ABSOLUTE CINEMA ![]()
Also, just wanted to chime in to say that Hammerne forging items is actually a neat functionality. Just gotta remember to set item max durability to 5 across the board.
ABSOLUTE CINEMA ![]()
Also, just wanted to chime in to say that Hammerne forging items is actually a neat functionality. Just gotta remember to set item max durability to 5 across the board.
This is huge! Glad to see this pay off.
I’d love to try this out but it’s a battle to get it functioning in C Skill Sys.
I’ve had to comment out so many functions and move the vanilla ones around just to get this far. NoCash keeps giving me undefined identifiers if I so much as uncomment one line in the empty Forge Menu functions ![]()
I don’t work in the C-Skillsys environment but unless it hooks any of GetItemMight/Hit/Crit/Weight, GetItemAfterUse, MakeNewItem, or any item line drawing functions it should work fine.
Yeah, so you would think. The errors make no sense at all. For the record, I don’t believe the problem is your code, just my buildfile being a bastard ![]()
Just wanted to let you know I am going to use it. I’m on a quest to collect all of FE9’s features in my romhack.
what are the chances of getting awakening-style forging to work?
None. The technical limitation of any forging-like system in gbafe is RAM space: each item in player possession only stores 8 bits for its item id and 6 bits for its durability. My hack requires that all forged items be unbreakable so I can repurpose those 6 durability bits as the item’s forge count.
To replicate Awakening’s forging system I would need the RAM space for:
Not only that but I would need additional UI elements for specific stat upgrades in a forging menu, which I guarantee is beyond the functionality of gbafe menus.
Just idea guying here, I don’t expect this, but..
If you locked a forged item to a unit’s inventory, then it’d be feasible to use a separate buffer. Still a heap of work, though, and I don’t think you necessarily want the limit of forged items being locked to your inventory.
The gbafe menu system has some helpful stuff, but for some stuff you’d likely need to use a custom proc without using the menu system at all.
I’d be fine with that, since I usually forge a weapon for a specific character, anyway.
I think increasing Mt, Hit, and Crit separately is way too ambitious. But I’m rooting for the day we can have the Forging you already made, but retaining the Durability.
Is it possible that you could free up RAM space by removing BWL data? ![]()
I’m honestly surprised I didn’t need a custom proc for my forging system, but anything more robust would definitely require engaging with that system. I’m personally content with the state of forging as is, but I might get curious and look into other forge-adjacent mechanics in my own time.
Repurposing RAM space for durability storage is possible but would require a monumental amount of work . RAM space also isn’t cheap even when repurposing BWL, and increasing the amount of data stored by items would mean increasing the size of every unit struct and the convoy itself. I can’t perform any exact calculations offhand but it’s certainly a nontrivial amount of space.
Christ on a bike, it works FINALLY.
Very good stuff, and it makes me excited to use. I can see some potential for improvements already. Such as letting the user cycle through the forge levels in one go rather than once per ASMC call. I’ll give it a shot.
I also want to try making the boosts more modular, as has been discussed with Awakening/Shadow Dragon/Path of Radiance.
Nice! Let me know if there’s anything I can do help you add more functionality.
I have to say, I like that it doesn’t automatically force every item into unbreakable mode, but rather you can curate a list of forgable items and leave the rest working with normal durability.
Also, I had an idea of changing the boosted numbers to green text as my first addition. It makes it more obvious the numbers are boosts.
Good idea. I didn’t know where exactly to put green text but making the boosts more obvious helps visual clarity. If you’re so inclined, maybe you could make items at their maximum forge count have that number displayed in flashing green too?
Yeah that makes sense. For the green numbers in general you’d just change the text colors inside if(limits.maxCount && (GetItemForgeCount(item) < limits.maxCount))
I am not sure if you added the showcase to the transporter?Since right now we cannot see it clearly. Maybe I am using an old patch.
Made some changes to the UI in preparation for adding back durability. I seem to be having some graphical issues with the first menu item, but that’ll be fixed in time.
nevermind lol..

This reduces convoy from 200 to 150, adds durability back in for 50 forged weapons, adds an unbreakable bitflag (so it’d be possible to pay $$$ to make it unbreakable), and separates ram for hit/mt/crit bonuses. But it does not implement menus for those separated things.