[FE8] Gaiden-style Magic Menu


You can make your lists on any file you want, if you want to edit the already existing ones that seems to be this file:

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I don’t suppose it’d be possible to get rings that auto heal or shields that increase stats simply by being in the inventory to make it a real Gaiden engine.


It would be very simple.
Not really sure why you would mix that with the gaiden magic itself really, nor does it need to be a patch, if you have the skill system you can just add your rings to that.


I thought the passive boosts didn’t work with the skills system. Unless there have been a fix to that.


I have no clue what you mean, passive boosts have been an option IN the skill system since I can remember. People just don’t use them.


Ok. The option isn’t available in febuilder. I know that the one venno made conflicts with the skills system.


This is compatible with the Passive Boosts patch (tested and confirmed). Theoretically it’s also compatible with autoheal weapons (not tested yet but there’s nothing indicating it would conflict).


Does the auto heal weapons patch allow for healing from unequipped weapons. That is to say can I have a non weapon in a unit’s inventory that provides auto healing?


It’s a passive statbooster, but it doesn’t seem to work well.
I asked in the thread of SkillSystems, so please have a look.


I supported gaiden-style spell Menu in FEBuilderGBA.
However, since I have not yet ported to FE8J, it is only FE8U.


I see it’s done. Great news. Thanks so much. That should be really helpful.

EDIT: I’m trying it out on FEBuilder and it doesn’t seem to be working. I’ve installed the patch and there’s a useful spell list editor, but Eirika doesn’t seem to be able to use any spells no matter what level she is.


She needs to have a weapon rank in the magic type she learns. (This is so Valkyrie L’arachel isn’t learning Fire or vice versa)

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Please, Try to make Eirika a Mage Class.
It should work properly.


Ah. On retrospect that’s pretty obvious. And rather embarrassingly, as this I can see earlier on this thread, this isn’t the first time I’ve made said mistake.

Also there’s still the issue that long range spells don’t appear as a display option unless the character can already use black magic by being in 2 range of an enemy. Ie, if you give a unit Purge, they can’t use it unless they’re close enough to also use fire on an enemy.


A quick question: What does the patch use to determine how much HP a spell costs?


Weapon exp I believe.


Ah, okay. Thank you for explaining!


Just wanted to point out that the bug that currently doesn’t allow mages to counter with spells from their personal spell list on EP could also be considered a feature: imagine a more complex hack where every playable mage is recruited with a tome in their inventory that can’t be traded away from them and they can’t even be traded a tome from another unit.
This basically means that mage characters counter in EP with only that spell while on PP they can choose between all the spells they’ve learned, basically making them into a different unit in PP and EP; if every mage starts with a different “counter spell” it could even be a balancing element where you can have one mage have a strong list of personal spells but an only average “counter spell” while another character has a poor list of personal spells but a better “counter spell”.
You’d have to disable attacking with the equipped tome on PP though. I dunno, just food for thought.

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Okay, I think I ran into a problem.
While working on my MAFC submission (which uses the FEBuilder version of this), viewing the description of Lightning in the spell-select menu seems to… cause some issues.

Also, healing doesn’t appear to be available with this. Was that intentional?


The FEBuilder port was made with an unfinished version of this spell system. I have a finished version with almost all the bugs worked out in my main project, but haven’t had time to backport it to vanilla FE8 and re-release it. I’ll make a post when I do.