I’ve decided to forego the Weapon Effect expansion. I don’t think there are that many effects to implement there. If I do decide to make an expansion, it’ll just expand upon Ct075’s status swords.
v0.1 for Project Fire Shell – this is build for the patch arch sent me; it should work with previous versions, but, anyway. I confirmed the various modules work.
If I can figure out how to use this thing in vanilla FE7 (newbie here), I’ll definitely give it a shot. Looks awesome, dude. I’ll see if I can figure it out later!
Wait a bit – I’m still developing things and it’ll be in Fire Shell. Believe me, you’ll want to use a patch; this is ridiculously hard to install by hand.
Display hack (hopefully) works. Editing pre/post calculation routines to be in a better place. Though this takes a bit of guesstimation as to what calls this function, but… Well, hey. If there’s a hole to the calculations, then I can jsut patch it up.
There seems to be some kind of code that skips over the part containing the pre/post routines if hit is 0(but not if it’s negative ??? ). This is… quite puzzling. But I will look into it.
Edit: was just me being dumb and had mistyped a pointer lol
can you give spec for how parameters are passed into the routines? I vaguely remember you having some (r0 is attackerData, r1 is defenderData?), but I can’t seem to find it
I actually avoided handing you the defender data in the might, hit and crit routines, because for just a single character, like in the stats screen, it had some weird effects. But I’ve got them documented now so, idk, maybe I’ll add it back in.