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How to implement new classes?


PikmTheHero
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Usually you can't add something in a rom without removing anything else, for classes you will likely need to substitute the class/character (ie, change sprites, growth rates, names and whatnot) but you can't add something that was not there in the first place, unless you are pretty darn good at hacking.

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12 minutes ago, Arn said:

Usually you can't add something in a rom without removing anything else, for classes you will likely need to substitute the class/character (ie, change sprites, growth rates, names and whatnot) but you can't add something that was not there in the first place, unless you are pretty darn good at hacking.

Would it be possible to replace one of the unused classes in FE6 with a class from FE8?

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You would repoint and expand the class table. I'm fairly sure FE6 has room for new classes (I know FE8 doesn't). If you're replacing classes, be careful; dragons and bosses especially tend to have hardcoded things, so it's best not to mess with those. FE7 and 8 also have the 'archer on a ballista' class which is important (unless you don't have map ballistae in the game, that is) and 8 has the gorgon eggs, which shouldn't be messed with.

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  • 4 months later...

I think with the new FE Builder you can expand the class limit up to the 0X70 range, should give you a max of I think over 100 total classes. I know it works for FE8 but I haven't messed with FE6 using it yet so I'm not 100% sure it'll work.

Edit: Okay it appears to work with a small amount of basic testing but I should warn that I am not completely sure how well it works.

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