There is an issue where Justice and Prideâs Ch. 15 may sometimes freeze during the end event.
There are 61 errors, but theyâre there because of me currently working on assigning support partners and is unrelated to the error.
Somehow, it seems to be ignored when LOMA is operated after âClear all unitsâ.
Change the LOMA position or change the âClear all unitsâ position.
Since LOMA failed, map switching does not work, and as a result, the unit read with LOAD1 + ENUN cannot be moved and is hung up.
Strangely,
when using the cheat from the save slot 2 data of the game instead of the data of the game, and proceeded to ch15, it worked with the data before this correction.
If changing the position of LOMA does not solve the problem, please send save data.
I need to hear more about your problem.
Iâm running into a problem when updating Skill Systems from the 20190708 version to 20191022. I made sure I was using the correct update method, but not only is my unit data not transferring over, but at the end of chapter start events Iâm automatically brought back to the title screen. Is there anything I can do to fix this?
You can disable vennouâs weapon lock using âUninstall SkillSystems ShadowGift 20191108â.
Originally it was a routine for erasing ShadowGift, but a vennou weapon lock was added to this part.
Therefore, you can turn off this function.
You can also fix Silence bugs.
what is âeffectiveness reworkâ?
Are you talking about the effectiveness rework of SkillSystems?
It can be turned off in the settings when building SkillSystems.
SkillSystems attached to FEBuilderGBA is turned off and built.
Maybe this is the setting.
Config.event
// If commented, slayer and effectiveness will remain the same as they are in vanilla
// Look at Skill System/Teq Skills/FE8-Nullify/_README.txt for the full ramifications of uncommenting this
//#define ENABLE_SLAYER_AND_EFFECTIVENESS_REWORK
Hello! What youâre talking about is referred to as a âModular Minimug Box.â FeBuilder supports several different designs of the MMB, which can be found under patches.
Forgive me if this is a silly question that has been answered before, but is there a best practice if I want to use FEBuilder and change the pointer to an array used in a patch such as the item array used by the skill patch?
My concern is that if I expand and repoint the item array, and then install a patch like the skill system, it may not automatically recognize that the item array is no longer pointing to itâs default location and cause issues.
Please send report7z.
In particular, please send ups before updating skills.
FEBuilderGBA assumes that the item table will be expanded.
FEBuilderGBA have a countermeasure routine for that.
However, the expansion of item icons and the like has not been taken yet.
Data is needed to find out which table expansion the skill system will stop working on.
Send ups before updating skills.
Also, please tell us what kind of phenomenon occurs when a problem occurs.
Hello, there are some bugs caused by applying the split using Febuilder, so it has a lot of bugs. Some really weird.
There are two, first one, Marisa Heals even if she is at full health, that causes her to die,but she is not removed, some reinforcements cause graphical glitches and stall the game.
Maybe I should just start from scratch, but there is a lot of work here, so I would really appreciate your help here. Thanks for everything as always