FE_Builder_GBA -- If you have any questions, attach report7z

How would you do so with affinity?

Already answered.

attribute == affinity.
It seems to translate as attribute instead of affinity.
If you really want to implement it, you must write ASM yourself.

What I meant that can a unit correspond with the chosen affinity at the beginning of the game (FE7) not having multiple affinities. Would it be similar to how a unitā€™s name corresponds to the inputted name like earlier?

Another thing. In FeBuilder I was trying to import the handaxe animation for the Malig Knight and it tells me the specified ID does not exist yet the axe and magic animations work. Do you happen to know what the problem is?
https://gyazo.com/a4ae8a5689080ced81e4310e6423e0ea
This is the txt file:

/// - Mode 1
C03
C07
6 p- handaxe_000.png
3 p- handaxe_001.png
3 p- handaxe_002.png
3 p- handaxe_003.png
6 p- handaxe_004.png
9 p- handaxe_005.png
C23
3 p- handaxe_006.png
C05
32 p- handaxe_007.png
6 p- handaxe_008.png
3 p- handaxe_002.png
3 p- handaxe_001.png
6 p- handaxe_000.png
C01
C06
C0D

/// - Mode 3
C03
C07
6 p- handaxe_000.png
3 p- handaxe_001.png
3 p- handaxe_002.png
C38
3 p- handaxe_009.png
3 p- handaxe_010.png
3 p- handaxe_011.png
3 p- handaxe_012.png
3 p- handaxe_003.png
6 p- handaxe_004.png
9 p- handaxe_005.png
C23
3 p- handaxe_006.png
C05
C08
32 p- handaxe_007.png
6 p- handaxe_008.png
3 p- handaxe_002.png
3 p- handaxe_001.png
6 p- handaxe_000.png
C01
C06
C0D

/// - Mode 5
C03
C07
6 p- handaxe_000.png
3 p- handaxe_001.png
3 p- handaxe_002.png
3 p- handaxe_003.png
6 p- handaxe_004.png
9 p- handaxe_005.png
C23
3 p- handaxe_006.png
C05
26 p- handaxe_007.png
6 p- handaxe_008.png
3 p- handaxe_002.png
3 p- handaxe_001.png
6 p- handaxe_000.png
C01
C06
C0D

/// - Mode 6
C03
C07
6 p- handaxe_000.png
3 p- handaxe_001.png
3 p- handaxe_002.png
C38
3 p- handaxe_009.png
3 p- handaxe_010.png
3 p- handaxe_011.png
3 p- handaxe_012.png
3 p- handaxe_003.png
6 p- handaxe_004.png
9 p- handaxe_005.png
C23
3 p- handaxe_006.png
C05
C08
26 p- handaxe_007.png
6 p- handaxe_008.png
3 p- handaxe_002.png
3 p- handaxe_001.png
6 p- handaxe_000.png
C01
C06
C0D

/// - Mode 7
C02
3 p- handaxe_000.png
3 p- handaxe_013.png
3 p- handaxe_014.png
C0E
10 p- handaxe_015.png
C01
3 p- handaxe_014.png
3 p- handaxe_013.png
4 p- handaxe_000.png
C01
C0D

/// - Mode 8
C02
3 p- handaxe_000.png
3 p- handaxe_013.png
3 p- handaxe_014.png
C0E
10 p- handaxe_015.png
C01
3 p- handaxe_014.png
3 p- handaxe_013.png
4 p- handaxe_000.png
C01
C0D

/// - Mode 9
16 p- handaxe_000.png
C01

/// - Mode 10
16 p- handaxe_000.png
C01

/// - Mode 11
16 p- handaxe_000.png
C01

/// - Mode 12
C03
C07
6 p- handaxe_000.png
3 p- handaxe_001.png
3 p- handaxe_002.png
3 p- handaxe_003.png
6 p- handaxe_004.png
9 p- handaxe_005.png
C23
3 p- handaxe_006.png
C04
32 p- handaxe_007.png
6 p- handaxe_008.png
3 p- handaxe_002.png
3 p- handaxe_001.png
6 p- handaxe_000.png
C01
C06
C0D

/// - End of animation

You have to expand the animationlist first and then you have to insert the animation over that slot. You appearently tried inserting it into value/slot 0, which is the unseen start of the list/Nothing. The program does not like shenanagans like that and denies it. There is likely nothing wrong with the animation itself.

Also Iā€™m trying to make a triangle attack for wyvern lords. Under which options in FEBuilder do you do this in?

I was messing around with the slots for weapon effectiveness and now there are now a 100 slots now. How would I undo this?
https://gyazo.com/39af75c944f7a8c146a44a671c6b2bde

Extended list-button and then you just enter a lower number of your choice.

Under which drop box?

Literally the button under the cavaliers.

I meant in extended list

Man. I just have plenty of questions sorry about that. Is there an option where you can edit the abilites like weapon locks and things like that?

There is this number called ā€œnew space to allocateā€. It dictates how many slots you will have after confirming. Like, you type in 2 and then you will have 2 slots.

I can access in https://github.com/ !
But, Can you explain me what i do next? Iā€™m sorry, Iā€™m really bad in this kind of things ):

When editing conversations in FEBuilder, is there some way to preview what the conversations would look like in game?

So Iā€™m testing the FE7 Rom and when Lyn is in battle animation it just freezes. I didnā€™t mess with her animations or anything and Iā€™ve reset it multiple times but it is still happening. Do you know how to fix this problem?
https://gyazo.com/932fa8232e93f7d072f6b680659110c0
Her animations are untouched:
https://gyazo.com/b5a9c05ad92b0086b240255674671f8a
https://gyazo.com/4b275c3915cc8b2eecfc668da410d112
I added two custom animations to a custom class in the game. Maybe thatā€™s the problem?
Edit: I did mess with Lynā€™s base stats. Is that a problem?

emulator

Is it still under investigation where the strings for these texts(Ones on other pages of the menu also do not seem to be supported) are? Just curious.(Also thanks for adding support for the other relevant strings.)

Do you use windowsOS?
If you are using windowsOS, you canā€™t understand why FEBuilderGBA canā€™t access github.
If you are running wine(mono), you may have a certificate problem.
This is because there is no certificate in wine(mono).

Which text do you specifically?

The biggest problem is that you donā€™t send report7z.