I’m guessing in order to achieve what I want, I would take this piece of code @check if defender has DevilsLuck
mov r0,r5
ldr r1,DevilsLuckID
ldr r3,SkillTester
mov lr,r3
.short 0xF800
cmp r0,#1
beq isDevil
noLuck:
And remove the beq isDevil.
You say you can’t explain it yourself, but can you link to a good tutorial that can teach me where and how to edit this code?
Hum, can someone take a look at the Vengeance and Skybreaker skills? I’ve recently played FE6 in FE8 and both didn’t work. It also happened to me prior in Sacred Trilogy. Skybreaker straight up doesn’t work. Vengeance keeps getting these weird missfires where i either get the animation but not the bonus damage, or i get a display of 3-digit damage but it doesn’t tranlaste to my damage dealt.
Skybreaker requires both that effectiveness rework is enabled and that class types are properly configured. Default febuilder installations do not have effectiveness rework enabled.
If Vengeance procs at a point where the unit with the skill has not taken any damage during the battle, it’s not going to give any bonus damage since it adds half of damage taken during the battle and half of 0 is 0. I don’t understand what you mean by display of 3-digit damage, do you have more information on the conditions that cause that to happen?
Basically, when playing Sacred Trilogy and even FE6 in FE8, i’ve had EP turns where i’d take a hit from an enemy and once the next enemy showed up for another round of combat i’d see the display for damage in the triple digits…which never matched up to the actual damage i did. Or in some cases i’d get the Vengeance visuals, but the enemy was already going to die from my regular second hit and then once the next enemy showed up, i’d get a triple digit damage display on the screen, but it didn’t match the damage i was actually dealing.
This was in the FE6 in FE8 hack, but this also happened in the Sacred Trilogy hack, both more than once. It wasn’t the most common thing, but it was around a 30% chance of happening. In other cases, where the damage on the display was shown as normal, the skill would never deal extra damage even if i hit someone/got hit and Vengeance triggered.
@Sme it seems like, after the ‘Bane & Eclipse Cleanup’, Bane no longer checks whether you have the skill or not, causing it to trigger with any character.
It’s very much possible. I’ve been making my hack this way.
Just run the custom build, and then open the Rom in FEBuilder. Make sure to read carefully the config file, as some hacks can conflict if you install them separately. So it’s easier to install them when making the custom build.
At no point in time has the skill system buildfile been natively compatible with custom builds. Custom builds work differently, but you can largely copy over existing buildfile content into the custom build to use it there. See the FEBuilderGBA guide on custom builds for getting started with that.
I figured the item icon and the skill icon would be different. I’m not sure if the exp share icon makes sense in the fe world for icons, so I thought I’d just leave that decision making to the artist.
For pokemblem I am intending to put it on an equippable item and will use the icon for that, of course.
Protector: If an ally within 2 tiles cannot counterattack, unit deals +2 damage.
Detailed explination of how it works:
Unit who has the skill Protector is Unit A. If another Unit B who is allied to Unit A (Be it a player unit, or a green/yellow army unit) is unable to counter attack any of the enemies in their (Unit B’s) range due to their equiped weapon (Or lack-there-of), Unit A will gain +2 true damage.
Examples:
Protector will will trigger if an ally unit is within 2 tiles, that ally has a 1 range weapon equipped, and there’s at least 1 enemy that can target that ally from 2 range or further OR at 1 range, but the enemy can negate counter attacks (Like with the Dazzle skill)