Where is ArmorMarch_StartOfTurn defined?
Pushed a fix for Keep Up and similar skills that required that pre-battle calculations are run before they apply their movement buff effect, among other things. Updating should fix your issue
I copied the changes you pushed to my own buildfile. But now Keep Up is broken, and it doesn’t give the movement boost.
Could you PLEASE look at by buildfile and tell me what’s wrong? Because I cannot figure it out.
Also, I don’t want to re-do my buildfile from scratch, because if I take the newest version of the Skillsys buildfile, it doesn’t let me edit skills in FEBuilder. This is a problem a friend of mine is having too. How can this be resolved? I think this happens because Skillsys is installed to a different address?
Skillsys master does not support editing in febuilder - that’s up to 7743 if he wants certain builds of skillsys to display nicely in febuilder. You can use github to merge in updates: you do not need to start from scratch. If you’re unable to figure out how to merge in updates, then I cannot help you, sorry. We fix bugs in master, not in people’s forks of master.
But my buildfile is based off an old version of the master buildfile. Somehing must have changed to where it no longer can be read from FEB.
I believe that happens due to the change in the FreeSpace definition. You should be able to fix it by going to CustomDefinitions.event and changing the FreeSpace and FreeSpaceEnd definitions to the old ones.
I’d like to report a bug with the current master buildfile.
When pressing select on the stat screen, the growths display is broken. Somehow, showing text from Personal Data.
This happens without me changing anything. I did not repoint FreeSpace. This also happens when I enable Scrolling Stat Screen Background in Config.
fixed
Hey, does changing the default order of skills have any ill effects on the ROM? For example, Slayer is 7 by default. But if I change it to 200, does that cause any problems?
It doesn’t matter
I think a cool idea for a skill would be one that makes all the user’s weapons not lose durability. Could be called “Blessing”.
This skill sounds silly. But it’s intended use is for bosses, to prevent breaking their weapons and cheesing them.
Me and a friend tried to make the skill by editing Axefaith, but we can’t make much sense of the code.
I am having an issue with Canto+ and I don’t know how to solve it. Its not a major issue, but it is a bit annoying.
Units with Canto+ still get the Canto+ leftover movement even while doing Wait.
Does anyone knows how to make the nightmare staff (from fe8’s final boss) works with the skill system patch?
Hey Guys,
I found some really amazing feature that is supplementary to this patch from
randomization mod (v1.3) for FE8:
(Patch Link:Dropbox)
(ThreadLink:[FE8] Self-Randomizing Rom v1.5)
1-it add “amnesia scroll” which allow you to forget a specific skill
2-save learnt skills to character - this is what I understand
(picture
3-Sacred-Stones-Randomized-V15-En12 hosted at ImgBB — ImgBB)
3-randomize the learnt skill from scroll
Had you tried it, you would love it. Nothing different from the getting a blind box, building a skill set combo, and making your characters extrodinary.
Do you have a searchable wiki for the Skills in this and their Categories/Tags?
No introduced in wiki, but compiled ingame
Let me throw the screenshot here

“Randomizing” is the key word
Self-Randomizing Rom v1.5
This is amazing!
It would be even cooler if you could make it turn into a skill scroll with the skill you forgot after use. That way, we can have skill unequipping like Tellius
Hi, I was wondering where I could find the most up to date version of Skill System? FeBuilder says that mine is depreciated and won’t give me a new version that isn’t also depreciated.


