I know there’s already a similar hack for FE7, but would it be possible to boost stats manually?
Something like:
_SETVAL 0xC 0xID
ASMC offset
0xID is the ID of the character you want the stats to be boosted
And by editing some bytes in the code, you can adjust the stat that gets boosted (like, 0x1 = str, 0x2 = skl, etc.) and the amount of bonus you’re gonna give.
Edit: could also be done with multiple SETVAL entries perhaps?
That’s right.
I can add some text and sound via events eventually.
But that isn’t necessary for balancing Difficult Mode, for example.
So yeah, silent.
Alrighty, here you go. Instructions are included with the download but I’ll paste them here:
How to Use:
-Paste write the contents of "ManualStats.dmp" to an offset divisible by four within some area of free space.
-When you want to change a unit's stats, use the following codes:
_SETVAL 0x1 CharacterID Write the ID of the character to be targeted here.
_SETVAL 0x2 Stat Write the stat(s) you want to change
_SETVAL 0x3 Amount Amount to change the stat(s) by. Can be negative.
ASMC Offset+1 Use the offset you pasted the code to, +1
Special values for character ID can be used to target entire factions instead, as listed:
0x00000000: All units
0xFFFFFFFF: All player units
0xFFFFFFFE: All enemy units
0xFFFFFFFD: All NPC units
Accepted values for stats are:
0x0: Current and Max HP
0x1: Max HP
0x2: Strength
0x3: Skill
0x4: Speed
0x5: Defence
0x6: Resistance
0x7: Luck
0xFE or 0xFFFFFFFE: All of the above
0xFF or 0xFFFFFFFF: All of the above except HP
0x8: Constitution
0x9: Movement
So, if I wanted to increase Ephraim's strength by 6, and the code was pasted to 0xB2A610, I'd write the following:
_SETVAL 0x1 0xF Ephraim's ID
_SETVAL 0x2 0x2 0x2 for Strength
_SETVAL 0x3 0x6 Increase by 6
ASMC 0xB2A611
So, if I wanted to increase Ephraim's strength by 6, and the code was pasted to 0xB2A610, I'd write the following:
_SETVAL 0x1 0xF Ephraim's ID
_SETVAL 0x2 0x2 0x2 for Strength
_SETVAL 0x3 0x6 Increase by 6
ASMC 0xB2A611
For now, it only changes the stats of the first unit with the specified character ID, but that could be changed.
Edit: Now it can change all units with the specified character ID.
You know that’s a good idea! I updated the download a second time, now you can target whole factions instead of character IDs if you like; instead of writing a character ID for _SETVAL 0x1 you’d write:
0x00000000: All units
0xFFFFFFFF: All player units
0xFFFFFFFE: All enemy units
0xFFFFFFFD: All NPC units
For the boss thing you could always just make a custom class and set the classes movement to 0 if you were just going to do the same thing manually. Assuming you have room for the class to exist. If you want the boss to start moving later due to an event you can just remove and reload them in a version of the class with movement.