I made a pull request to fix this - UTF8 uses these bytes for quotes, so it’s been added to parsedefinitions.txt:
[OpenQuote] = [0xC2][0x93]
[CloseQuote] = [0xC2][0x94]
Do you know if there is there any vanilla text that broke?
I made a pull request to fix this - UTF8 uses these bytes for quotes, so it’s been added to parsedefinitions.txt:
[OpenQuote] = [0xC2][0x93]
[CloseQuote] = [0xC2][0x94]
Do you know if there is there any vanilla text that broke?
Yes, there are a few instances. Seth’s spiel about the bracelet after Chapter 6 and Kyle and Forde’s dialogue on turn 2 of Chapter 8 are the examples I’ve encountered testing my hack.
Incidentally, using [0xC2] manually also fixes the issue, so thank you for explaining the solution!
Applying the skill system seems to incorrectly assign ClassType 10 to Gargoyles, meaning only monster-effective weapons are effective against them, not bows or wind magic. This is a simple fix, and may not direct be SkillSys’s fault – just give them the flier type as well.
Hey fellas. How would I go about making a skill that negates effective damage, but only for a specific type/table of effectiveness? Essentially, like a Fili Shield as a skill. And also one for armors and horses.
Is there a way to display a skill scroll’s durability as 1/1 rather than the skill’s decimal value/1?
The scrolls are item drops from bosses. I am using an event to alter unit status and change the scroll’s durability directly in their inventory after the boss unit is placed on the map. But this causes the scroll’s durability to be e.g. 100/1 (for a skill with a hex value of 64).
Maybe make it so that the boss doesn’t spawn with the scroll and then give it to them after they spawn
Hey, I got a question. Given we have the combined stance skills like sturdy stance, swift stance, etc. Is it feasible to have their player phase variants made? like swift sparrow, and such
In theory, yes. The skills you’re thinking of are the Blow skills. Currently, they buff only one stat each, but it’d be more than feasable to make variants that buff multiple stats. I’d have a look into the files for these skills
It’s supposed to do this in general. Seems to work fine for me on master, anyway.
See
https://github.com/FireEmblemUniverse/SkillSystem_FE8/blob/632d7e2a70697e5aa2c5b85ea5fbb874dd397626/EngineHacks/SkillSystem/Skills/EffectivenessSkills/EffectivenessRework.event#L99 for adding items
& nullify for the skill. Skill for specific types only will require writing code.
Idea for a skill:
If the user is female, doubles the might of the equipped weapon.
This is not to be used as an ACTUAL skill, per say. More so, to recreate the effect of the Ladyblade in SoV.
Wasn’t there a patch for that already?
I dont belive so. If there is, could you indicate what it’s called? I tried looking it up just now, and I can’t find anything of the sort
I believe it’s used in the sacred echoes rom, but i don’t know the specifics, i’m not that well-versed when it comes to romhacking
Sacred Echoes doesn’t use traditional skillsystems. They have their own custom code. And I’m not about to dive into that and learn their code from scratch.
Hey. Could someone help me with this really annoying bug I’m having, please?
I installed PhantomSentine’s custom skills onto my buildfile, and one of this skills, Transmute, required to piggyback off of the code of Armor March, and now that causes a bug where the skill Keep Up doesn’t update the movement boost until you look into the unit’s stat screen. I tried removing Transmute, but it still isn’t working normally.
Here’s a link to my buildfile, if anyone wants to take a look. Please help, I’m begging. I don’t know what to do.
Is changing that line of code all I need to do? Or do I need to remove Armor March references from other locations?
You need to merge in some updates, then
How do I do that? What specific files do I have to merge?