Area of Effect (AoE)

I have added support for the vanilla rocks animation, as above. But additional animations are up to the user for now. If we as a community figure out more map animations, I would like to include them in this.
There are many config options.
Usability:
Unit
Class
Level
Item
Flag
Skill
Options:
HpCost
Heal
FriendlyFire
FixedDamage
MagBased (for StrMag users)
HitRes
DepleteItem
UsableOnlyIfStationary
PowerLowerBound
PowerUpperBound
MinRange
MaxRange
RangeMask
Animation_ID
Of course, you can also choose the animation, event, and/or sound to happen as part of an AoE attack. I’ve set up a few basic cases for the rocks animation, and written asm to search for where to start displaying the animation (as it does not originate from your selection).
POIN RocksEvent_MiddleVertical
You can also decide on the range mask (the area effected).
ALIGN 4
RangeTemplateTable_SmallX:
BYTE 3 3 // Size (1-indexed, so this is a 3x3y array)
BYTE 1 1 // Center (0-indexed as coordinates, so [1,1] is the center)
BYTE 1 0 1
BYTE 0 1 0
BYTE 1 0 1
This is a small X, for example.
This should not conflict with anything that I’m aware of. It hooks these two addresses in order to display purple tiles instead of blue ones: $1DA98 and $1D9DC.
Febuilder users please note that you should update to the latest febuilder version before installing this for it to recognize your SkillTester. Also note that this is also compatible with vanilla, as it will simply skip the SkillTester in that case.
With thanks to: StanH, Mokha, Huichelaar, Teraspark, Pikmin1211, Sme, 7743, Snek, and anyone else who answers my questions, suggests reference files, or shares code snippets.
Enjoy.