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triabolical edited this page Jul 19, 2026 · 11 revisions

Note

Info in any Lythos or Cobalt Wiki page may be unneccessary, disorganized, outdated, inaccurate, missing, etc, so we highly encourage you to edit pages to improve them!

Assume everything is straight from the game unless stated otherwise & if there are any restrictions, you can code mod your way out of them.

This guide explains how to make an emblem using Astra, Unity & Lua scripts.

There is some gamedata you may not be able to edit with Astra. You can use this linked tool to extract files. Or you could edit the XML files after making an edit in Astra & saving, then use a text editor like Notepad++ in both cases.

While testing your Astra/XML/TXT edits & your game is running, please use the Cobalt reload gamedata feature! It's a huge time save!

Lip sync, sound banks, & Bond conversations weren't covered.

May be covered at a later date.

Cobalt can read up to 128 unique emblem entries!

God

Click God in the navbar, then click ... at the top left.

God

Important
You'll need to add two items right away, due to a scrolling bug as of writing.

First item is going to be the emblem equip. Give it a unique ID, name of emblem is best.

If you named your emblem:

Important
The name of the second item must start with 相手 & then immediately match the ID of the first item. This version of the emblem needs to be assigned the Enemy force in its ForceType.

The enemy version should be named:

Now to explain the fields.

Fields

MID - Top bar is name address, bottom bar is name itself. All MID addresses are named as MGID_NameOfEmblem so do the same. If you named your emblem Ephraim, naming it MGID_Ephraim is a good choice.

NickName determines the background colour when unit with emblem does their Engage Attack animation. If you didn't make one, you can reuse one.
Named as MGID_H_NameOfEmblem_Nickname, example, MGID_H_Marth_Nickname.
Video of all Engage Attack animations.

ASCII Name - Case sensitive! Many but not all sprite files, such as rings, portraits, & engrave copy the ASCII Name so that it shows up in game. This is used when you make your emblem ring & emblem bond LEVEL UP! image. If you're adding custom engrave sprites, you should read the Godsymbol row here & you should include a txt file with it. The sprite must be fully white, and the text file will only contain one hex number which colors the sprite ingame. The color inside the text file is written as #XXXXXX, replace X with lowercase letters & digits.

You can search for a hex color picker online if you don't like this one.

Asset ID is used in the Asset Table for the game to pick which Engage Attack animation to use. More on that later.

Face Icon Name are for blue & "good" versions of emblems. Corrupted are the same thing except red & "evil" versions of emblems. New face icons are added as Mapstatus (Godface)s.


For both Ring fields, top field is the name address, bottom field is the actual text ingame, both are needed for text to show ingame. Both flavor text that show in the Ring Reference menu, but much of the text in that menu is uneditable in Astra as of writing. You'll have to add it an old fashioned way. The Godface sprite also is shown in this menu, it's name should match the Astra - God - Main - ASCII Name you gave your emblem.

Ring Name - Top field named as MGID_Ring_NameOfEmblem. In vanilla, written as Ring of the..., but you don't have to name yours like that.

Ring Help - Top field named as MGID_H_Ring_NameOfEmblem, bottom field is the actual text ingame. The text here for vanilla emblems is formatted like
The ring where NameOfEmblem sleeps.
A something special about the Emblem's character.


Unit Icon

Sprite of unit. This is used as part of the name in job custom sprites. For icons that show up during Engage, they are named as such, CharacterIconIDE_GodUnitIcon_EquippedWeapon. Make sure your icon names are unique.

If El's character icon is 099El
your engaged E_
the emblem icon equipped is 536Ephraim
but you don't have a weapon equipped _NoWeapon, it should be named
099ElE_536Ephraim_NoWeapon.

You only need to make a _NoWeapon icon if you want a unique icon to constantly show, you can make more if you want weapons to show for icons when they are equipped.

EngageIcon

There's a table in Custom sprites that will help you find the proper name for your sprites.


