Further investigation and results:
Item Durability manip. works as long as the item is in slot 2; rest of inventory doesn’t matter. See Cases A-C
Cases A-C
Case A: Weapon in slot 3
Case B: Weapons and Item(s) in slots 3-5
Case C: No weapons in inventory
If item question is a scroll, it transmutes the scroll into a Heavy Blade scroll, regardless of what skill it originally contained. Tested this in both Ch22 and Ch23 and got the same result. See Cases D-E
Cases D-E
Case D: Transmuted scroll
Case E: Scroll used on another unit
Upon further inspection, the number of uses on the item is equal to its internal memory slot; as in the index in the Item Editor:
- Member Card: Slot 72 (B16) → 114 (B10), which is shown on previous post.
- Dragonstone: Slot AA (B16) → 170 (B10), which is shown on previous post.
- Elixir: Slot 6D (B16) → 109 (B10), which is shown in hidden tab on this post.
@Hatsuru The probable cause of this behavior is that some code used to copy item slot 2 from SRKM to KRKM erroneously sends the item ID in slot 2 into the item durability in slot 2. No other slot exhibits this behavior, and it doesn’t happen with weapons. Additionally, it doesn’t happen in any other slot - only slot 2. It also appears to be isolated to the code used to transform SRKM into KRKM, and not the other way around.
I have not been able to determine how or why the scrolls all transmute into Heavy Blade; a cursory inspection in FEBuilder reveals no skill in the list called Heavy Blade, nor any skill with such an icon.
EDIT/UPDATE: Item durability manipulation works with anything, even weapons, as long as SRKM/KRKM can’t equip the item in question. See Cases F-I
EDIT/UPDATE: It works with anything. Literally anything (that doesn’t have --/-- durability). Even things that SRKM/KRKM can equip. It just may not be obvious since most normal swords have very low index numbers, so their durability values may appear “normal” due to being below their maximum durability (which usually results in a decrease in durability), which is why I didn’t catch it the first few times. See cases F-K
Also, I can’t post anything else in this thread until someone makes a post due to the 2 posts in a row rule, so until then I will have to keep updating this one.
Cases F-K
Case F: Staff
Case G: Non-equippable weapon type
Case H: Sword for which SRKM/KRKM lacks WLV to use
Case I: Another unit’s PRF sword (will last Iroha at most one map before needing to be reset back to 206 lol)
Case J: Equippable sword
Case K: Equippable sword (durability decreases due to glitch)
Side note: Flare meta returning to pre-nerf peak
Edit: Ch23. Used SRKM/KRKM glitch on the Mine so it has more than 1 use. Proceeded to kill the initial Kronii by having her walk through an entire minefield.
For some reason, the Clock Hands Kronii in wave 2 didn’t spawn as a result. The two backup Kroniis still spawned witho