Adding New Skills? (FEBuilder)

  • Hacking method: FEBuilder:
  • Base Game: FE8:

(To explain the weird behavior with the original topic, I had to leave my PC for a while so I thought I’d post the topic when I came back. I meant to save a draft but instead posted it on accident. Then I found myself a bit of time so yeah thats why I’m here sorry if I caused trouble anyway–)

Hello there dear viewer! I’ve come to ask a question about the common placed skillsystem patch by @circleseverywhere. In my quest to master the art of “Hacking With FEBuilder”, I was wondering how I would go about adding new skills to replace the default skills.
Thank you for you’re precious time!

-MegaCowsamMan

Resources

https://dw.ngmansion.xyz/doku.php?id=en:en:guide:febuildergba:skillsystems_custombuild

Sweet! Does it matter how far I am with developing the hack? Like say if I’m 8 chapters finished?

Custom build resets your skillsys config to the defaults / whatever you tell the custom build to do. So it may be inconvenient.

Note that for developing skills you will want to use a buildfile until you’ve tested it and are ready to add it to your hack.

You mean like, if I set my lord to have one leadership star, he would revert back to having the default 2 stars?

I’m unsure on leadership stars. The skills on levelup etc. do not need to be replaced, at least
Patches like “amount of dmg this skill adds” go back to defaults

Ok, cool! Thanks for the info! Will give it a try!
Btw, I didn’t want to add custom skills made by me (yet), just wanted to use the other skills circleseverywhere created. But thanks for that too! :grin:

You can stop pinging circles. Also note that each skill has its own author, so check skill definitions.event to see who made what.

OK, so this isn’t anything that needs to happen, but I thought I’d give it a whirl to try and implement.

So, I was following the guide from the link you sent, and followed the instruction word to word, I set all of the skills that I wanted, and while I was editing, I found you could implement Biorhythm from the Tellius games, so I though “why not?” and uncommented “#define Biorhythm”, and was met with this:

I cannot figure out what I did wrong. I don’t know a thing about how ASM works (But I want to :)). Lemme know if I was unclear on anything!

Thank you in advance!

If you hadn’t done so for both, there seem to be two places to uncomment to get it to work ‘_MasterHackInstaller’ and ‘Config’ …that’s the only possible thing i could see though i dunno.
…looking at the tabs in the screenshot you’ve probably already done that, but couldn’t hurt to make sure.

I uncommented “#include ExternalHacks/Biorhythm.event”, and was met with this behemoth:


Sorry if this is something obvious or something. Thanks in advance!

Oh my. I’ve never actually used it myself so I can’t really say what could be happening, good luck!

For the BiorhythmTable, go to Tables/TableInstaller.event and uncomment #include "NightmareModules\Misc\BiorhythmEditor.event".

For the “SS_” entries (a.k.a. Stat Screen Text Entries) is a bit more complicated, since those are originally stored in a .txt and then automatically processed into a format that the game can read, but the FEBuilder implementation of SkillSystem doesn’t have the tools for that.

For the text entries, each one is just a text id. You could make them 0x1000, 0x1001, 0x1002 etc. and just type in the text via febuilder.

Eg.
#define SS_BiorhythmGood 0x1000
Goes in customdefinitions.event