Good question, I’m not sure as I haven’t tested it. I would assume in the same way the arena handles it. Both it and Dominant Arm use this function to determine the best weapon type GetUnitBestWRankType
Based on that it looks like whichever one is the first in the list that you get an S rank in is the one that gets the boost.
Yeah I spotted this as well. But it’s going to require additional bytes in RAM and the C skill system doesn’t currently have a debuff table to store this stuff in right now, so there’s a lot of trial and error involved. I might look into it. It’s a nice FE4 feature.
Supreme Overlord: Unit deals 10% extra damage for every ally that has died this chapter. (caps at 50%, otherwise this would be one OP boss to deal with)
Beginner’s Luck: Grants +20 hit/avoid. Decreases by 1 every chapter.
Expert’s Experience: Grants 0 hit/avoid. Increases by 1 every chapter.
Fortified: If unit does not move during the player phase, grants +10 def/res during the enemy phase.
Gambler: Every time unit deals damage, reduces damage by up to unit’s luck/2, and then boosts damage by up to unit’s luck.
(Ex. If unit is has 30 luck, Unit could deal between -15 and 30 extra damage.)
Aura skills:
Armored Wall: Armored units within 3 spaces of unit gain +5 defense.
Flier Formation: Flying units within 3 spaces of unit gain +5 Speed.
Unit Menu skills:
Repair: spend 500g to restore 5 durability to unit’s equipped weapon.
Weapon Toss: If unit is using a 1-range weapon and is 2 spaces away from an enemy, unit attacks from 2-range with doubled mt. Weapon instantly breaks on the first hit regardless of if it hits or not.
After spending entirely too much time on this, I finally got Adaptable working.
For those who don’t know, it’s an Engage skill that causes the defending unit to automatically equip their most effective weapon when attacked. Taking into account weapon might, effectiveness, WTA and any abilities the weapon might have.
Might need to revisit the score balancing at some point, but for now it’s functional.
Welp, it’s been a while, but I have some new ideas.
Cautious Blow: +30 CrtAvo when initiating battle. Noticed the -Blow skills lacked a CrtAvo variant. Should be a good answer to low-LCK attackers like Berserkers, or just be a reliable answer to enemy killer equipment.
Weapon Master: +5 damage dealt, +10 hit when user’s equipped weapon’s rank exceeds foe’s equipped weapon’s rank. Encourages use of Silver/other high level gear in the late game instead of just spamming Iron weapons and Hand Axe/Javelin.
Debilitator: Attacks that deal 0 damage apply -4 to all main stats for a turn, grant EXP as if target was damaged. Makes not dealing damage a legitimate niche, instead of something to be avoided, thus allowing low-STR classes like Thief to have legitimate utility beyond being fast.
So i conjured up a few more miscellaneous ideas, based around poison and curses, tell me what you think:
Anti-Magic Field: Silence foes in a 3x3 area around you.
Crippling Poison: Poisoned foes lose 2 MOV.
Poisoned Corpse: On killing a foe, release a poison wave in a 2x2 area around them.
Tainted Healing: Attacking a unit will reduce any healing they receive by 50% until the end of the turn.
Death Blight: Inflict a curse upon a foe. If the unit is afflicted by the 5th turn they die. (basically it’s a status that does nothing, but acts as a ticking time bomb).
And ofc the Summon skills i suggested if they are any interesting. Hell this looks like pretty Halloween themed set of skills i’d argue.
I think it should prioritize actual Hit Rate instead of pure WTA. And then add Avoid. You should also factor AS into the equation. Maybe not putting priority on doubling, but just making sure the enemy doesn’t double. And THEN not Effectiveness or Might. But actual DAMAGE (Because this takes both Might and Effectiveness into account at once). And then Skills last.
So, priority should be: Hit Rate > Avoid > AS > Damage > Skills
Because, say… you could have WTA against a Lance user… with a 50 Hit Steel Axe… and MAYBE if you can also use an Steel Lance, it would choose that. Because maybe it has more hit than the Axe, despite WTA. Because WTA can vary a lot depending on the game, and also the weapon stats themselves.
This is why people say Emblem Leif is so bad in Engage. Because you will auto-equip the master Lance that has a million weight, then get doubled and die. Making the formula better will make the skill better too.
I know it goes against the grain to suggest ideas on my own thread, but I’ve wrangled with this one for a while and thought it’s time to let someone else have a crack at it.
GrassySurge: Slap down a forest tile where the unit is standing
Now, it seems the only way to get this working on all maps is to turn it into a trap. But the trap rework doesn’t seem designed to work with C, so I’ve sort of hit a wall. My next idea was to build a new trap function off of the LightRune one, but that’s currently beyond my skillset.
I’m not sure how it wouldn’t be useful to have a guranteed terrain tile where you want it. That seems like a massive advantage to me. Slap that bad boy in a choke point and watch the dominoes fall.