That’s a FEBuilder issue, really.
The Skill System in it’s original form can be modified easily to add anything you want, but when installing with FEBuilder it becomes very tricky to change anything.
You will need to figure out where the battle calculations loop (or the proc skills loop) table has been inserted to, you would then repoint it so you can add an entry to it, which would be a pointer to your min damage 1 routine.
I’m really not sure why that change would be incompatible with the skill system though, the skill system calls the vanilla power calculation routine.
I think that SkillSystems can’t use at the same time because it hooks up the routine.
As you can see from the patch implementation, it is implemented by rewriting the following routines.
Perhaps one of these is hooked to the skill system first, so it doesn’t work properly.
This patch is realized not by intervention in the damage formula but by intervention in the damage evaluation part.
Therefore, even if any one of these evaluation parts competes, it does not work correctly.
They were too buggy and not interesting enough for me to want to go back and fix them so they were removed. We should probably just remove them and the icons and all, unless someone else wants to take a stab at it.
The Skill System has been updated to include as an option a very large engine hack…
A complete strength/magic split! Based off of @Kirb’s FE8 str/mag split based off of @Tequila’s FE7 str/mag split with miscellaneous work by @RobertFPY , @Pikmin1211 , and myself.
Toggle use of this in “Engine Hacks/Config.event”
Included are 2 CSV tables that allow you to set character and class magic stats.
The Magic stat is stored in 0x3A of the character struct.
Features:
New Modular Stat Screen is installed by default with growth display functionality. Display All Weapon Ranks is included.
Easy set-up of a fuly-functional “Spirit Dust” magic statbooster (with a reworked prep-screen item use page): define the item icon ID in “Strmag/_Master Asm Installer.event” and the item ID in “Strmag/Str Mag Split/Installer.event”.
Magic stat is used for spells in combat.
Reworked level up screen to incorporate Mag.
If you define ExpandedLevelUpScreen in “Strmag/Str Mag Split/Installer.event”, an expanded level up screen will be used. This screen, however, has minor yet noticeable graphical issues.
Rally Magic skill is implemented.
All of the various sources of magic debuffs are accounted for (including adding a Seal Magic skill).
An edit of Magic Sword Rework that uses Magic at range. Go to “Strmag/Str Mag Split/Magic Sword Rework/MagicSwordRework.event”
Screenshots
This has been extensively tested, but please report any bugs. Enjoy!
By the way, there’s a miscellaneous fixes pull request coming soon for Strength/Magic. I found some small issues like one in the prep screen usability for the statbooster, some magic sword stuff, etc
so i’ve gone into ephraim’s route and i found some “things” when i patched my gba file: what i found odd is that when i only just use the patch for the skills using ups, some units appear bugged, like some fighters with steel swords whose map sprites are light runes and some knights have axes but can’t weild them… there a couple more but if there’s something i’m not doing right or something i missed pls someone point at where or what i need to look at or do