Changed

Set when you want to have multiple people within an emblem & you want to be able to swap the main emblem character. For every emblem that can swap characters, they must have their own unique set of GIDs. If you're making a copy of the Eirika emblem, you need to create two GIDs.

This is set for Eirika, for the Night and Day mechanic & for Edelgard. If there is two, you use a skill like Night & Day to switch between characters. If there's at least 3 PIDs in Changed, at the start of each turn, the Emblem by your side will be randomly set as one of the PIDs.

The skills related to Night & Day:

NightandDay


Link

Set for Emblem Alear, with Alear's PID written in the field. Enables person written in PID to be able to Engage+ with allies, when you obtain the emblem that allows them to do so.

If you'd like to have your Engage+ emblem show up in your emblem list without being able to equip that emblem, you need to give your emblem the Hero Flag. Emblem Alear doesn't need it as it gets added on when the data is proccessed, but your other Engage+ emblems will.

As of writing, you can't add the Hero flag with Astra.

Can't inherit skills with Engage+ emblems & units can only increase in bond level through support levels with the unit that can initiate the Engage+.

  • None: Bond Level 1
  • C: Bond Level 5
  • B: Bond Level 10
  • A: Bond Level 20
  • Pact Ring: Bond Level 21

You can only have one Pact Ring support for each save file. Whoever is the highest in the Characters list & has SID_主人公 in their Common Skills is the sole person that can give the Pact Ring.

Warning
A PID can't be used as the Link for more than one emblem, otherwise your ring inventory will be empty.


Engage Haunt is only set for Chrom emblems and it refers to Robin's PID. Makes character written here show during chain attacks.

Level is the Bond Level the emblem joins as for everyone. All pre-existing emblems are set to 1, but you don't have to do that.


ForceType

Value Description
0 Emblem you can equip.
1 Emblem you can fight against in maps & the arena.

If your Emblem is a Female, have Female be 1, otherwise leave it as 0.


Good Weapon

Checked for when the 紋章士の得意武器 skill command is used. This is used in Weapon Sync[+].

Each emblem is assigned a Good Weapon value, here's what they mean & who has what in vanilla:

Value Weapon Emblem
0 None Robin
1 Sword Marth, Sigurd, Roy, Leif, Lucina, Ike, Byleth, Corrin, Eirika, Alear, Chrom
2 Lance Ephraim, Dimitri
3 Axe Edelgard, Hector, Camilla
4 Bow Lyn, Claude
5 Dagger No one.
6 Tome Celica, Micaiah, Veronica, Soren
7 Staves No one.
8 Arts No one.
9 Special Tiki

Sort determines where the emblem is placed in the list of your emblem inventory. The higher the number, the lower you are on that list.

Engage Count refers to the Engage Meter, the light blue things that you get from using staves on allies & attacking. All emblems are set to 7. Its best to set it as 7, to ensure the UI is always accurate.

Engage Attack - This field will automatically make whatever skill is set in here a command, no matter it's Timing. Can only use once per Engage.

This is the only way that allows Skill.xml field Rewarp to work. Rewarp is set to at least one for all Warp Ragnarok skills. Rewarp range's is calculated by
[Unit's Starting Position from before you moved] + [Rewarp Value] + [Unit's Movement]
Therefore moving before selecting a Rewarp Engage Attack is pointless.


Engage Attack Rampage

Replaces the Engage Attack when unit is Rampage mode. When unit is in Rampage mode, their Bond Level with the emblem can only increase to 2. All this means in vanilla is that unit gains another weapon, but you can do more than that, whatever Bond Level permits.

Units enter Rampage mode through Chapter Dispos files. Every unit on map starts in State0, which is likely always 0 in vanilla, but can be 1.

After an HP bar is depleted, they enter the next State, State1. After another HP bar is depleted, unit reaches State2, etc... If the value is 1, the unit goes into Rampage. -1 means they keep the previous state the unit is in. The unit can go back & forth to normal mode, to Bond Level 1, if the next State is 0, then 1 to go to Rampage mode, etc...

