I think that both patches do not work properly because they rewrite the status screen.
If you want to use at the same time, please consider using a package such as FE8N.
However, the skills of FE8N have limitations that can not display the skill animation.
I created an event to load a unit on turn 3 that had left the map a turn earlier, as well as to play a cutscene. The unit loads, and the cutscene plays, but then he disappears. Help?
Hello, is there a way to add more “extra” unlockable units? Like Caellach and Lyon? I just used the Febuilder tool to add another Unit in the Caellach status list, while it modifies Caellach and his inventory, it does not load the other unit.
So maybe could yo add an extend list option to add extra flags for new units to be unclocked?
The Extra Unit is implemented differently in FE8U and FE8J.
Probably, if it is FE8U, I think that the list can be expanded.
I have implemented the expansion button.
However, I did not do the operation test because the test takes time.
Please let me know if there is a problem.
Just checked, It did not work, not sure if the flag was wrong on my end, I used 8B, I rather Settled on using normal unit loading for additional characters.
Possible.
There are also remodeled works where glen participates in the party.
The glen UnitID is 0x25. Because it is within 0x45, you can add him to the party.
In vanilla, he has not participated in any party.
He dies at the event.
At this time, he has not joined the party.
The event he fights with Valter is ch11’s EndEvent.
If you’re not sure, play the game and check the events in the Debugger.
There is a issue with the spell animation editor in FEBuilder. I have not edited the rom at all and tested previous backup roms which all seems to have that thing now, so it does not depend on on the roms.
Imported spells still works but when you export them back, they become screenstretched and the frames are half the canvas. Before that update in FEBuilder, there was no problem with it.
Don’t know if this is the correct way to post this, but I want to report a bug. I’ve been using the skill system version 2019-04-04 in my hack without any problems, but upon updating it to the latest version 2019-07-08, all the status ailments won’t expire by themselves. The counter will hit 0, but units will still suffer from it, and the only way to remove them is by using items or the restore staff.