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.
Alright, I think I have the answer: at 0x3325A, write 21 E0; that’ll make the autocursor focus on the first deployed unit, and will also make the status screen reflect that!
I love it when “X did this but never released it.” If someone can’t provide a public link there shouldn’t be any claim to “did this first” unless it’s really something nobody else is gonna to be able to do.
Update - added a version of the passive stat boost hack that prevents multiple passive boosting items that boost the same stat from stacking their effects. Only the first one in inventory will apply.
You can still have a passive Speedwing and Energy Ring together, but not two Speedwings; and a theoretical item that boosted all stats would not be usable with any other passive stat boosting item.