Is there a practial reason for why allied buff and enemies debuff are applied after the pre-battle calculation is done ? This mean that any skill of that type make the battle preview wrong, wich seem problematic.
The reason why we baned such calc before real battle is that it may cause performance issues when function SkillTester is executed on lots of different units at one time as the kernel may build the skill list for each unique unit, but now it has been solved by fastening SkillTester.
I supected as such. Good to know that the problem has been solved. I also feel that in the case of Aura skill, further optimization can be achieved by checking the range of the skill tested. It doesn’t make sense, for example, to test if an allied unit has inspiration if they are three tiles away, since the skill only affect unit up to two tiles away. A good number of SkillTester call can be safely avoided with this in mind.
I try to get around implementing it once I am done with porting the existing Aura skill from the original SkillSystem
This is a good idea to check the range before. maybe later we can modify such part of code as:
if (range1[i] == 1)
{
if (SkillTester(...))
....
if (SkillTester(...))
....
}
if (range2[i] == 1)
{
if (SkillTester(...))
....
if (SkillTester(...))
....
}
if (range3[i] == 1)
{
if (SkillTester(...))
....
if (SkillTester(...))
....
}
As a bonus feature, would it be possible to have a toggleable ‘test’ map like the original skill system does, so we can test out skills/combat arts without having to ram edit certain stuff in?
As promised, I have a list for what should be every skill in the main skill system.
I’ll update it to show all the complete skills tommorow.
As time goes on and we achieve skill parity, future plans include adding C skill system exclusive skills and maybe adding another column for skill ideas.
The magic is not matched, which means the patches and the ROM does not belong to the same version. Here apparently that your patches use the latest folder in the repo but the ROM is too old.
Synced my repo and applied a fresh copy of the skill system in the terminal And now I’m completely blocked from getting into the patches section in FEBuilder. My day is going swell
Okay it seemed to be expecting everything in a ‘patches’ folder. So I did that and got a little further but when I try to view the skill info / combat arts patches this happens.