[FE8] Modern c-skillsystem (3.2.3-BETA)

Is this considered better than the regular FEBuilder Skillsystem patch?

Than FEbuilder’s? Absolutely. Than the Skill System that FEbuilder’s is based off of? That’s more debatable. They both have their ups and downs.

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Can I also create with this one skills from three-houses?

You can create skills from Three Houses in either skill system. The only limits are your programming experience and patience.

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Personally I just can’t justify jumping ship for my existing projects as I’m too far in with them, but if I ever start a new project, I’d like to try using this.

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Hey there~, Can someone help me how this works?. Do I need to have febuilder already installed? for this to work?, I know that the file has three folders like in febuilder (patch2 etc.) Do I have to delete them from febuilder and replace them with the new ones?, I put the folder in febuilder and even found the commands like in the patches in febuilder but nothing happened, I used it with skillsystem and without it but nothing happened, can someone help me?.

You need to install the cskillsys to the rom, both via FEB patch installer for LTS or ea buildfile for BETA is okay.

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Thank youu <3

Thank you so much for your wonderful work. Curious whether you have further plan of releasing the Chinese version ups? Or is there a good way for me to traslate the rom after being patched?

Is there a functional difference between Quick Riposte and Vengeful Fighter? They seem to do the same thing. When a unit is attacked while above half HP, they attack twice. I looked at the entries for them in BattleOrder.c and they look almost identical. The main difference seems to be that Vengeful Fighter has an actor check or something in front of it.

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Quick Riposte: If unit is BELOW half HP, their Follow-Up attack occurs before the enemy can counter. Regardless of Phase. But ONLY if they are able to Follow-Up normally (regarding AS or other skills).

Vengeful Fighter: When this unit is ABOVE half HP, and they are DEFENDING (Attacked not on their phase), they will ALWAYS Follow-Up attack, regardless of AS or other skills *(Unless another Follow-Up related skill has higher priority than Vengeful Fighter)*

Hope this helps.

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Are you sure? That’s great if true, but it doesn’t seem like it is by its implementation. Both the built-in descriptions and the ones here are essentially the same.

Plus their code is nearly the exact same too, like I mentioned previously.

#if defined(SID_VengefulFighter) && (COMMON_SKILL_VALID(SID_VengefulFighter))
		if (BattleFastSkillTester(actor, SID_VengefulFighter) && ref_actor_hp_above_half) {
			gBattleTemporaryFlag.tar_force_twice_order = true;
			RegisterBattleOrderSkill(SID_VengefulFighter, BORDER_TAR_TWICE);
			return true;
		}
#endif
#if defined(SID_QuickRiposte) && (COMMON_SKILL_VALID(SID_QuickRiposte))
		if (BattleFastSkillTester(actor, SID_QuickRiposte)) {
			if (ref_actor_hp_above_half) {
				gBattleTemporaryFlag.tar_force_twice_order = true;
				RegisterBattleOrderSkill(SID_QuickRiposte, BORDER_TAR_TWICE);
				return true;
			}
		}
#endif

They both require HP above half, and they both set the same temp flag and call the same function. The only difference to my eyes is that the HP check is in different spots, but I’d assume they have the same effect no matter where that’s at as long as it’s before the effects of the skill. Quick Riposte doesn’t have a ! to make it execute when false, or anything similar to show it requires HP below half either.

And here’s the bits involving the flag they’re setting.

	/* If the battleunit are forced double attack regardless battle speed */
	u32 tar_force_twice_order : 1;
	u32 act_force_twice_order : 1;

	/* If it is judged by battle speed rather than skill or art */
	u32 act_normal_judge_twice_order : 1;
	u32 tar_normal_judge_twice_order : 1;

They both call the “force” version of the flag, but if Quick Riposte is supposed to only double if the user could normally, I’d assume it would set the “normal” version of the flag, wouldn’t it?

If they’re supposed to work like you describe, then either I haven’t found the right file that shows how their functions are different, or there might be an oversight on Mokha’s part.

My bad. I COMPLETELY misread what it said

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OK. So I think the difference is that, with Quick Riposte, you double BEFORE enemy counter, ONLY IF you can already double.

Vengeful Fighter allows you to always double regardless of AS, given the skill requirements are met.

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I went ahead and did an exhaustive amount of in-game testing with both skills just to really make sure it’s clear how they work. Here’s the end result:

1 - Both activate at 50% HP or higher and only when the unit is the defender as written in their descriptions, so it’s not a typo issue.
2 - Both enable a unit that would not normally double to double, but do not give additional attacks if the unit can already double, even though the skill activation popup appears regardless.
3 - Neither moves the order of attacks. They don’t give a pseudo Vantage effect, and the additional attack they grant does not come before the enemy’s follow-up attack if the enemy can double. It still follows the normal pattern of enemy → unit → enemy → unit, with the additional attack granted by the skill being the last one.

They are functionally identical.

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These two skills have the same effect. Different developers created them separately without verifying existing skills.

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From the asm skillsys:

//Quick Riposte: If defending and HP is 50% or higher, unit doubles and attacker does not double
//By Sme

// Vengeful Fighter: When defending, this unit always doubles.
// By Vesly

(The attacker can also potentially double, and there’s no 50% hp requirement.)

When I initially made vengeful fighter, it had a similar but not identical effect to what Sme had already made.

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I knew they worked differently in the original skillsys, but their C versions had me perplexed. It makes more sense now that I know they were made by different people though.

I imagine it would be possible to change one or both of their effects in C to something closer to their original versions using what’s already present. Vengeful Fighter only needs the HP requirement removed, it sounds like. Quick Riposte would definitely need some chopping from other skill effects though.

It might be worth giving a shot if only for the sake of reducing redundancies in my next attempted build.