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Blazing Blade: Lords Weapon Patch


Jotari
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1 hour ago, Kruggov said:

Don't know if this counts as necro, but I'll post it anyway. There's a bug in Lyn Normal Chapter 4 - the two scenes involving the boss in the middle of the chapter instead show Yoder's portrait from FE6. The first cutscene also highlights a wrong spot (the tile directly adjacent to the fortress wall and the edge of the map to the left of the fortress), though it's supposed to highlight the boss.

Also, in the mode select screen, Lyn's sprite is the "Lynarcher" sprite from further up the thread (complete with lack of ponytail, blonde hair and brown-ish clothing), while in the game proper it's the Blade Lord sprite.

I can already see that bow Lyn is MUCH safer than sword Lyn, I don't have to constantly worry about RNG screwing me over with bullshit accuracy hits actually hitting her.

Also, Glass with Light Brand was pretty funny (if a bit scary for this early in the game, considerng that's around 13 attack while hitting Res)

It's a project page, so I think we're safe from necros. Thanks for playing the hack. The reason the Lyn Archer Sprite appears in the selection screen is because I initially thought about using it but then decided not to due to the fact that it doesn't really look like Lyn. I overwrote the normal unpromoted Lyn code though and just mapped her Blade Lord animations to her Lord Animations. To get her back to her normal sprite for the screen select I'd need to export her animation from another rom and import it again. TL;DR: I knew that issue was there, know why its there and know how to fix it, but its so minor and requires too much effort that I haven't bothered to fix it. I will fix the Yodel sprites however, though I probably won't upload the fix for that alone since it's also pretty minor.

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  • 8 months later...
Quote

*Some surprises with the Fire Dragon.

This is incredibly annoying. I didn't know what it meant until too late, now I'm at the final mission with 3 fucking dragons who move and have ridiculous range. Bramimond is next to useless. I just want to get to the ending and the slides ffs, not have some absurd boss battle. Can you even beat this fight without cheesing on HHM? Post a video of you doing so and I'll shut up. 

40 hours on this playthrough and it's likely going to be wasted because of this ridiculous fight.

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On 7/17/2019 at 4:42 AM, eeveveve24 said:

This is incredibly annoying. I didn't know what it meant until too late, now I'm at the final mission with 3 fucking dragons who move and have ridiculous range. Bramimond is next to useless. I just want to get to the ending and the slides ffs, not have some absurd boss battle. Can you even beat this fight without cheesing on HHM? Post a video of you doing so and I'll shut up. 

40 hours on this playthrough and it's likely going to be wasted because of this ridiculous fight.

Huh. Didn't think it was that difficult. The middle one never moves if that helps.

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On 7/18/2019 at 11:46 AM, Jotari said:

Huh. Didn't think it was that difficult. The middle one never moves if that helps.

I have a pretty solid crew of promoted units and around level 15 with many stats capped. I could maybe win the fight, if I let a bunch of units die. The biggest problem is the range on Fire Ball, and the movement is a problem to a lesser degree. Even with lots of rescuing and healing, I don't see how to win this fight without letting a bunch of people die. I barely trained Nils in this playthrough, to focus on characters I haven't before, so Fire Ball one shots him, and there goes any buff possibility. Bramimond is basically Athos redux, he doesn't provide anywhere near as much help to be proportionate to having two more Fire Dragons and a Bolting-type ranged attack to deal with.

Sorry to have been abrasive in that first message, but I really wasn't expecting this fight and I was very ready to be done with this playthrough and see the endings for this specific playthrough. I've given up and moved on to another game. 

Have you completed this fight yourself?

Edited by eeveveve24
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15 hours ago, eeveveve24 said:

I have a pretty solid crew of promoted units and around level 15 with many stats capped. I could maybe win the fight, if I let a bunch of units die. The biggest problem is the range on Fire Ball, and the movement is a problem to a lesser degree. Even with lots of rescuing and healing, I don't see how to win this fight without letting a bunch of people die. I barely trained Nils in this playthrough, to focus on characters I haven't before, so Fire Ball one shots him, and there goes any buff possibility. Bramimond is basically Athos redux, he doesn't provide anywhere near as much help to be proportionate to having two more Fire Dragons and a Bolting-type ranged attack to deal with.

Sorry to have been abrasive in that first message, but I really wasn't expecting this fight and I was very ready to be done with this playthrough and see the endings for this specific playthrough. I've given up and moved on to another game. 

Have you completed this fight yourself?

