Modular Stat Getters
Read the Doc!
Modular Stat Getters allows you to easily edit the stat getter "routines" so that you do not have to manually rewrite them each time you want to add some mechanic that modifies a stat (such as a skill).
This hack supports (and in fact includes) @Tequila's Con & Mov Getters, along with the vanilla Current HP, Max HP, Power, Speed, Skill, Luck, Defense, Resistance & Aid getters. The included example file (Main.event) intends to replicate vanilla behavior (If there's any error, feel free to ping me here on the Discord).
Credits: @Tequila for the con & mov getters, along with @circleseverywhere for helping me figure generic asm-related things out (and for unknowingly guiding me on the path to IDA Pro heaven. Seriously this thing makes asm-hacking a lot more fun & easier).
Class & Range-based Alternative Spell Animations
This is a simple hack that allows you to specify substitutions to spell animations depending on class. This is essentially an extension to the vanilla hard-coded check for javelin animations (some classes have different animations to fit their battle sprite). For example, you could have Fire animate as Elfire for Promoted classes like Sage.
Now you can also add animation substitutes for close-ranged spells (At range, the standard animation will play). The check for range happens before the check for class, so if you want a class to have different close-ranged spell animation for one animation, you'll have to substitute the global close-ranged one first.
To Install, simply assemble the event file having added the substitutes you want in it (hopefully the way to do it is obvious enough because I am bad at explaining things). Remember to specify an offset if you are not assembling with the buildfile method.
For more information on how to use the buildfile method to build a GBAFE hack, check this guide.
Feel free to ping me here or on the Discord if you have any questions/found any error.