W Dragz thank you
THIS IS AMAZING, HOLY SHIT! YOU’RE THE GOAT, DRAGZ
I had a friend already code a rudimentary version of Entrap for me, but when missing, it would still play the warp animation, but make the target “warp” to the same spot. And it still worked on stationary enemies.
This is so much more clean. It’s incredible ![]()
There should be a padding byte between the item ID and the number of characters to display. Also, why are you setting the damage effect?
Good question
Hello Thracia fans. Presenting Healing Staff Accuracy.
Does (some) of what FE5 does with regard to staff accuracy. Staves that call the ExecStandardHeal function (all healing staves except Fortify and Latona) have a hit rate of [base hit] + (Skill * 4) in 1 RN, capped at 99. This hack does not allow staves to double, however.
Download link: asm/HealingStaffAccuracy at main · GigaExcalibur/asm · GitHub. #include "HealingStaffAccuracy.lyn.event" or Insert EA with FEBuilder.
Enjoy!
This is amazing!
May I ask, if I remove lines 7, 8, ans 9 from the code, will that make it able to reach 100 hit? Or is there other part of the code that should be edited?
Correct. If you want to make staff hit rate capped at 100, just change lines 7 and 8 to 100 instead of 99.
Breaking news, everyone! Apparently my source for this hack was UNRELIABLE and gave me an incorrect formula for FE5’s staff hit rate so they could trick me into making this system more sadistic than it already is. In light of this information I added a set of config options to the hack so users can choose how much they hate the player.
Edit to fit your desired values and #include HealingStaffAccuracy.event / Insert EA with FEBuilder.
On the topic of staves…
Do you think it’s possible to have both MP/2 range and (MP/2)+5 range coexist on the same ROM?
Shtick made this awsome code for FE6 staff range in FE8. But it just changes MP/2 to (MP/2)+5. So I wanted to ask if you’d be willing to have a go at it.
I think having both options in the same ROM would great for flexibility.
I think it’s very poor decorum to have a code request declined by the author and then immediately turn around and ask someone else to edit that person’s code instead.
Regardless, I don’t have enough free time to take requests like this. Sorry to disappoint.
Sorry… I wasn’t trying to be rude. My bad ![]()
Natasha rated worst healer in Magvel, asked to take the next fatal hit for Eirika.
If the lord split menu plus is so good, why isn’t there a lord split menu plus plus?
Introducing Lord Split Menu Plus Plus.
This is an updated rerelease of the Lord Split Menu Plus that contains three improvements:
- The ability to use flags above 0xFF for menu option usability.
- The ability to toggle r-text availability on an individual menu basis.
- The ability to read menu option names from event slots instead of the menu option definition.
#3 is the biggest new feature in this rerelease. Offloading more data into event slots instead of the menu option definition makes custom menus much more modular. Since the same menu can now have differently-named options, that cuts down on the amount of unique menus you’d have to make otherwise.
Pictured: the same menu definition with two different first options depending on whether flag 0x11 is set. Subsequent event code can do different things for whether Kyle/Forde is the first option by checking the value of s1.
Download link: asm/LordSplitMenuPlusPlus at main · GigaExcalibur/asm · GitHub
Installation and usage instructions:
- Define your custom menus in
LordSplitMenuPlusPlus.eventusing the provided macros. A detailed explanation is at the top of that file. #include "LordSplitMenuPlusPlus.event"in your buildfile or Insert EA with FEBuilder.- Call your custom menu with
CallMenu(menu)for buildfile users orSVAL sA menu|0x8000000; ASMC CallChoiceMenuASMC|1for Builder users.
Let me know if you have any questions!
Hey guys, tiny update for Lord Split Menu Plus Plus! Choice menus can now have bottom-of-screen subtitles read from slot B.
Same download link. The CallMenu macro now has a parameter for the text id of the menu’s subtitle - write 0 in for menus without subtitles.
Hey, question: Does this hack ONLY affect Healing staves? Or Does the accuracy check also apply to Restore, Barrier, and Hammerne?
If not, do you think that’s something you would add?
The hack only affects staves which call the ExecStandardHeal for their effect: Heal, Mend, Recover, and Physic. I do not intend to add support for other staves.
Hi, I’m needing some additional help with this. Trying to make it so Latona in Fire Emblem: Sacred Stones Reforged; has 1 use, but auto-refreshes. When trying to follow these steps as outlined; this shows up in FEBuilderGBA; can I have further clarification on what to do?
When I hit step 4; I’m assuming this is the correct screen; but I see no suggestions like what you gave in Step 4; and hitting Open Patch File; also does not reveal anything immediately. If I could receive the guidance here on what to do; I would appreciate it greatly.
It might be that Reforged’s Skill System is too heavily modified for FEBuilder to be able to recognize where the calc loop is. I don’t think this makes it entirely impossible to make this change, but you would need to dig through to find where the calc loop actually is and replace the pointer there (and it might be even more work if there is no dummy routine, depending on how customized it is).
Damn. That would make sense; but I really hope there’s a way around going that deep.
I’ve been doing a little experimentation with this, and I suppose this technically counts as a bug report? The Skill System version of the hack comes with a longer BrokenWeaponEntry macro than the non-SkillSys version with a few extra features. However, these aren’t implemented (as stated in the post I’m replying to), resulting in weapon stats bearing no correlation to the default macro. As far as I can tell, the non-SkillSys macro is still expected in the SkillSys version.
EDIT: This is unambigiously a bug. Units cannot attack with broken weapons. They remain equipped and it is possible to initiate combat with them, but they simply do not attack. It’s easiest to describe with a gif.

EDIT 2: The EQUIP_BROKEN_MAGIC define being set to false disables the stat reductions, but changes no other behaviour and broken magic can still be equipped, with the same issues as with broken weapons.