Yeah I was able to pass the fight with my endgame team. Wouldn't have made something I couldn't beat myself. The dragons move pretty slowly and only the stationary one has the long range attack, so just having it target someone it won't kill that you can repeatedly heal each turn is the key. Then dogpile one of the dragons without being in range of the other ones.

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  • 7 months later...
13 hours ago, Qewe said:

so she only can use bow before promote. after promoted, she can use sword, right ? D rank in sword after promoted ?

Yep. D Rank Swords on promotion for both Eliwood and Lyn (and Hector too given he wasn't changed. D Rank Swords for everyone!).

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  • 5 months later...
On 6/12/2018 at 2:19 PM, Jotari said:

*Short Bow has 1-2 range. For some reason this caused a glitch on the Nomadic Trooper sprite that froze the game, I've only managed to fix it by making the animation think it's a sword when being used by nomadic troopers.

Alright, I have an idea of what happened, I encountered the same problem in my mod. I'm curious on how you fixed it.

Nevermind, I'll walk you through how I isolated the problem and solved it.

648672924_lynandnomadmeleeanimationmissing01.png.21848e06b4d349ceebe87cb4fc63dbbd.png

That's the battle animation tab for Lyn in my mod, for now everything looks good, if you play test the changes and shoot an enemy at range 2, the battle screen works.

However, at range 1, the battle screen freezes when it's time for Lyn to act.

At the same time, when repeating the same action with animation off, the game runs fine.

That's definitively an animation problem, either missing frames or more likely missing code. Let's look more closely at the editor.

576897107_lynandnomadmeleeanimationmissing02.png.a036919195ae3034d3b377e437ead6db.png

Pay close attention, if you just press "play animation" to check your work, you might not see it because it will play 2 frames and then skip to a working sequence (mode 5).

If you check the right column, you'll see "mode 1 melee animation" with just 1 frame and a code 01. Same with mode 3.

As a reference, that's what a working animation sequence looks like:

2145262235_lynandnomadmeleeanimationmissing03.png.f022d34f61497cf4d3031fd441d73384.png

For demo's sake we have made certain the sword melee animation works beforehand (spoiler, it does).

Now, I could painstakingly copy/paste (within the editor) the frames and commands I need to get the animation working, but there might be something simpler to work with and easier to visualize. Like a text file.

Let's export the battle animation into a temporary folder and make sure to dump all files. Among them, there's a txt.file (note, this one is from nomad trooper male but the point stands)

Spoiler

/// - Mode 1
4 p- notm_ar1_000.png
C01
~~~
/// - Mode 3
4 p- notm_ar1_000.png
C01
~~~
/// - Mode 5
C03
C07
1 p- notm_ar1_000.png
3 p- notm_ar1_001.png
2 p- notm_ar1_002.png
6 p- notm_ar1_003.png
C1C
3 p- notm_ar1_004.png
5 p- notm_ar1_005.png
1 p- notm_ar1_006.png
2 p- notm_ar1_007.png
1 p- notm_ar1_008.png
C23
2 p- notm_ar1_009.png
3 p- notm_ar1_010.png
3 p- notm_ar1_011.png
2 p- notm_ar1_012.png
1 p- notm_ar1_013.png
1 p- notm_ar1_014.png
20 p- notm_ar1_015.png
4 p- notm_ar1_016.png
C05
2 p- notm_ar1_017.png
2 p- notm_ar1_018.png
16 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 6
C03
C07
1 p- notm_ar1_000.png
5 p- notm_ar1_033.png
6 p- notm_ar1_034.png
C1C
3 p- notm_ar1_035.png
5 p- notm_ar1_036.png
4 p- notm_ar1_037.png
4 p- notm_ar1_038.png
4 p- notm_ar1_039.png
4 p- notm_ar1_040.png
3 p- notm_ar1_041.png
1 p- notm_ar1_042.png
6 p- notm_ar1_043.png
C24
4 p- notm_ar1_044.png
2 p- notm_ar1_045.png
2 p- notm_ar1_046.png
2 p- notm_ar1_047.png
2 p- notm_ar1_048.png
C23
2 p- notm_ar1_049.png
2 p- notm_ar1_050.png
2 p- notm_ar1_051.png
2 p- notm_ar1_052.png
C23
2 p- notm_ar1_053.png
2 p- notm_ar1_054.png
2 p- notm_ar1_055.png
2 p- notm_ar1_056.png
2 p- notm_ar1_057.png
2 p- notm_ar1_014.png
8 p- notm_ar1_015.png
2 p- notm_ar1_016.png
C05
1 p- notm_ar1_017.png
2 p- notm_ar1_018.png
12 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D

Notice the near empty entries for mode 1 (melee) and mode 3 (melee critical) compared to mode 5 (ranged) and mode 6 (ranged critical).