In this gif, in M014.xml, State0 is 1, & State2 is 0. Lance/Axe/Tome breaker were added to Bond Level 2's Synchro Skills. GID_M014_敵ベレト's Engage Attack Rampage was set to Lodestar Rush. You can use the Time Crystal to turn off the Rampage smoke when unit goes from Rampage mode to normal.

Rampage

This is empty for every emblem in vanilla. Ally Team can go into Rampage but can't access Engage skills in general. Player Team can't Rampage.

Important
When recruiting a unit with an emblem that is affected by Rampage, the latest time you should remove the emblem is the end of the chapter. Keeping this type of emblem will freeze the game if you hover over it via unit when its equipped/emblem ring inventory list, etc...


Engage Attack Link

Overrides Engage Attack to a version that shows when adjacent to the Link Emblem if there is one set, like all DLC emblems except Veronica. If Link Emblem not set & Emblem can Engage+ like for Emblem Alear, Engage Attack is overrided when Engage+ link partners are adjacent.

Note
When emblem can Engage+, has Link Emblem set & Engage+ partners are beside each other when Engage Attack is used, the "Link! Alear & Another Emblem's Bond" will appear even if the unit with the Link Emblem isn't adjacent.

Link to Emblem Alear Engage Attack Link video.
Link to videos of all the Engage Attack Link effects & animations in vanilla.

Interacts weirdly with Skill.xml field Rewarp.
Notice how there's no Engage Attack Link pop up in the first attack & that it uses Override's lightning map animation.
In the second, the IconLabel changes from Override's to Warp Ragnaroks.
Everything else abnormal is from mods.

Rewarp.Engage.Attack.Link.Weirdness.mp4

GBID GodBond ID

Every emblem must have a unique GBID - The game use this to manage bond levels and everything regarding sync skills/inheritable skills. If a GBID is not unique then bonds/skills will be shared with all emblems with the same GBID.

It's named as GBID_NameOfEmblem. If your emblem is named Ephraim, naming it GBID_Ephraim is a good choice..

Emblems that live in the same ring should share the same GBID though. Eirika & Ephraim share one, Chrom & Robin share one, & so do Edelgard, Dimitri & Claude.


Grow Table is set as GGID_NameOfEmblem. If you named your emblem Ephraim, naming this field GGID_Ephraim` is a good choice. It's basically an emblem's Level Data. More on Level Data later.

Level Cap is the Bond Level cap for units. Base Emblems are set to 11. DLC Emblems are set to 99. The actual cap in game is Level Cap -1.


Unlock Level Cap Var Name

All base emblems have this.

Their named as G_JapaneseNameOfEmblem+ レベルキャップ解放
Lucina's is G_ルキナ + レベルキャップ解放, altogether G_ルキナレベルキャップ解放
Lyn's is G_リン + レベルキャップ解放, altogether G_リンレベルキャップ解放

This variable allows the 紋章士外伝_レベルキャップ開放( godName, message ) script function to work.
It releases the Emblem Level Cap. This is used in Emblem Paralogues scripts to unlock further bond levels.
In Lucina's paralogue it's written as 紋章士外伝_レベルキャップ開放( "ルキナ", "S003" )
Link.

M stands for Main, M000-M026 are internal names for Chapters 0-26.
S stands for Side, S001-S015 are internal names for Paralogues 1-15.
G stands for God, God is the internal name for Emblems, G001-G006 are internal names for Divine Paralogues 1-6.
E stands for Evil, the internal name for Fell Xenologue, E001-E006 are internal names for Fell Xenologues 1-6.

Link to list of all chapters.


Synchro Bonuses are usually set in chapter specific versions that buffs specific stats, but can be negative. Vanilla emblems you can equip have all of them set to 0, but you can have it different.


Flags

No Added Exp checked disables unit from gaining bond level experience with emblem.

Enable Ring List checked will allow you to make rings with the emblem, if there is at least one ring in the emblems list.

Unit Icon Darkness & Gauge Darkness

checked will have the emblem use the red "evil" version of the unit icon & engage meter instead. Equippable emblems use regular unit icons & gauges. You should use regular gauges since only regular gauges have the pictures necessary to keep track of the engage meter.

Unit Icon Unit Icon Darkness
Face_Marth Face_MarthDarkness
Gauge Gauge Darkness
EngageGauge7_1 EngageGauge7_7_1 EngageCount4_1 DarknessSynchro CountMaxEffectRed DarknessRampage

Only Engage Weapons is checked for Tiki. When checked, unit is only allowed to attack with engage weapons when engaged.

Armlet

Checked for DLC Emblems. Removing it will affect DLC emblems. While removed, emblem thumbnails use their bond ring version instead if they have it. Veronica uses the Lythos symbol for her thumbnail. It will also make their bracelets invisible, & choosing to polish them will blackout the screen, softlocking the game.

Important
If your emblem is within a bracelet, you should check this off to avoid these issues.


AI Engage Attack Type

Allows AI units equipped with emblems in Nintendo Switch online modes to use the correct engage attack, or enemies with AI_AT_Versus AI. Match the value with whatever engage attack most resembles the one for your custom emblem.

Value Term Emblem
0 None Ephraim, Alear, Robin, all the chapter specific versions of emblems.
1 Attack Marth, Celica, Roy, Leif, Lucina, Lyn, Corrin, Eirika, Edelgard, Dimitri, Claude, Soren, Chrom
2 AttackPierce Sigurd
3 AttackCharge Ike
4 Heal Micaiah
5 Dance Byleth
6 Bless Tiki
7 AttackWait Hector
8 Overlap Camilla
9 Summon Veronica

Now that you're finished, duplicate the item to create an enemy version, by using GID_相手 prefix for the GID. Make sure that this version of the emblem has a different GBID (GBID_相手xxxx is fine) and is ForceType=Enemy.

Equip Enemy
EquipDiff ArenaDiff

Level Data

This section is for the telling the game which items, skills & proficiencies units gain during specific bond levels.

Click Level Data, then scroll down to the bottom of the list. After, right click the grey box with dots inside, beside the Chrom text, then click Duplicate. Chrom's grey box is chosen simply for convenience.

Level Data

Have the ID be the same as the GID in Main.

Click the arrow beside the new item. Then click Level 1.

If you're not reusing skills or items, you can clear them by clicking X for each skill & item. To remove slots completely, click the - button.

Level Data 2

Stat bonus skills like Speed + 1 are always set in Synchro Skills to be emblem equip bonuses but you can put them anywhere.
SID_敵エンゲージ技ダメージ軽減 is set for every emblem's Engage Skills in Level 1, it reduces Foe Engage Attack Damage by 20%. You can change it to a different one.

Engage(Infantry) are for units engaged in the Back Up class type, Engage(Fist) are for units engaged in the Qi Adept class type.

Clicking Engage(Class Type) field bars
is not supposed to drop down skills
it's supposed to drop down items.
Issue has already been made.

Aptitude is proficiencies gained during that level. You can learn multiple proficiencies in a level. Click here to see which numbers grant which proficiency.

Important
Do not have Aptitude above 0 for the Level you set in Main. Having the emblem give proficiencies in the same Bond Level the Emblem joins as will cause the game to freeze when you equip that emblem.

Aptitude Cost Weapon is usually set to 100 when a specific proficiency is gained, but unknown what it actually does. If gaining Sword proficiency, set Aptitude Cost Sword to 100 to be safe, etc...

Flags
1 - Enables Inheritance for unit. Doesn't work if set before Level 5. Flag set in Level 5 in vanilla.
2 - Reduces number of engage meter charges needed to Engage by 1. Flag set in Level 11 in vanilla.
4 - Allows for unit to stay engaged for 1 more turn. Flag set in Level 20 in vanilla.

Usually emblems follow a pattern of Level 1, 10, & 15 each granting a new Engage Weapon units can used when they reach those Bond Levels. You don't have to follow this pattern.

Once you are done with Level Data, use Insert Below to put it at the bottom.

