FE_Builder_GBA -- If you have any questions, attach report7z

I want to make a village that can be visited by everyone but only closes its doors after a certain character visits it and that character will get an item while the other characters do not. The event is 1C26F28

If you try to visit it, it is a complicated process.
The basic idea is “if the door is closed, just open it again”.

To achieve this, one flag is needed.
This time, I used flag 22.
(You can change to any flag you like)

Set up the village event like this.

If other unit visits, use flag 22 to reopen the door.
At the end of the private house event, the game engine will perform a tile change at the home position.
So the door will close…

Use Always Cond’s Flag Cond to immediately re-open the door.
If Flag 22 is set, this event will fire to cancel the tile change 0xD that closes the house door.
Then turn flag 0x22 off again to prepare for the next visitor.

You can see in the Map Editor that the door of this house is assigned to TitleChange 0xD.

And one more thing.

You are setting up the Talk event incorrectly in this map.
You had implemented ASM Talk halfway through.
This caused the game to freeze.
Do not use ASM Talk.
This is a Talk event linked to ASM, so there is almost no need to use it.

UPS
https://cdn.discordapp.com/attachments/470029781795078175/737199741468672000/Nocturne_-_The_Farldrom_civil_war.PATCH.20200727154150.7z

So… I’m having a little problem with the patch about the Trainee auto promotion table
In my I hack I would like to have 4 villagers every one with unique promotion on LV 10, so I tried extend the data for the promotion table, but the number is locked on 3, and I can’t relocate the data (the game is practically still Clean FE8)
Could someone help me out?

You cannot add more than 3 trainees.
It’s hard-coded in ASM, so you can’t increase it unless you write and rework ASM yourself.

1 Like

Oh…
Ok! Thanks for the answer
I’ll reduce the trainees in my hack then. (Right now I don’t have any skill to change the ASM by myself)
Thanks agains

SkillSystems 20200727

enable modular exp
enable supply 200
fix magic statbooster item
fix GetEquipItemSkill Fix https://github.com/FireEmblemUniverse/SkillSystem_FE8/pull/199
fix loyalty fix https://github.com/FireEmblemUniverse/SkillSystem_FE8/pull/198
fix Fortune Fix https://github.com/FireEmblemUniverse/SkillSystem_FE8/pull/197

Since Supply 200 has been added, the format of save data has changed.
Please note that existing save data will not be available.
I think that you can take over using QS.

This time we made a big change so there may be a bug.
I recommend that you make a backup before updating.

Source Code:
https://github.com/FEBuilderGBA/FEBuilderGBA/releases/download/ver_20200727.00/SkillSystem_20200727.7z

Thanks to gamma for publishing the code for supply 200.

8 Likes

Are there events to add/subtract leadership stars (that come with the skill systems patch)? I want the leadership stars system to operate kind of like a morale system where for example if you accomplish a side objective then your lord gets a leadership star and if you fail to achieve a side objective your lord loses a leadership star.

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Don’t think skill systems creates any events like that. You’ll probably have to create something like that for yourself.

I think there is NOT such a feature in Skill Systems.

SkillSystems 20200730

This is a minor change version.

Swarp & Heroes Movement Class List Toggle https://github.com/FireEmblemUniverse/SkillSystem_FE8/pull/176
//Skills such as Shove can now be specified in the list instead of assigning skills.

Added Lock and Monster icons defined by Narrow Font Number.
//It can be re-installed Narrow Font.

TEXTESCAPE:167=@00BD	[LockIcon]	Small Font Icon	From Narrow Number	{NON-UTF-8}
TEXTESCAPE:168=@00BE	[MonsterIcon]	Small Font Icon	From Narrow Number	{NON-UTF-8}

Source Code
https://github.com/FEBuilderGBA/FEBuilderGBA/releases/download/ver_20200729.20/SkillSystem_20200730.7z

2 Likes

Hi, I get this error when I try to install the Display submenu patch, I get it even on a clean FE8 USA rom.

Error

submenu 1

Also, a question: is there a way to make coordinates based events take the values from a memory slot?
I wanted to make an event that spawns a Ballista in the position of a certain unit, I know how to get the coordinate of the unit and “Add Trap” can spawn the ballista but how can I pass the coordinates to add trap? Is there a way?
To be more precise, I would like to make an event that allows a unit to place a ballista (thanks to the “special event for each unit” patch.

Thanks in advance.

It looks like the Submenu patch was wrong.
I’ve fixed it, please update it.

Here’s how to create a Ballista in a special Menu.
This one also adds an instruction to the existing AddTrap instruction.
It is available when you update FEBuilderGBA.

EVENTSCRIPT:23.en=40050100WW000000400D0100{$L1:AddTrap.dmp}	In SlotB Coord, Add Trap-Ballista[WW::Type 0x35,0x36,0x37]	{MAP}
EVENTSCRIPT:25.en=40050100WWZZ0000400D0400{$L1:AddTrap.dmp}	In SlotB Coord, Add Trap-Fire[WW:DECIMAL:Init Timer][ZZ:DECIMAL:Repeat Timer]	{MAP}
EVENTSCRIPT:26.en=40050100WWZZVV00400D0500{$L1:AddTrap.dmp}	In SlotB Coord, Add Trap-Gas[WW:DIRECTION:方向][ZZ:DECIMAL:Init Timer][VV:DECIMAL:Repeat Timer]	{MAP}
EVENTSCRIPT:28.en=40050100WW000000400D0A00{$L1:AddTrap.dmp}	In SlotB Coord, Add Trap-Torch[WW:DECIMAL:Range]	{MAP}
EVENTSCRIPT:29.en=4005010000000000400D0BUU{$L1:AddTrap.dmp}	In SlotB Coord, Add Trap-Mine[UU:BOOL:IsAnime]	{MAP}
EVENTSCRIPT:31.en=4005010000000000400D0DUU{$L1:AddTrap.dmp}	In SlotB Coord, Add Trap-LightRune[UU:BOOL:IsAnime]	{MAP}

I have made a sample for you to look at.
Eirika allows you to create a barista in the special menu.