The solution is simple, just copy the content of mode 5 into mode 1 and mode 6 into mode 3.

it should look like this:

Spoiler

/// - Mode 1
C03
C07
1 p- notm_ar1_000.png
3 p- notm_ar1_001.png
2 p- notm_ar1_002.png
6 p- notm_ar1_003.png
C1C
3 p- notm_ar1_004.png
5 p- notm_ar1_005.png
1 p- notm_ar1_006.png
2 p- notm_ar1_007.png
1 p- notm_ar1_008.png
C23
2 p- notm_ar1_009.png
3 p- notm_ar1_010.png
3 p- notm_ar1_011.png
2 p- notm_ar1_012.png
1 p- notm_ar1_013.png
1 p- notm_ar1_014.png
20 p- notm_ar1_015.png
4 p- notm_ar1_016.png
C05
2 p- notm_ar1_017.png
2 p- notm_ar1_018.png
16 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 3
C03
C07
1 p- notm_ar1_000.png
5 p- notm_ar1_033.png
6 p- notm_ar1_034.png
C1C
3 p- notm_ar1_035.png
5 p- notm_ar1_036.png
4 p- notm_ar1_037.png
4 p- notm_ar1_038.png
4 p- notm_ar1_039.png
4 p- notm_ar1_040.png
3 p- notm_ar1_041.png
1 p- notm_ar1_042.png
6 p- notm_ar1_043.png
C24
4 p- notm_ar1_044.png
2 p- notm_ar1_045.png
2 p- notm_ar1_046.png
2 p- notm_ar1_047.png
2 p- notm_ar1_048.png
C23
2 p- notm_ar1_049.png
2 p- notm_ar1_050.png
2 p- notm_ar1_051.png
2 p- notm_ar1_052.png
C23
2 p- notm_ar1_053.png
2 p- notm_ar1_054.png
2 p- notm_ar1_055.png
2 p- notm_ar1_056.png
2 p- notm_ar1_057.png
2 p- notm_ar1_014.png
8 p- notm_ar1_015.png
2 p- notm_ar1_016.png
C05
1 p- notm_ar1_017.png
2 p- notm_ar1_018.png
12 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 5
C03
C07
1 p- notm_ar1_000.png
3 p- notm_ar1_001.png
2 p- notm_ar1_002.png
6 p- notm_ar1_003.png
C1C
3 p- notm_ar1_004.png
5 p- notm_ar1_005.png
1 p- notm_ar1_006.png
2 p- notm_ar1_007.png
1 p- notm_ar1_008.png
C23
2 p- notm_ar1_009.png
3 p- notm_ar1_010.png
3 p- notm_ar1_011.png
2 p- notm_ar1_012.png
1 p- notm_ar1_013.png
1 p- notm_ar1_014.png
20 p- notm_ar1_015.png
4 p- notm_ar1_016.png
C05
2 p- notm_ar1_017.png
2 p- notm_ar1_018.png
16 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 6
C03
C07
1 p- notm_ar1_000.png
5 p- notm_ar1_033.png
6 p- notm_ar1_034.png
C1C
3 p- notm_ar1_035.png
5 p- notm_ar1_036.png
4 p- notm_ar1_037.png
4 p- notm_ar1_038.png
4 p- notm_ar1_039.png
4 p- notm_ar1_040.png
3 p- notm_ar1_041.png
1 p- notm_ar1_042.png
6 p- notm_ar1_043.png
C24
4 p- notm_ar1_044.png
2 p- notm_ar1_045.png
2 p- notm_ar1_046.png
2 p- notm_ar1_047.png
2 p- notm_ar1_048.png
C23
2 p- notm_ar1_049.png
2 p- notm_ar1_050.png
2 p- notm_ar1_051.png
2 p- notm_ar1_052.png
C23
2 p- notm_ar1_053.png
2 p- notm_ar1_054.png
2 p- notm_ar1_055.png
2 p- notm_ar1_056.png
2 p- notm_ar1_057.png
2 p- notm_ar1_014.png
8 p- notm_ar1_015.png
2 p- notm_ar1_016.png
C05
1 p- notm_ar1_017.png
2 p- notm_ar1_018.png
12 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D

Save the file and re-import them. Test your changes in the editor, save your changes and play test it.

1292307640_FECWmod01.png.8d40e09dc8d142aaf7d9f31d88224750.png

 

Yup, it works.

