
It’s time for my bi-yealry dump of random half-rushed-and-barely-tested stuff. Lot’s of AI stuff this time for some reason.
Fixed Autolevels
This is an absurdly trivial hack that makes autoleveled stats non-random (it makes it a static (growth * level + 50) / 100 instead). I didn’t plan on making a proper release of it like that ever but I was told that it might be of use to other people. So here it is.
This is not compatible with Zeta’s AutolevelTweaker it seems.
Ferry AI
(You’ll need both of these hacks to be installed at once, in that order).
This is a custom AI I made for the communist blitz (yes) that allows you to set AI units to “ferry” units from a rescuer to a drop point.
The AiPerfromExtension hack allows hacks to add in “ai perform” actions (or just Ai actions). It’s only really interesting to other wizards but tl;dr FerryAi uses it to allow AI to Take and Drop.
This hack uses 2 perform ids, one AI1 id and one trap id (the trap is used to store locations of drop points); all of which can be configured through definitions before including the installer (see installer for details).
Using FerryAi mostly consists of setting the Ai1 of the ferry units to FERRY_AI1 and using ASMCs to setup drop points:
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ASMC_AddFerryDropTilewill add drop point at coords insB -
ASMC_AddFerryDropTileswill add drop points based on null-terminated list of short pairs pointed to bys2.
FerryAi also comes with a helper ASMC that allows you to load a unit rescued by another:
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ASMC_LoadRescued: loadsUNITpointed to bys1(it’s coords and REDA doesn’t matter, doesn’t need to be preceded byUNIT) and makes the unit corresponding to character ins2rescue it. Returns 0 insCif it fails, otherwise 1.
See CommBlitz Ch10 events for example usage.
Both of those hacks also come with (and use) AiScrDefinitions.event, which fulfils the same role as Extensions/AI Assembly.txt, but is more complete and also not broken (but FE8 only).
Talk AI
This is also custom AI I also made for the communist blitz (also yes). Well, it’s not that custom, as it is mostly just a port of the functionality from FE6 and FE7 that allows AI-controlled characters to seek talking to specific units.
This defines a single macro, AiTryTalkToCharacter, which is basically an entire AI script.
Example:
ALIGN 4
DanAi:
AiTryTalkToCharacter(Eirika)
InjectAi2(CH10_DAN_AI2, DanAi) // Use whatever macro you use to inject AIs
This would make anyone with Ai2 CH10_DAN_AI2 seek talking to Eirika. Note that they will seek talk even if they cannot talk to the target character, which will result in a freeze when they try.
AI doesn’t attack if it can’t do damage
This is something I made this morning at like 1AM “yesterday” on a whim after the fact that this feature exists in FE4/5 was mentioned in VC.
It just checks whether attack - target_defense is lesser or equal to 0 and if so sets target weight to 0 (making it not attack). This means that it may not take into account stuff like pierce procs and whatnot.
LTF Update
Lazberian Turn Flow is not a new hack as you know of course but I updated it to include a cool new featurey thing:


I hope you’re all jealous of my quality art (read: If anybody wants to make something that doesn’t look like garbage I will gladly include it as default).
Guide to changing the graphics
Starting at line 268 (currently) of LazberianTurnFlow.event is this:
ALIGN 4
gLTFTurnSwitchSheetImg:
#incbin "Data/TurnSwitchSheet.4bpp.lz"
ALIGN 4
gLTFTurnSwitchSheetPal:
#incbin "Data/TurnSwitchSheet.gbapal"
This is where the graphics are getting included. If you so wish you can change those to incexts like so:
ALIGN 4
gLTFTurnSwitchSheetImg:
#incext Png2Dmp "Data/TurnSwitchSheet.png" --lz77
ALIGN 4
gLTFTurnSwitchSheetPal:
#incext Png2Dmp "Data/TurnSwitchSheet.png" --palette-only
Edit the Data/TurnSwitchSheet.png file and rebuild using EA.
The LTF update also probably includes some other minor fixes and changes, as I’ve been occasionally adding small polish bits to the thing.
The download a couple of posts above has been updated to include this.
Also LolStats has been updated to not make autoleveled generics stats turbo wack (hopefully) (which in turn makes it also incompatible with both the above Fixed Autolevel and Zeta’s AutolevelTweaker).
That’s it for now! As always, all up-to-date sources and more are in my FE-CHAX repository.
Ask questions and report bugs here blah blah blah (nobody ever does that there anyway) or hit me here or on the discord.
:evaw: