Thanks for the reply. Well, I can’t say I’m looking forward to redoing so much with each skill system update haha, but it’s a small price to pay for the convenience of FEBuilder.
On an unrelated note, I noticed that one of the patches I had used in the previous version of the skill system understandably isn’t updated quite yet. The Legacy Canto patch should write to 0xbbc878 now instead of 0xbbc858. I’ll be sure to let you know if I come across anything similar with other patches. Thanks again for the hard work man.
This is because the addresses assigned when SkillSystems are built are different.
This patch is implemented as follows.
NAME=LegacyCanto(SkillSystems)
IF:$FGREP4 canto.dmp=0x00 0xB5 0xE0 0x7C
//アドレスパッチとして実装します
TYPE=ADDR
TAG=#ENGINE
ADDRESS=$FGREP4ENDA+8 canto.dmp
COMBO=Default: Skill Only|0x00 0x00 0x00 0x00|Change: Skill & Ability|0x01 0x00 0x00 0x00
INFO=Cantoスキルの割り当てを変更します。\r\nディフォルトでは、Skillで指定した場合のみ有効になります。\r\n"Skill & Ability"に変更すると、スキル割り当ての他に、ユニットやクラスのAbilityでもCantoを有効にできます。
INFO.en=Change the assignment of Canto skills.\r\nBy default, it is valid only when specified by Skill.\r\nBy changing to "Skill \u0026 Ability\
INFO.zh=更改Canto技能的分配。\r\n默认情况下,仅在“技能”指定时有效。\r\n通过更改为“技能和能力”,除了技能分配外,您还可以激活Canto的单位和班级能力。
$FGREP4ENDA+8 canto.dmp
$ meen “Macro command.”
F meen “Search from file(canto.dmp)”
GREP4 meen “Search considering 4-byte alignment”
END meen “Get the end address of the match, not the match”
A meen “The matched location is not pointer.”
+8 meen “Add +8 to the match address.”
Hello, this is a report from a fe6 clean Rom, animation 6D, (Fae transforms back to human) can’t be exported using febuilder, but it can be exported using feditor
Edit: It looks like it can’t import it either, it does not import any sprite sheet, if you try to use the script it sends an error message maybe it is a natural error with the native fe6 script and the sprites
Is the animationslot even used or is it just weird unused data? Because the name indicates that it is part of the Fae-manakete and divine dragon classses somehow.
This anime is only used when returning from a dragon to a human.
Therefore, I don’t think it meets the standards for battle frames.
It is considered that it operates only on frames, not on sections.
This is a special animation.
The FE8 Mithra is implemented correctly.
I think only this animation of FE6 is special.
Updated from Skill System 20200223 to 20200411. Now all units have +10 Hit and Avoid. Is this because I didn’t uninstall the “Fix Disable IndoorFighter,OutdoorFighter Glitch for SkillSystems” before updating? At least now it’s both allied and enemy units, so it’s not that big of a deal.
Hey everyone
I wanna know ho to create a brand new class with FE Builder. I am currently seeking a way to do it but I find nothing usefull. Btw I am working on FE 8.
You can replace an existing class. Go to Class Editor, there you can edit and change stats and weapons of each class. Keep in mind you also might need new animations, so checking out the Ultimate Repository may be a good idea. While in Class Editor, click Animation Pointer to see what battle animations that class is using.
If you wanted to extend the list of classes, you need ExModularSave - patch.