Nevermind, I tested it.
I think it would be cool to be able to make a “list” of dark and light magic, kind of like with the anima triangle patch. Someone could use that in conjunction with some editing of the original weapon ranks to create a magic system akin to the Tellius series.
I didn’t see this in the issues section on Github, so mentioning it here. The debuff overflows if more than 16 units load at once in 1 event, evidently this is a problem that was fixed in the past, but its back again.
By Tellius magic do you mean the Anima triangle within the magic triangle? Because Snakey has already developed a patch to implement this (and I think he recently made it compatible with skill system as well).
Should be in this thread:
It’s done but not quite released yet. This will be released as an update to the skill system along with similar compatibility fixes. I’m still working on those other conflict resolutions, but the update will likely be out within… a week?
Though here, do you mean being able to define a list of tomes you can use with lumina/shadowgift akin to defining FireList, etc? If that’s an option you want to have, I could probably add that for you alongside my other edits.
These lists already exist, they’re just every weapon that’s light or dark respectively? This seems like an attempt to repurpose them into a general weapon lock skill, which I don’t think is within the bounds of those skills specifically.
Hey @Leonarth I think from his earlier post about the triangle in the form of making a list that can be configured to allow the dark and light to have its own triangle within itself like the anima one that was created.
The anima have it owns triangle because it have fire, thunder, wind and may be water or ice. Isn’t light is just light and darkness is just darkness? I can’t think anything inside them like anima or am i just too dumb?
I was thinking backwards. I though that I could somehow use shadowgift and lumina to make certain tomes “light” or “dark” while replacing the normal “dark” and “light” weapon ranks with the other anima elements, creating a sort-of tellius system. This, of course, was a horrible idea. Sorry for causing such confusion within this topic, I’ll try to be a little less retarded next time I come up with an idea.
For buildfiles - check the source file (.s) and find the value (should be clearly commented). For example here’s a snippet of the source for Death Blow, titled “BlowCheck.s”
ldr r0,=0x203A4EC @Move attacker data into r0.
add r0,#0x5A@Move to the attacker’s attack.
ldrh r3,[r0] @Load the attacker’s attack into r3.
add r3,#0x6@Add 6 to the attacker’s attack.
strh r3,[r0] @Store attacker attack.
b SkillReturn @Attacker’s attack. Redundancy? Nah.
In case it wasn’t obvious from the comments, you can change the 5th line to “add r3,#0x2” to get +2 instead of +6. Make sure to compile the source after using devkit.
For febuilder - There’s no real method. 7743 might be able to add some kind of functionality but it’d be a hell of a lot of work.