session so might be good to add a note about adding it to ~/.bashrc so it will persist?
In FE-Engage, according to my understanding, it is an inherent mechanism, just like assassin cannot trigger silencer attack to BOSS in FE8. So I also set it to trigger combo-attacks unconditionally.
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Yes, I recommand to put the following variables to ~/.bashrc:
Is there currently no way to view what combat arts are available to a unit?
This is honestly really cool. Was able to get everything to work following the instructions just fine, though I did need to update and upgrade apt-get since I was doing this on a fresh install, if you feel it might be worth adding a note about that after wsl is installed.
My apologies for not being more clear before, but I mean in game. On the unit menu, other than when you attack, how to you view available combat arts such as wrathful stike and grounder? Do you need to press select on a certain page or?