I was planning to make a long list of every repairable weapon ID and make the event run for every single case, your solution should allow me to skip that, thanks.
For the price, same thing, I will make an event with all the cases and select there the price, also… it might be done all in a single event (control if it’s a repairable weapon and selecting the right price for use).
Btw I also wanted the player to be able to chose how much to repair the weapon, that’s what the first event was supposed to do.
I want the merchant to be able to gain exp from every one of those action (depending on how much money you spend), I don’t think it would be possible in a regular shop event.
You can easily edit my version to do that. Simply adjust the end durability you want to give the item based on player input using some conditionals. I feel like this makes it more complicated without much payoff, though you’re free to do as you wish with your time.
I would however instead suggest just using Tequila’s asm hack that optionally combines items when storing them.
Also, thinking back at this, those events were supposed to be cloned for each type of weapon, so it would have been easier to recall the event, “one*type of weapon” number less to change.
I had a weird thought. Is it possible to give other weapon types staff affects? example: say I wanted to make a sword that targeted and healed allies instead of doing damage to enemies. I looked around in FEBuilder to see how it might work but couldn’t seem to find a way
No, it is not easy to do this. You’re better off just changing the staff icons & animations to whatever you feel like. You might be able to set the animation for a specific unit. Eg. Your sword + staff user heals things by stabbing them for some bizarre reason.
Other effects like poison and sleep can already be applied via weapons & skills. But staff effects themselves are complicated.
Not really any reason, I just wondered if it was possible.
Then it could give that weapon rank experience instead of staff rank experience. I know staff effects are pretty limited and you can’t really change them.
It actually should be doable. If you set the “item use effect” to heal, you can use that sword as a staff by using it in the item menu. You will stab the person to heal them, but it should work.
SkillSystems 20200807
There was a bug in SkillTester that caused an infinite loop when trying to equip dark magic.
So I’ll revert SkillTester to the June version.
I have registered Rombite’s translation in the FEBuilderGBA patch as a “SkillSystems Spanish translation resource”.
After installing (or updating) SkillSystems, install this resource patch to use Spanish SkillSystems.
It is a common problem that somebody will download from the github page and not be able to figure out how to install febuilder, with it appearing in Japanese and users getting confused. I suggest changing the first post as most users should just download the .exe file. I’ve seen this happen at least 4 times now. Below is how I would organize it:
I have a new unit it is the strategist when he uses a grimoire the animation does screen freezes, how I to solve this problem? Error animation strategist