[FE8] Skill System v1.0 - 404 skills done, more on the way

This.

I’ve keep trying to install it but it keeps giving me errors.

[details=Like this one]
14 errors encountered:
File Master Skill Installer.event, Line 21, Column 1: No code named callHack_r1 found.
File FE8 Skill Description Editor.event, Line 58, Column 1: Symbol SD_Demoiselle isn’t in scope
File FE8 Skill Description Editor.event, Line 59, Column 1: Symbol SD_Gentilhomme isn’t in scope
File FE8 Skill Description Editor.event, Line 60, Column 1: Symbol SD_MaleficAura isn’t in scope
File FE8 Skill Description Editor.event, Line 61, Column 1: Symbol SD_Inspiration isn’t in scope
File FE8 Skill Description Editor.event, Line 62, Column 1: Symbol SD_Charm isn’t in scope
File FE8 Skill Description Editor.event, Line 63, Column 1: Symbol SD_VoiceOfPeace isn’t in scope
File FE8 Skill Description Editor.event, Line 64, Column 1: Symbol SD_Amaterasu isn’t in scope
File FE8 Skill Description Editor.event, Line 65, Column 1: Symbol SD_SpurStr isn’t in scope
File FE8 Skill Description Editor.event, Line 66, Column 1: Symbol SD_SpurMag isn’t in scope
File FE8 Skill Description Editor.event, Line 67, Column 1: Symbol SD_SpurSpd isn’t in scope
File FE8 Skill Description Editor.event, Line 68, Column 1: Symbol SD_SpurDef isn’t in scope
File FE8 Skill Description Editor.event, Line 69, Column 1: Symbol SD_SpurRes isn’t in scope
File Proc Skills Installer.event, Line 96, Column 1: Symbol SkillAnimationPointerTable isn’t in scope[/details]

Seems like you’re not using an up to date version of EA?

Where can I find an up to date version then?

I’m using EA V10.1.1

I’m pretty sure that’s the most up to date version, weird.

it’s probably my fault then lol i’ll fix it soon

So for my hack, I already implemented the following skills:

Light Weight - If holding 3 or less Items, attack speed +3

Pursuit - When attacked, attack speed +2

Wind Disciple - +10 hit and avoid when not at full HP

Patience - Avoid +10 when attacked

Critical Force - Critical is calculated by Skill + luk/2

Killing Machine - Critical is doubled

Mantle - Only certain weapons/units of a certain class can harm enemies with this skill

Pragmatic - Atk +3, Def+1 when fighting an enemy that doesn’t have full health

Chivalry - Atk +2, Def +2 when fighting an enemy at full health

Firey Blood - Attack +4 when not at full hp

Strong Riposte - Atk +3 when attacked

Quick Draw - Atk +4 when attacking

Trample - Attack +5 when fighting non mounted unit (they don’t have Canto)

Hunter - Attack +5 when fighting mounted unit (they do have canto)

Facde - If the unit is under a status effect (poisoned) attack +10 (this should probably be lower)

If I wanted to donate them to this project, what would be the best way to go about doing so?

3 Likes

take a look at the many examples, but basically you simply change the check where appropriate. For things that alter battle calculations, you’d also need to insert a pointer to the routine in the modified calculations loop (the breaker/faire skills are a good example).

So I’ve finally gotten around to just trying to get the patch to work before even starting to try adding in any new skills, and the character menu ended up looking like this:

making me think the patch may be out of date? The nightmare modules weren’t working either and I’m running into the same bugs other users have mentioned.

I think there are certain definitions that are out of scope and aren’t getting properly picked up by the EA, which may be why there is an issue.

Are you using the newest EA?

Yes. The issue with the currently released patch, I would assume, is that there are certain fields pertaining to the skill system that need to be defined that aren’t, such as skill descriptions among other things. It doesn’t have anything to do with EA.

Updated the download with 10 more skills, including Rallies:




(using @Crazycolorz5’s debuff/rally system from FE Destiny)

also added a (very) basic readme.

6 Likes

Success!

HOWEVER! There are some issues I ran into along with some notes I will bring up here:

  1. There are a couple of pointers in the nightmare modules that are undefined. Since the average person will just be using their own skill sets I’d assume, I recommend setting them all to 0 to start.

  2. I am not sure why and this probably isn’t a bug, but pretty much everyone knows vantage.

  3. #include “Extensions/Hack Installation.txt” seems to get called more than once, showing up in a whole bunch of different files. In my case, this was causing hidden errors to occur making the system not fully compile. Removing these includes will fix this issue.

  4. When moving from screen to screen, the character and class names flash

  5. The 4th stat screen page is a bit buggy since you can look at descriptions of things that aren’t there.

  6. This skill system also applies a bunch of other really useful hacks, just to put that out there.

  7. I’m not sure if this is normal, but screen shaking animations like the dragons seem to cause some odd graphics to show up on the sides of the screens.

  8. I am not sure at this time how this hack interacts with other graphical menu hacks like:

or

I don’t know what other critical menu hacks that people would like to use should be tested in association with this one.

2 Likes

It SHOULD have ifdef guards. In case it didn’t, it sure does in V11.0

You should leave those alone and edit skill_lists.event to change who learns what when.

Same as above.

Yeah that’s because I have to clear the buffers in order to let the user display whatever they want on the stat screen. It’s the price of making the stat screen fully customisable. As for the R-text on page 4, that’s not done yeah.

Any chance you could get a screenshot of this?

Added Colossus, Impale, Ignis, Lunge

3 Likes

What does Lunge do?

Switches the attacker and defender’s places.

Swaps the position of player and enemy after battle. It allows a true work of art to appear Conquest Lunatic lategame where like every fucking enemy has lunge and they leapfrog you to the boss only for him to kill you

Well, the enemy AI doesn’t know how to use Lunge at the current time but I’m sure that’ll happen at some point

Oh lmao it happened in the GIF and I couldn’t even tell.