Seems it could be worthwhile to have a separate thread specifically for the FEBuilder patch. There’s an awful lot of discourse regarding that version cluttering both this and 7743’s threads up. Or maybe a mod can edit the OP here (since Circles seems pretty inactive) to include a link to the main FEBuilder thread to redirect FEBuilder users if 7743 doesn’t mind.
I understand responsibility for it is a little grey - I don’t think anyone wants to own that patch lmao. Just my two cents.
I thought this was a bug in skillsystems, so I told him to ask a question in this thread.
I’m not using SkillSystems, so I’m not familiar with it.
According to Teraspark’s explanation, this did not seem to be a problem with SkillSystems.
So I think it is a Gorgonath ROM-specific problem.
Knowledge is needed to find out if it is a bug.
Now that the problem has been revealed to be ROM-specific, I’d like to solve it in the FEBuilderGBA thread from now on.
I disagree with splitting the SkillSystems thread.
The bug found in SkillSystems of FEBuilderGBA is because it needs to be reported to SkillSystems, so it takes double time.
Also, like this time, if not sure if it’s a SkillSystems bug, you’ll end up reporting this symptom in this thread.
So I don’t think it makes sense to separate threads.
This routine gets the “weaponAttributes” of the Item and checks if the bit flag of 0x02 (Attacks Res) is valid.
And this routine is the source of the bug.
There are three mistakes in this routine.
Heal Staff does not have the “Attacks Res” flag set.
In vanilla, the Staff does not have this flag set.
So when trying to recover with a Staff, this routine refers to power, not magic.
This is one of the causes of the bug.
There is still more.
The Staff seems to have a special routine, and weaponAttributes may be set to 0 when using the Staff.
Of course, bool r = (0 & 0x2); is false, so the power is referenced, not magic.
This is the second mistake.
In addition, vanilla rules are not good for writing this check.
“Attacks Res” flag has been translated as IsMagic by Nightmare.
However, this is incorrect.
The meaning of this flag is to refer to res, not enemy def.
It is very easy to verify this.
Try removing the “Attacks Res” flag from the Fire magic.
The enemy Def should now be used for Fire damage calculations.
In other words, you can create magic that refers to def, not res.
With this routine of the current SkillSystems you cannot make it.
This is the third mistake.
So how do implement this routine correctly?
is to use “weaponType” instead of “weaponAttributes”
You also need to check for the possibility of “Magic sword”.
@BattleUnit@4C word weaponAttributes
@BattleUnit@50 byte weaponType
“Healing Formula: Staff Might: MAG/2 + Staff Might = Heal”
It is true that this patch does not work.
However, even if you do not install this patch, it will not work properly due to the above bug.
@TrapEntry@00 byte x pos
@TrapEntry@01 byte y pos
@TrapEntry@02 byte trap type id 0=Nothing (unused entry) 1=Ballista 2=Wall/Snag 3=Map Change (yes those are actually traps) 4=Fire Trap 5=Gas Trap 6=Map Change too? game supports them but idk where it might be used 7=Arrow Trap 8=? (used?) 9=? (used?) A=Light from Torch Staff B=Mine C=Gorgon Egg? (needs investigating as to in which circumstances) D=Light Rune
@TrapEntry@03 byte ext1
@TrapEntry@04 byte ext2
@TrapEntry@05 byte ext3
@TrapEntry@06 byte ext4
@TrapEntry@07 byte ext5
IDs must not be duplicated.
Since 0xE is free, I think that it should be changed to it.
Due to this bug, when an egg tries to hatch, it will display NO DAMAGE or the egg will display as a HealTile.
This is due to the TrapID colliding with the egg.
I’ve implemented the fixes for the issues above as well as written fixes for a number of other issues. Once these are merged in, most logged issues should be resolved.
When HIT exceeds 128, it becomes negative.
This is a display issue only.
If the value is negative, a strange display will occur.
-104
SkillSystems hijacks the Text_AppendNumberOr2Dashes function.
And output negative numbers.
However, HIT can sometimes exceed 128.
At this time, it is processed as a negative value.
To solve this problem, I made a patch that changes the display of HIT to use the original routine.
Oh, yeah, maybe you already know about this but there’s enough clutter already for me to just put this here, but there may be an issue with Skillsystems doubling the weapon triangle damage bonus and penalty for every unit. I presume this is a carryover with the Triangle Adept skill which is apparently broken from what I have heard.
This isn’t a bug, it’s just vanilla behavior. The way Movement and Constitution stats are obtained in the vanilla game is they are calculated on the spot every time they are needed; this differs from every other stat where there is a specific function dedicated to getting the value, in which stat boosts are checked. Skill System, among other things, includes modular stat getters, which replace the on-the-spot vanilla mov and con gets with proper getters; however, these do not contain by default anything more than the vanilla getters do. For the rest of the stats, there are also dedicated vanilla functions for getting the stat bonus given the item. As there are not these for mov or con and no one wrote them, the vanilla behavior is retained and boosts for mov and con do not function. This carries as well to passive stat boosts, which call the same functions as equip stat boosts under altered conditions. Not a hard thing to add, but not the result of an issue.