Made a small update to standalone releases. All I did was add #include EAstdlib.event
and #include "Extensions/Hack Installation.txt"
to the installers. If you already have the assembly working in your buildfile or whatever, you shouldn’t need to download anything; this is just for future users that may actually be installing it on its own.
I wanted to have a bigger thing ported over, but I haven’t gotten around to it yet. However, I do have a much smaller thing ready to go.
Obtaining a bag of gold from stealing or an enemy drop will directly give the player money instead of the actual item. The way vanilla FE8 normally does this is by checking specific item id ranges. With this assembly, the game will now read from BagsOfGoldList to determine if the newly acquired item is a bag of gold. If you need to free up more item ids for new items that can actually be stolen or dropped from enemies, this is a nice modification to have.
…I suppose you could also make more bags of gold if you really wanted to.
Description (from main file)
Definable Bags of Gold
This assembly changes hardcoding that checks when an item is obtained from stealing and from an enemy dropping it. Instead of checking for ids written directly in the code, it will read off of a shared list of item ids. As long as the acquired item isn’t on the list, the unit will actually receive that item.
Optional Modification:
HALVE_BAG_OF_GOLD_COST: In vanilla, once the bag of gold is “found”, 100% of its item cost is used for calculating how much gold the player gets. A bag of 3000 gold that was stolen or dropped by an enemy will directly give the player 3000 gold. If a player unit somehow had that same bag of 3000 gold and went to a shop, it would sell for 1500 gold. If you need all 3 of these values to match and aren’t already using assembly that can change how selling is calculated, you can make them match by uncommenting the definition on line 15 (“#define HALVE_BAG_OF_GOLD_COST”). Afterwards, you’ll also need to make sure each bag of gold has its item cost be name*2 in your item editor. Using the 3000 gold example again, that particular bag would need an item cost of 6000.