UPS
https://cdn.discordapp.com/attachments/470029781795078175/738860899347071017/add_trap_test.PATCH.20200801051454.7z

1

1 Like

Thank you very much!

Fe builder will not translate to english i have the newest version can you plz help?

or

https://github.com/FEBuilderGBA/FEBuilderGBA_Installer/releases/download/ver_20200130.17.1/FEBuilderGBA_Downloader.exe

It is written on the top page.

Sorry to bother you again, 2 problems.

The first one is that when you update some patches, it does not show the update option and I have to uninstall and reinstall the patch, I had to do this for the new Add Trap.
I don’t know if it’s intended to be like this so I’m reporting it.

The other problem is again with the submenus patch, I think it does not work properly.
I tried to apply it on a clean FE8 rom and on Inheritance, in each case it glitches in different ways.

I tried to apply it to the actual version of inheritance (old skillsystem) and to one where i updated skillsystem, also I tried to uninstall and reinstall the patch (special skills) after updating skillsystem and the behavior was different, but I didn’t recorded the first one.

In the video it is shown in order: clean rom, inheritance old skillsystem and inheritance updated skillsystem.

Video

I forgot to disable my microphone so I had to turn off the audio since my air conditioner was just a bit noisy.

https://www.youtube.com/watch?v=ua28_7iDq24

Also, here I uploaded 3 versions of Inheritance if you need them: one clean, one with the submenu and the special skills patches and one with the patches and updated skillsystem.

Link

https://mega.nz/file/aQx1BLSS#EuoYzR4GJiATNbf6KCNlSx7g704RA5ab6DuUYNrdFrM

The first one is that when you update some patches, it does not show the update option and I have to uninstall and reinstall the patch, I had to do this for the new Add Trap.

Please uninstall and then reinstall.
Other than SkillSystems, it doesn’t support Update function very much.

The main criterion for whether Update is supported is “whether the patch configuration data needs to be carried over”.
SkillSystems provides an Update feature because it must inherit the skill allocation.

Other patches will not be provided if they do not need to be inherited or if it is too cumbersome to do so.
It’s a lot of work to make and test the Update function.

There is no need to reinstall the Add Trap Patch.
I just made it possible to call the function that was originally in this patch by an event.

The other problem is again with the submenus patch, I think it does not work properly.
I tried to apply it on a clean FE8 rom and on Inheritance, in each case it glitches in different ways.

submenu depends on the anti-huffman patch.
When you put the submenu in a clean rom, install the anti-huffman patch.

anti-huffman is a patch for displaying characters freely in English ROM.
If you try to change the text, I think you can proceed with the installation.
Therefore, most works are automatically installed.

Anti-huffman is necessary because the Huffman notation of the character string >> of “Wait >>” does not exist in vanilla ROM.
Therefore, by all means, submenu depends on Anti-Huffman Patch.
When you install submenu on a clean ROM for testing, also install Anti-huffman.

I tried to apply it to the actual version of inheritance (old skillsystem) and to one where i updated skillsystem, also I tried to uninstall and reinstall the patch (special skills) after updating skillsystem and the behavior was different, but I didn’t recorded the first one.

I didn’t really see the difference.
Please explain in a little more detail.

ah,Are you talking about the special menu disappearing after updating SkillSystems?
sorry, but this is a problem we cannot solve yet.
SkillSystems overwrites the menu.
Therefore, the existing menu disappears.
Since SkillSystems does not know the special menu, the menu that does not include the special menu will be overwritten.
I’d like to do something about this, but it not yet.

1 Like

I’ve run into an error that…so far hasn’t had any negative effects. But I’d rather be safe than sorry as always, so I’m going to post the report here. The error showed up after I extended the entries in the support threshold editor. It says the logo area of the rom was destroyed.

https://www.dropbox.com/s/ly80lw8yc2kt0zl/FE8%20report.REPORT.20200801073400.report.7z?dl=1

This isn’t the first time I’ve expanded that table in a rom before, so I have no clue what could have caused the top of the rom to be demolished this time around. Though like I said, it hasn’t seemed to do anything bad yet. The rom launches on the emulator just fine, I can get through the opening events still, and all the data I’ve looked at still seems intact.

Ah… thanks for the explanation.

I don’t understand if we understood each other.

Skillsystem works fine with the special skill patch, what makes it all buggy is the submenu patch.
If I install only the “special event for each unit” patch, it works properly, it’s the “display submenu” patch that breaks the menu.

Ok I think that “display submenu” and “special event for each unit” conflicts in some way.
I tried to install them in a clean rom without skillsystem and I obtained the same glitch, here is the ups:

https://mega.nz/file/zZZgSKLI#-g_3cRgRQ0_q-D2D1sDRlm5dFM96sBqfErDz01ao-uA

I think that “display submenu” and “special event for each unit” conflicts in some way.

1

I could not confirm glitch.
How do I get glitch?