Add another item like you did before.

Items

This is what an engage item typically looks like. There is more data you can edit if you scroll down.

Engage Item

Make sure the Rare, Cannot Trade & Engage are checked. Rare means you can't discard or sell the weapon.

For every item your emblem can grant during Engage, you must create another copy of it, and have it look like this.

Solo Item

Make sure you uncheck Engage.

Important
The solo weapon is used for the Arena. If it does not exist & it's ID doesn't end in _通常, the game will softlock if you choose to fight the emblem in the arena.

You also use this weapon if you want to fight the emblem in a paralogue or if you want the emblem to summon with the weapon.

Important
An emblem can't give more than 3 Engage items at a time. If an Emblem gives more than 3 Engage items at a time, the game will freeze if you equip that emblem.

Can't edit augment engage weapon data with Astra as of writing.

Once you're done making your items, you can put them the God Level Data section.

Characters

You'll need at least 1 version of your emblem, for the Arena. You can make two more, if you want to be able to fight the emblem like in a paralogue, & if you want to be able to summon it.

If you want, you can have an icon specifically for your emblem. Characters icon are named as:

Male Female
CharacterIconID_ClassUnitIcon(M)_EquippedWeapon
Male Alear
CharacterIconID_ClassUnitIcon(F)_EquippedWeapon
feMale Alear

Rosado uses female icons/bodies/animations because he has the Crossdress Flag enabled in Characters.

The ClassIconWeapon field is usually set as NoWeapon, but can set to a different default icon if desired.

Your emblem will usually be in a unique class, so their icon will be named something like:
536Ephraim_536Ephraim_NoWeapon.

To make a new class for your emblem...

Arena

When you're adding an item, make sure it starts with PID_闘技場_ + GID of your emblem.
If you're emblem GID is Ephraim, it would be: PID_闘技場_Ephraim.

Remember to give Arena version the item the Emblem gives last.

For example, if the last Engage item Marth gives is Falchion Engage version, in Characters, they should have the solo version of Falchion in their Items.

Arena Character Weapon

Arena Character

Summon

All who are summoned have their PID start as PID_召喚. For emblems summoned, their PID is PID_召喚_GID, sometimes, PID_召喚_GID_Color if multiple versions of emblems can be summoned.

For example, PID_召喚_リーフ_赤.

Emblems also have things written in the Summon Emblem field. You put the GID of the emblem you want summoned there.

What each Summon Color represents: Summon Color

What each Summon Rank can summon in vanilla: Summon Rank

Rank 1 - Base class units
Rank 2 - Advanced class units
Rank 3 - Emblem units

You can summon your emblem at any rank.

Make sure they have an AID set, AID's for Emblems are set as AID_Person_GID.
Summonable Marth's AID is set as AID_Person_マルス.

Things will make more sense if you click the heading above. You may not need to read this section if you used Unit Asset/Outfit Customizer Plugin or Draconic Vibe Crystal: Runtime Randomizer + More to make your character.

If you want to make a custom model...

Many of the fields work in multiple or all Modes but in this guide we'll be describing how the general unit has their Asset Table items.

List of all fields that require strings & what is used ingame.

Comment doesn't do anything ingame, but setting one would be a good choice anyway to remember what that specific Asset Table item does.

You also have to assign multiple AssetTable entries for the emblem. If you're incorporating multiple Changed fields, don't forget to make entries for the emblem swap partner.

Asset Table

You need..

Engage Attack

Engage Attacks are mostly hardcoded, assuming you haven't made your own, we'll be editing preexisting entries to have proper animations.

For the Engage Attack, search Asset ID and of the emblem of whose Engage Attack you copied &/or slightly edited using the top left search bar. Look at the list until you see the Asset ID & エンゲージ技 as an item name.

For example, if I copied/slightly edited Twin Strike for my Engage Attack, I would search Eirika's Asset ID + and.
エイリーク and

Click an item that also has エンゲージ技.

