How to manually call the SkillTester function?

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  • Hacking method:
    SkillSystem via Event Assembler.
  • Base Game:
    FE8U
  • Steps to reproduce:
    In the SkillSystem, how can I call the SkillTester function from elsewhere? For example, I want to check if a character has a certain skill in mss_page1 to draw different attributes. How can I call SkillTester in mss_page1_skills_leadership.s?

Here’s my code , I tried manually specifying the addresses of the SkillTester and SkillID:

SkillTester:
    .word 0x0902115C        @ I got it from SkillsTest.sym
ChargeAxeID:
    .word 0x0000002C        @44

ldr r3, =SkillTester
ldr r3, [r3]
mov r0, r8
mov r1, #0x2C
mov lr, r3
.short 0xF800
cmp r0, #0
beq LeaderShip

EnergyBottle:
	some code...
	

LeaderShip:
	some code...
	
	
DontDrawIcon:

The problem has been solved. In fact, just call SkillTester directly like in the skill code. Here is my code:

HasSkill:
	ldr r0, =SkillTester        
	mov lr, r0                  
	mov r0, r8                  
	mov r1, #0x2C               
	.short 0xF800               
	cmp r0, #0                  
	beq LeaderShip

EnergyBottle:
	draw_textID_at 21, 7, textID=0x043
	mov		r1, r8
	add		r1, #0x3B
	ldrb    r0, [r1]
	push	{r0}
	draw_number_at 25, 7
	pop 	{r0}
	cmp		r0,#0xFF
	b		DontDrawIcon

LeaderShip:
	draw_textID_at 21, 7, textID=0x042
	mov		r0, r8
	ldr		r3, =GetLeadershipStarCount
	sub		r3, #1 @get rid of unnecessary thumb bit
	mov		lr, r3
	.short 0xF800
	push	{r0}
	draw_number_at 25, 7
	pop 	{r0}
	cmp		r0,#0xFF
	beq		DontDrawIcon
	draw_icon_at 26, 7, 0xCA @change this to the ID you put the icon in

DontDrawIcon: