FE_Builder_GBA -- If you have any questions, attach report7z

Prince is Zephiel so I wouldn’t recommend it.
Child you could maybe but I don’t remember what it’s used for.

Can you access https://github.com/ from your PC?
Somehow, on your PC, github.com is configured to access 127.0.0.1 (localhosts).
Are there any strange settings in the filtering software(Content-control software) or etc/Hosts?

Technicly depends on the prince-class(I mean,the tacticianclass also uses the “prince”-string as name.)

How about dark seal and child?

I have another question. How would you set their affinity to correspond with the one you chose at the beginning of the game? Also is it possible to increase the number of supports?

If you create only events, create and switch units with all attributes.
However, there is a problem with Support.

If you want to do something, including Support, you can only write ASM.
Write ASM so that a single unit can have multiple attributes.
If you really want to do it, write your own ASM.

It is almost impossible to increase support.
If you really want to do this too, you can only write ASM yourself.
You will need to manage the free space of the RAM Unit structure and extend the format of the Save data.
This will be a very difficult hack.

With FE8, there are lots of free space in the class, and if you reuse the monster class, you can do most things.
If you really want to do it with FE7, you’ll have to find a empty class or remove how many classes.
You may extend the class, but it is risky and I do not recommend it.

Princess should be safe to replace, I do not even remember if it is ever called in a cutscene or not. And even if it is and one wants to keep the same story, guinivere is a child and thus can be given that class if one has to. Or maybe female mage since she is a sage in fe6.

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 unit’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 I’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?