Edited by Poulp
clarification, grammar
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9 hours ago, Poulp said:

Alright, I have an idea of what happened, I encountered the same problem in my mod. I'm curious on how you fixed it.

Nevermind, I'll walk you through how I isolated the problem and solved it.

648672924_lynandnomadmeleeanimationmissing01.png.21848e06b4d349ceebe87cb4fc63dbbd.png

That's the battle animation tab for Lyn in my mod, for now everything looks good, if you play test the changes and shoot an enemy at range 2, the battle screen works.

However, at range 1, the battle screen freezes when it's time for Lyn to act.

At the same time, when repeating the same action with animation off, the game runs fine.

That's definitively an animation problem, either missing frames or more likely missing code. Let's look more closely at the editor.

576897107_lynandnomadmeleeanimationmissing02.png.a036919195ae3034d3b377e437ead6db.png

Pay close attention, if you just press "play animation" to check your work, you might not see it because it will play 2 frames and then skip to a working sequence (mode 5).

If you check the right column, you'll see "mode 1 melee animation" with just 1 frame and a code 01. Same with mode 3.

As a reference, that's what a working animation sequence looks like:

2145262235_lynandnomadmeleeanimationmissing03.png.f022d34f61497cf4d3031fd441d73384.png

For demo's sake we have made certain the sword melee animation works beforehand (spoiler, it does).

Now, I could painstakingly copy/paste (within the editor) the frames and commands I need to get the animation working, but there might be something simpler to work with and easier to visualize. Like a text file.

Let's export the battle animation into a temporary folder and make sure to dump all files. Among them, there's a txt.file (note, this one is from nomad trooper male but the point stands)

  Hide contents

/// - Mode 1
4 p- notm_ar1_000.png
C01
~~~
/// - Mode 3
4 p- notm_ar1_000.png
C01
~~~
/// - Mode 5
C03
C07
1 p- notm_ar1_000.png
3 p- notm_ar1_001.png
2 p- notm_ar1_002.png
6 p- notm_ar1_003.png
C1C
3 p- notm_ar1_004.png
5 p- notm_ar1_005.png
1 p- notm_ar1_006.png
2 p- notm_ar1_007.png
1 p- notm_ar1_008.png
C23
2 p- notm_ar1_009.png
3 p- notm_ar1_010.png
3 p- notm_ar1_011.png
2 p- notm_ar1_012.png
1 p- notm_ar1_013.png
1 p- notm_ar1_014.png
20 p- notm_ar1_015.png
4 p- notm_ar1_016.png
C05
2 p- notm_ar1_017.png
2 p- notm_ar1_018.png
16 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 6
C03
C07
1 p- notm_ar1_000.png
5 p- notm_ar1_033.png
6 p- notm_ar1_034.png
C1C
3 p- notm_ar1_035.png
5 p- notm_ar1_036.png
4 p- notm_ar1_037.png
4 p- notm_ar1_038.png
4 p- notm_ar1_039.png
4 p- notm_ar1_040.png
3 p- notm_ar1_041.png
1 p- notm_ar1_042.png
6 p- notm_ar1_043.png
C24
4 p- notm_ar1_044.png
2 p- notm_ar1_045.png
2 p- notm_ar1_046.png
2 p- notm_ar1_047.png
2 p- notm_ar1_048.png
C23
2 p- notm_ar1_049.png
2 p- notm_ar1_050.png
2 p- notm_ar1_051.png
2 p- notm_ar1_052.png
C23
2 p- notm_ar1_053.png
2 p- notm_ar1_054.png
2 p- notm_ar1_055.png
2 p- notm_ar1_056.png
2 p- notm_ar1_057.png
2 p- notm_ar1_014.png
8 p- notm_ar1_015.png
2 p- notm_ar1_016.png
C05
1 p- notm_ar1_017.png
2 p- notm_ar1_018.png
12 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D

Notice the near empty entries for mode 1 (melee) and mode 3 (melee critical) compared to mode 5 (ranged) and mode 6 (ranged critical).