Asset Table 2

Then click the field with the Asset ID in it, then put | AssetID of your added emblem For this example, I put | Ephraim

Asset ID To Engage Attack

Do this for each entry that also has エンゲージ技.

Engage Outfit

4 entries. Two for males, two for females.

Asset Table - Engage Outfit - Conditions

If adding new outfit, make sure they're similar to other Engage Outfit entries. If reusing outfit, do the same thing you did with Engage Attack, but instead of Asset ID, it's EID_GID. If the GID of your emblem was Ephraim, it should be EID_Ephraim.

Mode 1 - Onmap Mode 2 - Combat
女装 oBody female uBody female
男装 oBody male uBody male

Used Adjusted Map Zoom and Rotation for Mode 1 screenshots.

Videos of all male & female engage outfits.

Emblem + Arena

The emblem themselves need an entry. Both the equippable version and Arena version should be the Conditions, for the Mode 2 - Combat entry. Only equippable version needs Mode 1 - Onmap model. If you want the Mode 1 - Onmap model to have a weapon constantly equipped, give that entry a BodyAnim.

Emblem

Made other model invisible through Asset Table edits for visibility in screenshots.

Mode 1 - Onmap Mode 2 - Combat
oBody Emblem uBody Emblem
Item

An Asset Table Mode 2 entry for every new item you make. If your item uses a unique model, it needs a unique entry. Otherwise, do what you did with Asset ID, except add | IID_NewWeapon OR | AID_NewWeapon to the item model you're reusing.

Summon

In Characters, whatever you set AID as for the Summon version of the Emblem becomes the Condition used in Asset Table.

You need two entries, for Mode 1 & Mode 2.

Once you're done with all of that, save!

Bond Rings [WIP]

In regular gameplay, you can only equip either a bond ring or emblem ring, but with the Bond Rings alongside Emblem Rings (+Support Rings), you can equip 1 of both! That mod almost edits every line in Ring.xml, so if you're also editing pre-existing lines & running that mod's Ring.xml, you should know about this.

You don't have to build a new model for your bond ring, but the option does exist. The FEH bond rings all have unique ones.

Bond LEVEL UP! Image

The image's width must be 640 pixels wide, 340 pixels high. Linked are these images in vanilla. To actually get your image to show in game, follow the below steps.

This section of the guide requires Unity, so you should have the game off to properly see your file ingame. Please follow the instructions of this guide before you proceed below.

  1. Create a Telop\LevelUp\FaceThumb\Astra - God - Main - ASCII Name.png folder path.
  1. Put the Telop folder in the Assets\Share\Addressables folder in Unity's bottom left Project window.
  1. In Unity, go to Assets\Share\Addressables\Telop\LevelUp\FaceThumb\Astra - God - Main - ASCII Name.png. You may have noticed that your image size changed. No need to worry since it can be easily changed back. It's because

in Texture 2D Import Settings
in Advanced
Non Power of 2 is set to Nearest.

Setting it to None or changing the Texture Type to Sprite (2D and UI) will bring the size back to normal. You can change the Aniso Level to 1 when the Texture Type is Default but it doesn't matter.

Have your image match the Inspector settings. The last word in the Addressable must match your Astra - God - Main - ASCII Name! Click Apply in the bottom right of the Inspector window once you are done.

  1. At the top, click Divine Dragon, then click Build or Divine Dragon Window, doesn't matter.
  1. Make sure your file paths are set properly. The Open output folder after build when checked will open your mod folder in your File Explorer or File Explorer equivalent. The Use legacy Rust patcher should only be checked if having it blank didn't build your bundle properly. It's better to have this setting off. For this file, you don't need it on. Click Build.

The output file path should look something like
C:\Users\user\AppData\Roaming\Ryujinx\sdcard\engage\mods\Emblem Ephraim\Data\StreamingAssets\aa\Switch\fe_assets_telop\levelup\facethumb\ephraim.bundle

  1. If you did everything properly, all that's left is to see if it works ingame.
    The person who made the bottom right image is aware it's ugly, there are actual good ones in Examples.

