So I tried adding new throwable axes to the game and then this happened…
(this only happens at 1 range btw)
Is there any way to fix this?
So I tried adding new throwable axes to the game and then this happened…
(this only happens at 1 range btw)
Is there any way to fix this?
The melee motion for some classes’ handaxe animations in melee are broken; the amazing solution found by our greatly beloved intelligent systems was to just hardcode handaxe/tomahawk to always use ranged motion regardless of range.
If you’re using FEBuilder, install the patch Ranged Animation by Table
by circleseverywhere. Then add your new ranged axe to the table, and everything should work.
I tried to install the patch and got this error
what do i do?
Your event file is wrong. Open up the file Ranged Animation by Table Installer.event
in FEBuilderGBA\config\patch2\FE8U\Ranged Animation by Table\
You open .event files in any sort of text editor, by the way.
Replace the file with / make sure the file matches the following:
#include "eastdlib.event"
#include "Extensions\Hack Installation.txt"
PUSH
ORG $58290
jumpToHack(RangeAnimHack)
POP
RangeAnimHack:
#incbin "rangecheck.dmp"
POIN RangeAnimList
RangeAnimList:
//BYTE RuneSword Tomahawk HandAxe RuneSword 0
BYTE 0x11 0x28 0x29 0x2C 0x00
ALIGN 4
Thanks, it worked. One tiny teensy question tho…
Where exactly is the ranged anims table? I searched it after successfully patching fe7 but I can’t seem to find it (btw sorry if I’m bothering you with stupid questions.)
AHHHH I gave you an FE8 patch damn
Try and search for the bytes 0x11 0x28 0x28 0x2C 0x00
in the FEBuilder hex editor, hopefully this hex string doesn’t reoccur.
There is no builder patch immediately usable for FE7, whoopsie.
Ok done.
… So what am I supposed to do now?
Uhh, honestly? I’m not sure. I mean, I am, but that would require making an FEBuilder patch editor and I myself aren’t even sure how to do it for this specific case.
Oh ok. Thanks for the help, I guess