[FE8] Modern c-skillsystem release

combo.skills.txt is auto-generated during compilation rather than directly lies in patches.

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Okay yeah, then the solution for me is to just find a pre-generated one (ideally the one from my last compilation) and stick it in the patches folder. It makes the popup go away.

I’m trying to implement Charge Plus and I’m running into a wall. I’m not sure whether it’s the MovGetter or moveCount that isn’t returning the right value.

Skill Description: Apply Brave effect if all movement is used this turn.

Edit: I’ve placed it inside BattleOrder.c inside the CheckCanTwiceAttackOrder function, alongside DoubleLion.

#if defined(SID_ChargePlus) && (SID_ChargePlus < MAX_SKILL_NUM)
        if (SkillTester(real_actor, SID_ChargePlus))
        {
            if (MovGetter(real_actor) == gActionData.moveCount)
            {
                gBattleActorGlobalFlag.skill_activated_double_lion = true;
                gBattleTemporaryFlag.order_dobule_lion = true;
                return true;
            }
        }
#endif

Not sure the reason, you may debug on it. BTW, the code above will contaminate effect of skill double-lion

Trying to make Boon now, but it’s not activating. Any clue what I’m missing?

Fo reference I placed it inside GetPrePhaseHealAmount()


int badStatusEffects[] = {UNIT_STATUS_PETRIFY, UNIT_STATUS_POISON, UNIT_STATUS_SLEEP, UNIT_STATUS_SILENCED, UNIT_STATUS_BERSERK, UNIT_STATUS_SICK};

#if defined(SID_Boon) && (SID_Boon < MAX_SKILL_NUM)
    if (SkillTester(unit, SID_Boon))
    {
        int unitStatus = GetUnitStatusIndex(unit);

        for (int i = 0; i < 5; i++)
        {
            if (unitStatus == badStatusEffects[i])
            {
                SetUnitStatusIndex(unit, UNIT_STATUS_NONE);
                break;
            }
        }
    }
#endif

see fireemblem8u/src/bm.c

Is there a way to ‘level up’ skills in this system, similar to what Three Houses does with its prowess skills?