Let's make new items.
There are many dummy items that are not used in FE8, so we will use that area.
(If you want to make more items, you may want to extend the item list)
The character string of FE8 has somehow the name of the stage of FE6.
(This is FE8J's story. FE8U does not have that area. Instead, we recommend using a dictionary area etc.)
This time, we will use the character string ID:0x6B as weapon name.
Please press the “Write” button again.
The Anti-Haffman patch works and you can write this time.
Since we used the character string 0x6B for the item name, we can write 0x6B in the item name part, but it is troublesome to copy it.
FEBuilderGBA has a function called InjectionCallback for such a lazy person.
Double clicking the list name invoked on the link is automatically set to the caller.
Anyway, let's do it.
Double click on the part “006B” of the character string 0x6B.
I chose Unbreakable, Brawe Weapon (4x), Negate Flier Effectiveness, Negate Criticals.
I forgot the Negate Defenses flag, so let's set it if you want to do.
Although it is attaching a flag of Unbreakable, let's specify for Uses just in case.
Hit (100% hit) with ridiculous attack power(attack power=20), and tried it as a Criticals (80% Criticals) with almost fixed.
Weight is 1. It is disadvantageous if it is heavy.
The range of the sword is 1-1 (range for one squares), but since it is impressive, I tried it with a range of 2-3 long bows.
If you change the setting value, you can also attack long distances.
However, if you set the range to 1-3 or 1-4, the mark of attack range at the time of unit selection may be incorrect.
Do not worry because the function will be properly done even if the mark of attack range is strange.
When making it properly, it is necessary to calculate endurance and unit price properly and keep the game balance, but I do not care because this weapon is a cheat weapon.
For this time, I tried to set unit price=100 appropriately.
Price Per * Uses it is durable, when sold at a shop, Price Per 100 * Uses 60 = 6000 gold will be.
Weapons skill level should be 1 for now.
Besides the staff, I think that there is no merit even if it increases.
Because we grow up normally if weapons are used normally.
Since the growth of the staff is slow, it may be good to give a little service.
The effect when used is a weapon, so it is none.
The effect of adding damage is also troublesome, so it's none.You can set poison and absorption.
Also, if you apply state abnormal sword patch (SuperSwordPatch), you can also give effects such as sleeping and confusion.
The weapon setting is completed, but you can not use it unless you have a weapon.
Next we will have this weapon in Eirika.
Eirika has the Super Sword I made earlier.
Since it is made to have rapier before being given in the middle, it is equipped automatically.
Since we made Uses infinite, we can use it infinitely with -/-.
The set value is also reflected in range and hit rate etc.
If you are involved in Super Sword, you can easily crush enemies.
It is OK to be able to crush an enemy, but motion is somewhat lonesome.
Because it was the long bow range, it is only an indirect attack sword like a wind sword and lifting up the sword.
And the enemies will collapse without animation effects.
This is not fun.
And so, next we will set up an attacking animation effect on weapons.
Since the magic animation do not line up in order of items, it is somewhat troublesome to search.
With “Magic Animtion Jump”, you can save time and effort as you will automatically search for it.
Effect ID 0x35 Excalibur or Wind Sword.
Also, the effect is a magic sword so set 0x00.(Freezes at 0x01)
In addition, although it can set various colors such as Map Sprite color, let's leave others as default for the time being.
If you want to increase the Animation Effect, you can go from the additional magic item in the detail menu.
However, you need to install a magic system patch.
Since the magic of GBA FE is hard-coded, it can not be defined unless you have a processing system that can be controlled by script.
Currently, there are numerous proven CSA routines of FEEditor Adv (Maho-patch of FE8JP) and two sets of up-and-coming CSA_Creator with higher resolution.
Both can easily install from the patch screen.
(Both installations are not possible.Only one of them can be installed.)
If you add Effectiveness, you can get higher damage.
It is the effect that the flight unit is weak against bow and arrow, such as armor killer and hose killer.
Let's add a Effectiveness and aim for a stronger sword.
No matter how strong a sword it is, it is only attack power.
If the owner can not bear the attack from the enemy, it can not fight back.
Therefore, let's strengthen the owner by using the ability correction value by item.
As Eirika is still Lv1, it is still weak.
If you do not strengthen your ability, you may be killed before attacking.
Please open the “Super Sword” item screen.
For the time being, I tried about +20.
However, HP correction is done at the time of equipping.
This time it is not done because it is equipped from the beginning.
Movement and physique are valid only for stat booster.
The correction to the item seems to be ignored.
“Super Sword” became the strongest by various cheat.
It is stronger than sacred treasure.
This is a new sacred treasure.
But if that is the case, I would like to generate sacred flashes during battle.
This item has been moved to a patch.
From the patch, set “Simple setting of Sacred Weapons”.
The screen flashes when entering battle.
With this, the super strong sword has become a sacred treasure.
Both the name and reality became strongest.
That concludes the explanation of the super strong sword.
It will not be normal to make strong items so far, but most people can make items if you understand how to make it.