The solution is simple, just copy the content of mode 5 into mode 1 and mode 6 into mode 3.

it should look like this:

  Reveal hidden contents

/// - Mode 1
C03
C07
1 p- notm_ar1_000.png
3 p- notm_ar1_001.png
2 p- notm_ar1_002.png
6 p- notm_ar1_003.png
C1C
3 p- notm_ar1_004.png
5 p- notm_ar1_005.png
1 p- notm_ar1_006.png
2 p- notm_ar1_007.png
1 p- notm_ar1_008.png
C23
2 p- notm_ar1_009.png
3 p- notm_ar1_010.png
3 p- notm_ar1_011.png
2 p- notm_ar1_012.png
1 p- notm_ar1_013.png
1 p- notm_ar1_014.png
20 p- notm_ar1_015.png
4 p- notm_ar1_016.png
C05
2 p- notm_ar1_017.png
2 p- notm_ar1_018.png
16 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 3
C03
C07
1 p- notm_ar1_000.png
5 p- notm_ar1_033.png
6 p- notm_ar1_034.png
C1C
3 p- notm_ar1_035.png
5 p- notm_ar1_036.png
4 p- notm_ar1_037.png
4 p- notm_ar1_038.png
4 p- notm_ar1_039.png
4 p- notm_ar1_040.png
3 p- notm_ar1_041.png
1 p- notm_ar1_042.png
6 p- notm_ar1_043.png
C24
4 p- notm_ar1_044.png
2 p- notm_ar1_045.png
2 p- notm_ar1_046.png
2 p- notm_ar1_047.png
2 p- notm_ar1_048.png
C23
2 p- notm_ar1_049.png
2 p- notm_ar1_050.png
2 p- notm_ar1_051.png
2 p- notm_ar1_052.png
C23
2 p- notm_ar1_053.png
2 p- notm_ar1_054.png
2 p- notm_ar1_055.png
2 p- notm_ar1_056.png
2 p- notm_ar1_057.png
2 p- notm_ar1_014.png
8 p- notm_ar1_015.png
2 p- notm_ar1_016.png
C05
1 p- notm_ar1_017.png
2 p- notm_ar1_018.png
12 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 5
C03
C07
1 p- notm_ar1_000.png
3 p- notm_ar1_001.png
2 p- notm_ar1_002.png
6 p- notm_ar1_003.png
C1C
3 p- notm_ar1_004.png
5 p- notm_ar1_005.png
1 p- notm_ar1_006.png
2 p- notm_ar1_007.png
1 p- notm_ar1_008.png
C23
2 p- notm_ar1_009.png
3 p- notm_ar1_010.png
3 p- notm_ar1_011.png
2 p- notm_ar1_012.png
1 p- notm_ar1_013.png
1 p- notm_ar1_014.png
20 p- notm_ar1_015.png
4 p- notm_ar1_016.png
C05
2 p- notm_ar1_017.png
2 p- notm_ar1_018.png
16 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D
~~~
/// - Mode 6
C03
C07
1 p- notm_ar1_000.png
5 p- notm_ar1_033.png
6 p- notm_ar1_034.png
C1C
3 p- notm_ar1_035.png
5 p- notm_ar1_036.png
4 p- notm_ar1_037.png
4 p- notm_ar1_038.png
4 p- notm_ar1_039.png
4 p- notm_ar1_040.png
3 p- notm_ar1_041.png
1 p- notm_ar1_042.png
6 p- notm_ar1_043.png
C24
4 p- notm_ar1_044.png
2 p- notm_ar1_045.png
2 p- notm_ar1_046.png
2 p- notm_ar1_047.png
2 p- notm_ar1_048.png
C23
2 p- notm_ar1_049.png
2 p- notm_ar1_050.png
2 p- notm_ar1_051.png
2 p- notm_ar1_052.png
C23
2 p- notm_ar1_053.png
2 p- notm_ar1_054.png
2 p- notm_ar1_055.png
2 p- notm_ar1_056.png
2 p- notm_ar1_057.png
2 p- notm_ar1_014.png
8 p- notm_ar1_015.png
2 p- notm_ar1_016.png
C05
1 p- notm_ar1_017.png
2 p- notm_ar1_018.png
12 p- notm_ar1_019.png
6 p- notm_ar1_020.png
2 p- notm_ar1_021.png
4 p- notm_ar1_022.png
1 p- notm_ar1_023.png
C01
4 p- notm_ar1_024.png
5 p- notm_ar1_025.png
6 p- notm_ar1_026.png
4 p- notm_ar1_027.png
4 p- notm_ar1_028.png
C1C
5 p- notm_ar1_029.png
5 p- notm_ar1_030.png
4 p- notm_ar1_031.png
C06
4 p- notm_ar1_032.png
1 p- notm_ar1_000.png
C0D

Save the file and re-import them. Test your changes in the editor, save your changes and play test it.

1292307640_FECWmod01.png.8d40e09dc8d142aaf7d9f31d88224750.png

 

Yup, it works.

Sounds like this is something that FEBuilder should feature as a patch.

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