[FE8] Gaiden-style Magic Menu

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.
emulator
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.

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So like a year later now, any sign of that updated patch for Fire Emblem Builder? I’m trying to make a hack out of the Gaiden style spell and it’s proving very buggy. Units are learning spells they shouldn’t, healing magic is impossible (as I suspect is long range magic which I plan to include later), some units freeze the game when their magic option is selected and for some reason random enemy units can display their crit animation on every attack while dealing regular damage, but more bizzarely, they can also randomly attack with Vidofnir (this I converted into a feature by renaming it whiff and giving it 0 accuracy). By far the worst thing however is that for some units the option to use magic doesn’t show up unless they’re adjacent to an enemy, which is truly troublesome as I want it to be a player phase focused game where attacking from range without receiving a counter attack is key to success.

Sorry for the delay. The current FEBuilder port was made with what’s basically my first proof of concept, so features like staffs weren’t developed yet at the time of porting. Some bugs are inherent at that early stage and the patch adaptation is not really in a state to build a full hack around at this time.

I’ve had other priorities push this one down, so @Snakey1 has taken over development for the public release and is including several improvements. You can follow the Legends of Avenir server for updates as he posts them there. We didn’t set a particular estimated release date since we’re both focusing on higher priority stuff and final exams.

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Can you provide a link to that forum? I’m not really a regular here with knowledge of where to look.