Emblem Ring

To give your emblem ring a sprite, read the Godring row in this page's table. Make sure the name of the file matches the Astra - God - Main - ASCII Name you gave it!

This section of the guide requires Unity, so you should have the game off to properly see your file ingame. Please follow the instructions of this guide before you proceed below.

This example copies an emblem ring already used in the game, but following them anyway will help you understand how to make an original one.

  1. At the top, click Divine Dragon, hover over Dumper, then click Extract bundles...
Click the following What some folder names stand for
fe_assets_item
acc
uacc
bangle or ring
any checkbox that is in a black border, whatever ring most resembles the ring you want your emblem to have. This example has Eirika's selected.
After that, in the bottom right click Extract, then click Extract again.
Once it's done extracting, click the X in the top right to close the window.
three = Edelgard
eirik = Eirika
kamui = Corrin
leaf = Leif
lin = Lyn
lueur = Alear
siglud = Sigurd
  1. Go to the Assets\Share\Addressables\Item\Acc\uAcc\ring folder. Right click the folder inside, & rename it to the Astra - God - Main - ASCII Name you set for your emblem.
  1. Left click the renamed folder, then click Prefabs. Right click uAcc_ring_NameOfDumpedEmblem, and rename it to uAcc_ring_[Astra - God - Main - ASCII Name].
  1. Click the renamed file again & in the Inspector window, there's a checkbox beside Addressable, click to give it a checkmark. The **Addressable** path should be Item/Acc/uAcc/ring/[Astra - God - Main - ASCII Name]/Prefabs/uAcc_ring_[Astra - God - Main - ASCII Name]. Click anywhere but the Addressable field bar to solidify the edit.
  1. Click Divine Dragon at the top of the page, then click Build or Divine Dragon Window.
  1. Make sure your file paths are set properly. The Open output folder after build when checked will open your mod folder in your File Explorer or File Explorer equivalent. The Use legacy Rust patcher should only be checked if having it blank didn't build your bundle properly. It's better to have this setting off. For this file, you don't need it on. Click Build.

The output file path should look something like
C:\Users\user\AppData\Roaming\Ryujinx\sdcard\engage\mods\Emblem Ephraim\Data\StreamingAssets\aa\Switch\fe_assets_item\acc\uacc\ring\ephraim\prefabs\uacc_ring_ephraim.bundle

  1. If you did everything properly, all that's left is to see if it works ingame.

Obtaining emblems

You obtain emblems through Lua scripts. You can use UnitCreateGodUnit(pid, gid) or other methods, along with other methods if desired, potentially custom ones to obtain emblems. You can also obtain emblems through chapter scripts.

It can be through custom Lua scripts that execute when you enter the somniel. Somniel scripts can't be written in Astra as of writing. Example below will grant you an emblem if Chapter 3 is completed and if the emblem currently does not exist.

// Lua Script to add "GID_MyEmblem" to the party.
function GetMyEmblem()
// If Chapter 3 is complete (M003) and GodUnit "GID_MyEmblem" does not exist.
   if HubIsCompleteChapter("M003") and GodUnitExists("GID_MyEmblem") == 0 then
        // Create the GodUnit
        GodUnitCreate("GID_MyEmblem")
   end
end

M stands for Main, M000-M026 are internal names for Chapters 0-26.
S stands for Side, S001-S015 are internal names for Paralogues 1-15.
G stands for God, God is the internal name for Emblems, G001-G006 are internal names for Divine Paralogues 1-6.
E stands for Evil, the internal name for Fell Xenologue, E001-E006 are internal names for Fell Xenologues 1-6.

Link to list of all chapters.

Examples

If you've ever stuck, you can look at these examples.

KrispyLahe's Emblems

Emblem Haitaka

Emblem Black Knight

Emblem Mia

Emblem Crane

Astral Paralogues

Credits
Contributors Contributions
triabolical Info, Additions
AliceShiki Alphys Ashai Badrack Obabman Heritor Raytwo Sierra Info

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