Reasonably easy solution to make refresh item like dance/play?

  • Hacking method: FEBuilder
  • Base Game: Fire Emblem 7

Hello, I’m just getting started with fire emblem 7 modding, and I am looking to make an item that functions like dance/play but is limited in number of uses by durability.

Is there a good way to do this for FE7? I tried DancerRingRefresh by Smethlyn but it doesn’t do exactlyyyy what I’m looking for.

I also came across Teraspark’s stuff and saw there is a refresh staff, but I’m not sure if it’s implementable in fe7 as it’s supposed to be for fe8. When I tried modifying a clean fe7 rom with the included event assembler, it didn’t look like it worked. There was an error at line 19 and it looks unchanged in FEBuilder.

I’m looking to just have one item (not all rings) that refreshes, and does nothing else ideally. Unfortunately with DancerRingRefresh I can’t get it to not also do the ring’s ability (eg nini’s grace) at the same time. Also DancerRingRefresh seems to have the side effect of making ring effects last like 6 turns?

In addition to this, having the item be a ring means that the character using it will need to be able to use rings, which means they will have the dance/play ability anyway haha… I would also have to make rings somehow usable by non dance/play units.

It would be better to have the item be a staff or any other type of item really that is just class locked if possible

It’s just a matter of setting their status byte +0x30 to 0, but if you can’t do that, there might be a patch to edit the effect of dancer rings. That way it could be limited refreshes and do very little extra. Maybe the crit boost ring? That isn’t hugely useful imo.

I think if you want something specific and aren’t satisfied with similar hacks, that you have to go out and make it yourself.

Thanks for your reply.

I’d love to if I could but I have no idea what I’m doing with ASM :upside_down_face:. That’s why I’m using FEBuilder; its GUI can handle a lot of the tasks I’d want to without moving a bunch of random numbers around in assembly for who knows what purpose.

At this point I’ve gotten a ring to do nothing but refresh after finding 7743’s RingRework patch, but there is still three minor issues I’d have to balance around if I cant fix:

1: The effect still last 6 turns due to the quirk of Smethlyn’s DancerRingRefresh mod.
This means the character will be unrefreshable again until 6 turns have passed or maybe they’ve received another condition. I cant figure out why this is happening but maybe if there is a 6 somewhere I’m missing that can be changed to 1?

EDIT Epicer helped me out and this part is solved.

I had to change address 090A0766 from “MOV r2, r1” to “Mov r2, #0x1” in the disassembler. Now ring statuses just last one turn :grin:

2: All dancer rings refresh
This means that even though I want to say make Thor’s Ire a refresh ring, all other rings are also refresh rings + some other thing. This would be fine if I perhaps made all the other rings more expensive / rare than Thor’s Ire, but my goal is to have unique rings that do different things.

Imagine if every staff allowed you to heal someone near you in the way that heal does plus do whatever it normally does, it doesn’t really make feel Heal feel all that useful anymore.

3: Rings are tied to units who can dance or play
There is two primary issues that stem from this. Firstly it means any character who can use a ring, already has the dance / play command. Workaround: You can play with a self imposed rule to never use the dance ability.

Second, rings do not have weapon XP or require weapon skill levels. This becomes more of an issue if you have a class that promotes into another that is able to use rings. For example Monk>Bishop in my mod. If this occurs late game, then you’d expect there to be limitations on which rings they can use (not the most powerful ones at first).