[FE8] Durability based Stat boosters

Here’s another niche patch.

StatBoost

They look like vanilla stat boosters, right?

But they are in fact a durability based item.
image

This frees up to 9 item slots and item effect IDs

Download here.

This requires IER, Icon Rework, and Durability Based items to work, it probably requires Str/Mag split too, but I’m not sure since I only tested this with that patch.

To implement this, go to EngineHacks/Necessary/DurabilityBasedItems/DurabilityBasedItems.event and add some lines:

ALIGN 4
DurabilityBasedItemNameList: //used for item name
DurabilityTextEntry(0xFFFF,True,SkillDescTable)
DurabilityTextEntry(0xFFFD,False,BoostNameTable)
DurabilityTextEnd

ALIGN 4
DurabilityBasedItemDescList: //used for item desc
DurabilityTextEntry(0xFFFF,False,SkillDescTable)
DurabilityTextEntry(0xFFFD,False,BoostDescriptionTable)
DurabilityTextEnd

ALIGN 4
DurabilityItemList: //used for durability
DurabilityItem(SkillScroll)
DurabilityItem(StatBoostItem)
DurabilityItemEnd

ALIGN 4
DurabilityBasedItemIconList: //used for icons
DurabilityIcon(SkillScroll,5)
DurabilityIcon(StatBoostItem,6)
DurabilityIconEnd

ALIGN 4
BoostNameTable:
SHORT 0x0000
SHORT 0x03D4 //Seraph Robe
SHORT 0x03D5 //Energy Ring
SHORT SpiritDustName //Spirit Dust
SHORT 0x03D6 //Secret Book
SHORT 0x03D7 //Speedwings
SHORT 0x03D8 //Godess Icon
SHORT 0x03D9 //Dragon Shield
SHORT 0x03DA //Talisman
SHORT 0x03DB //Boots
SHORT 0x03DC //Body Ring
SHORT 0x0000
SHORT 0x0000
	
BoostDescriptionTable:
SHORT 0x0000
SHORT 0x0483 //Seraph Robe
SHORT 0x0484 //Energy Ring
SHORT SpiritDustDescription //Spirit Dust
SHORT 0x0485 //Secret Book
SHORT 0x0486 //Speedwings
SHORT 0x0487 //Godess Icon
SHORT 0x0488 //Dragon Shield
SHORT 0x0489 //Talisman
SHORT 0x048A //Boots
SHORT 0x048B //Body Ring
SHORT 0x0000
SHORT 0x0000

Then add the icons:

EngineHacks/Necessary/IconRework/IconRework.event

[...]

#define ICON_SHEET_COUNT 6

[...]

InjectIconGfxGetter(6, (prGetStatBoostIconGfx+1))

[...]


prGetStatBoostIconGfx:
	#incbin "asm/GetSheetIconGfx.bin"
	POIN StatBoostIcons

[...]
EngineHacks/Necessary/IconRework/IconRework_internal.event

[...]

ALIGN 4
StatBoostIcons:
#incext Png2Dmp "bin/ItemBoostIcons.png"

[...]

In the StatBoostTable the boost applied is indicated by the durability of the item, the vanilla boosts are set in the slots 0x01 thru 0x0A, you can start adding from there or modify the existent ones.
In the item table assign any item effect ID from 0x10 to 0x18, any of those should do the work as long as you don’t modify them.
For the name and description, use 0xFFFE or any other text ID you set in the Durability Item lists.

Now you can have 254 stat boosters, so, get crazy.

14 Likes

I’d like to report that there is an issue with lines 99-102 of RevampedGetStatBoost.s which causes movement and constitution boosting items to not work as intended.

This is what these lines look like:

ldrb	r2, [r0, #0x08]
ldrb	r2, [r4, #0x1A]
add		r2, r2, r1
strb	r1, [r4, #0x1A]

And this is what they should look like:

ldrb	r1, [r0, #0x08]
ldrb	r2, [r4, #0x1A]
add		r1, r1, r2
strb	r1, [r4, #0x1A]

This is amazing!

I wanna ask… In theory, how many stat booster items could you have with this?
I know there are only so many stats. But let’s say I wanna make multiple items that increase the same stat by different amounts.

How many unique stat boosters can you make with this?

Never noticed that this breaks the scroll skills when used on the prep screen…

I uploaded an improved version fixing that, and now you can specify the IDs for the stat booster, Metis Tome, and Skill Scroll.
Link in first post.
I should have made it comparing the effect ID instead of the item ID, but I’m too lazy to do that right now.

It should be fixed now.

1 Like

Also, I noticed that this ASM will break if using this other one by Teq

Because this is using Durability-based Items, you’re able to “combine” stat boosters and turn them into a different stat booster. IDK if this is also the case with Skill Scrolls.

Is there a way to make these 2 hacks compatible?

Tried to fix that, it gave me a lot of headaches because other things were incompatible with combine, so I desisted.

Here’s what I made:
ASM File

DBI_To_Avoid:
BYTE SkillScroll
BYTE StatBoostItem
BYTE GrowthItems
BYTE EquipableItems
BYTE 0 0 0 0

Good luck.

1 Like

Thank you! I’ll try it out when i have time

Hey, you didn’t make the file in the link accessible. You need to make the file public :sweat_smile:

Dude… it’s been a day. Could you make the file public, please?
image

Link updated.

1 Like

Thank you!

So this should replace the file of the same name in Teq’s asm folder. Correct?

Read it, adapt it, complete it, improve it.
As I said, I desisted from including it on my project because it was incompatible with other things. I don’t know if it works, it’s what I made before giving up.

1 Like