[FE8] Promotion scene not playing

Hey I’m a beginner at using FEBuilder and I’ve come across an issue i’m struggling with troubleshooting.

I have two different classes that after selecting a branch promotion, instead of going through the promotion scene, the unit basically engages combat with itself through map animations before becoming the promoted class. This is a purely cosmetic issue since everything else like stats and map sprites function just fine after promotion. How do I fix the promotion scene not playing like usual? Thanks

I should mention that one of the classes uses vanilla map animations and custom battle anime, while the other classes uses custom map and battle anime

This usually happens if you have a weapon equipped that the promoted class does not have animations for, or some other mismatch like that.

I went through and double-checked, but all the promoted classes have animations for the unpromoted class’s weapon type and the unit’s equipped weapon, can even go in a battle scene and play the weapon’s animations like normal

Can you post a patch?

The site won’t let me upload UPS files or link to a download to it elsewhere, since I just made this account, I can provide other info about the issue

Does this happen with vanilla classes or custom classes that you expanded the class list on?

If it is on custom classes, could you share the ID that they are located on your class list?
(For reference vanilla M!Cavalier is 05 and F!Cavalier is 06)

This is because there are some class IDs in FE8 that are hardcoded and can have glitches if they’re made playable or even changed too much (like Gorgon Eggs for example).

Late response, but I’ll give you the details

This issue is observed on both a vanilla class and custom class. The vanilla class M!Fighter (class ID 3F) is still the same, but I imported custom battle anime.

The custom class this was observed on is also an unpromoted Axe-locked class (class ID 41) with custom battle anime and map sprites

I have not used Data expansion for classes

So the IDs are fine since they pertain to vanilla classes (41 is the vanilla Brigand).

Let’s move on to the animations then: when you implemented the new animations, do BOTH the unpromoted classes as well as the classes they promote to have the correct weapon tags on the animation editor in FEBuilder?

Since we’re talking about classes that use axes, do they also have tags for the 1-2 range ones (the Hand Axe, Tomahawk and Hatchet)? Like this screenshot as an example:

In GBAFE, when you initiate combat with one or two classes that have animations with data missing on the editor, it forces map animations instead to prevent a softlock. This might also be what’s happening with the promotion considering it’s forcing to map animations.

Consider also installing the “Use HandAxs motion as generic motion for throwing axes” patch from FEBuilder if you didn’t already, so only the Hand Axe needs to be on the list above.

Yes I have the hand axes properly tagged with their item designation (I already changed the weapon list so the hand axe is the only available throwing axe) and have that hand axe patch already applied. I double checked in-game as well to see if the hand axe anime functions correctly for the two unpromoted classes and their promotion options and they also function as expected

Usually you gain link/image access after both creating a topic and also posting in a topic not created by you.

As a test, if you replace the custom anims you implemented with other ones, will it still happen?

In the case it does not happen, could you then post the link of the animations you used if it turns out it only happens on the original two custom animations (If they’re on the GitHub Repo).

And have you used other patches (like the Skill System) or is it still mostly vanilla FE8?

The patches I’ve used (recalling from memory, don’t know if there’s a way to bring up a concrete list): Skillsystems, drumfix, nimap2, Mokha’s classchg expansion (used for >2 promotion options), and then i dont remember what it was exactly called but there was a patch FEBuilder wanted me to use when fiddling around with unit placer, i think it was FixGenerateBestMovement? Either way those patches I just checked as well to make sure they are up to date

I just replaced the custom animations with the vanilla Fighter and then Brigand animations (from the github repo) and the issue still occurs. I’ll see if I can post media after taking knabepicer’s advice

Okay to check if I can send media and for more clarity to the question from earlier, here is how the custom animations are listed with their given weapons

I guess that means I can upload a UPS patch as well, everything is very messy
UPS patch

Hmmm it would definitely be more helpful to test the file directly then. The UPS patch Google Drive link however needs special permissions for access and I can’t download the file at the moment. Something else: When you installed Mokha’s Classchg patch for more than two promotions, will your classes have 3 promotion options, or will use the full 6 promo options with the patch?

Okay here hopefully this patch link works
Real UPS Patch

Using Mokha’s patch a few classes will have 3 options, most have 2 and some have only 1 option. I also made sure to remove the promotion options in FEBuilder’s own promotion branch pointer since it was causing other issues otherwise. The vanilla class has 3 promo options and the custom class has 2 promo options

After a lot of playtesting, what I found is that units that only equip Axes had something in their code broken along the line and they can’t appear anymore in the promotion screen with Axes. And not only that but this is also happening with Bows (like in Neimi’s case).

You can notice that when you go to select the classes in the promotion list, the units never show either Axes (Bounty Hunter appear with a sword equipped) or Bows (Sniper show no weapon).

And just to be sure, the Berserker does show an Axe, but that’s because it shares the same animations when it has both it equipped and unarmed (you can confirm it if you go to the Berserker animations list and see the tag on both Axe and Item).

This really seems to be something that straight up broke in the code, because I tried basically everything from testing on other units to forcing weapon ranks, yet nothing is working.

Do you have backups of earlier versions Roka? One that the promotions were unchanged.

This is the latest save I have where promotions are untouched, but in addition nearly every class is untouched as well

UPS Backup

The most recent backup I have after that, all the classes have been changed but I had yet to remove the promotion options from FEBuilder’s own promo pointer since I decided to use Mokha’s patch for it. The issue also existed during this time

Yeah I know about the Berserker’s erroneous animation, I couldn’t find an unarmed sprite at the time and diverted my attention elsewhere

No problem! I mentioned it to reinforce how the issue seemed to affect when units had either Axes or Bows equipped specifically. I’ll check out the new UPS file later.

Also, I mentioned if you were going to use up to 3 promo options only, because there is another patch available that does just that; “3 Promotion Branch Options” by Area / 7743. An alternative to the ClassChg patch that I remember testing and working correctly with SkillSys.

This is because in the case of Mokha’s ClassChg patch, I remember in their original topic mentioning some kind of integration with the most recent SkillSys, probably the one available from GitHub instead of FEBuilder’s, so it might have some issues with the FEBuilder version.