0805160C: display left hp bar number
08051688: display right hp bar number
08051746: display left top hp bar
080517AC: display left down hp bar
08051878: display right top hp bar
080518D8: display left down hp bar
0805191C: Hit/Dmg/Crt number LEFT
08051946: Hit/Dmg/Crt text LEFT
0805197C: Hit/Dmg/Crt number RIGHT
080519A2: Hit/Dmg/Crt text RIGHT
* HP bar position
080514FC: handle hp bar (one line) y pos
0805172A: handle hp bar (two line) top y pos LEFT
08051770: handle hp bar (two line) bottom y pos LEFT
0805185C: handle hp bar (two line) top y pos RIGHT
080518A2: handle hp bar (two line) bottom y pos RIGHT
* proc definition
Proc_Ekrgauge:
+3A: base yPos
Vanilla table of 2 selectable classes has been retained. You can also config on old table to diy branched promotion classes.
1.2. Expansion
At the same time, there are two list for promotion expansion:
gPromoJidLutExpa
A 0x100 * 4 linear table according to class index.
You can config 4 additional class to promote.You can also config this table by FEBuilder’s patch, ./patches/PATCH_ClassChgExpandList.txt
gClassChgExpaMods
A table for promotion with higher degrees of freedom. A unit can promote to ClassChgExpaMod::jid_promo if:
The configed class index is matched
The configed character index is matched
The configed item is used for promotion
The configed event flag is set
You can config this table by FEBuilder’s patch, ./patches/PATCH_ClassChgExpandModulearList.txt
1.3. Trainees
As for auto-promotion for trainee class, there is also a reworked table for configuration. gpTraineesRe , with two element jid and level .
You can also config this table by FEBuilder’s patch, ./patches/PATCH_ClassChgExpandTrainee.txt
Custom Build
If you want to modify on source code, please refer to CHAX template, note that the C-Lib use the ver.2023.07.31.
You can also write your own jid-getter function and add the function to the list gGetClasschgListFuncs.
/**
* r0: unit struct
* r1: protion item
* r2: out buffer
* r3: length of the out-buffer, DO NOT overflow!
*
* return: amount of the classes to promote
*/
typedef int (* GetClasschgListFunc_t)(struct Unit * unit, u16 item, u8 * out, int len);
extern const GetClasschgListFunc_t gGetClasschgListFuncs[];
Note that this patch has been embedded to the latest version of SkillSystem, you can directly use the FEB patches without installing for skillsys users.
Yeah, it is your work that remind me on digging in such memory. Have you reloced the memory from 0x0E007190 to 0x0E007400? If not, maybe you could refer to this patch.
A EA installer to install Chinese fonts and texts to FE8U.
Since the characters is encoded by UTF8 and glyph is searched by Unicode format (just as what FEB work), so this patch can work together properly with FEBuilder. And multi-language characters (such as Japanese, Spanish, etc) may also be further supported by adding your own fonts and texts.
I’m also working on a template to integrate such fonts & texts to your wizardry project (or say, insert everything through EA), see here.
If you want anything to be done differently in SkillSys master, please make a pull request for it. Is this post just the standalone version of it? But having language packages that are easy to download and place into the folder would be nice. I used the Chinese characters you sent me in Pokemblem for translation purposes.
This reworked script is quite different to the old. FEHRR use a better scheme than two years ago with better handling on different font liberary, so I try on it.
In vanilla, if unit has traded with somebody, he can handle other action freely but can only wait if player want to control other units. You can get more details here. This taken action is saved in gBmSt + 0x3D, and may casue wait during pre-action handler PlayerPhase_PrepareAction. This patch hacked such function and handle on actions before that handler in modular.
Suppose you set Rapier’s range as 1-2 without configuration on SpellAssoc::efx, you may got a problematic animation as a result that dummy efxmagic does not deal the hitted anim properly. This patch fixed on dummy spell anim as below:
vanilla →
Port form FE7 event thunder fx to FE8U with API bmbgfx, event script is intergrated, you may save the target character index to slot2 and directly call for event EventScr_CallThunderfx
I made a patch that displays some arbitrary 64x64 gif / sequence of images as a 16 colour sprite at whichever coordinates on screen. So someone used it to play this animation ingame already. But what you did was an actual port of the fe7 code for it.