@Mikey_Seregon, I figured out what was causing your problem with generic enemy weapon ranks…when autoleveling an enemy, if the game determines that a unit can’t wield a weapon that has no locks and is of a weapon type they have a nonzero weapon rank in, it will set their rank in that type to the weapon’s rank.
The check for whether a weapon had no locks didn’t account for my lock system, so, assuming that the unit just didn’t have a sufficient weapon rank, it would overwrite the unit’s weapon rank with the rank of the array-locked item…which could lower your weapon rank.
Anyway, to fix this make the following change:
FE7:
-$17ABC: Replace 00 3C 3D 00 with 00 3C 3D FF
FE8:
-$17FC0: Replace 00 3C 3D 00 with 00 3C 3D FF
Is it possible to have an FE8 version of this? I’ve always found it obnoxious that units needed to be in adjacent tiles to get support points in GBA FE.
(Note: The following is included in the current release of the effectiveness rework)
If you’re using my effectiveness rework for FE7, you’ll have a few free bytes in item data; here’s something to make weapon effectiveness vary by weapon. Paste this hex to $28B40 and byte +0x11 in item data will be that weapon’s effectiveness factor; if the value there is 0 or less it will default to 1, so you only need to change items that you want to be effective against certain classes.
Another small thing, this changes the staff/item healing formula to heal based off of the staff/item’s Might byte in item data instead of hardcoded values of 10,20 and 80.
Also included is a version that divides your magic in two before adding it to the healing value and provides healing bonuses for having C/B/A/S rank Staff, for those of you that want staves in the FE12 style. The default bonuses are 1/2/4/8 extra HP healed.
Additionally, it frees up 340 bytes in the region by virtue of not using a humongous pointer table.
To install, paste write the .dmp file at 0x16B68 for FE7 and 0x16FB8 for FE8.
For those of you that want chapters without the main lord in them, here are two small hacks which remove some of the bugs related to that: the autocursor and the status screen. Normally these focus on the first member of your roster, whether or not they’re deployed; this code instead has them focus on the first deployed character.
New hack for FE7 (but easily ported to FE8/FE6 as well) that makes the length of statuses applied by status staves dependent on the level of the caster; the maximum length is still 5 turns though.
Meanwhile, I’ve made a system for items that modify a character’s growths when held - much like FE5’s Crusader Scrolls, both positive and negative growth modifiers can be used.
This hack uses one of the unknown bytes in item data, and makes use of an item’s stat boost pointer; an item set to modify growths will use the first nine bytes of its stat boost as stat boosts as normal, and the following seven bytes will be read for growth mods, for 16 bytes total for the stat/growth boost array for a growth modifier (normal items only use the regular 9 bytes, as before)
There are two versions of this mod - one which allows multiple growth-modifying items to stack their effects, and one which does not. Both of them install in the same way.