It seems that the level of the weapon is decided according to the summoner’s Lv.
At this time, the weapon level to be set is always the level of axs (0x2a).
This routine is not good.
If the summoner’s level is greater than 20, you will not be granted any weapon levels.
if that is the case is it possible to make the weapon swords instead of axes? Or would an overhaul be better? I have no problem trying to pinpoint the issue but my knowledge isn’t good enough to do much.
What would I do without you. Thanks for all your work, I’m just upset that I can’t do anything to repay such kindness. Welp back to makin this game.
Edit: The patch works great and now my phantom is swinging swords with ease, only thing worth noting is the auto level doesn’t function(example level 15 summoner creates level 1 phantom) rendering them incapable of using the other 3 weapons they may get. Also I guess it means their growth rates don’t matter but that is even less important. That’s all the feedback I can give for now.
This is a bug.
As I fixed, please update FEBuilderGBA.
Then this patch will be updated and not applied, so please apply it again.
I think this will be corrected.
Can I make a feature request? Can we have all zoom related features use Nearest Neighbor / Hard Edges instead of a Anti Aliasing? It would make my life easier with the tile editor, icons, battle anim creation.
I think the purpose of expanding the image is not browsing but confirmation.
Therefore, I try to avoid breaking the original image as much as possible.
Even if it looks correct on FEBuilderGBA, it does not make sense if it does not work on the actual emulator.
If there is a better way, send a pull request on github.
Remove each unit from the screen.
When issuing to the enemy, it is almost the same.
The difference comes when using these instructions for the Player Unit.
Clee
Remove the unit from the screen.
However, just hiding it does not mean that the party breaks up.
If we compare it in our lives, it is “Absent”.
Remu
Set the unit into the escape state.
Temporarily remove the unit from the party.
The unit is in the escape state and disappears from the screen.
However, the party has seats for that unit.
Therefore, you can resume with the data when you left by after.
If we compare it in our lives, it is “Absence from school(work)”.
Disa
Remove units from the party.
It is used when betraying like Olson and leaving a party permanently.
If we compare it in our lives, it is “Withdrawal or retirement”.
Hi, I ran into an error message when changing terrain data for pirate/fleet. I wanted to make it so fleets could sail through water as well as through cliffs, but the following message came up. I did not have this problem in previous versions of FEBuilder. The error does not show up however, when I change movement data for the Lord classes.
Here is the picture:
In fe6 unmodified rom, the falco knight sword and lance animations work fine ignored the Oam limitation. But in this game it cause bugs: some of the melee frames is missing although i used the vanilla falco knight animation. The result is it always use the ranged animations ignoring the weapon equiped is ranged or not.