This hack consists of 2 parts: 1 for the player units and 1 for NPC/enemy units.
The player version allows rogues to steal anything from an enemy’s inventory provided that a) the item isn’t equipped, and b) the rogue’s con is greater than the item’s weight.
The NPC/enemy version is the same, except it calculates priority based on (cost per use)*(uses). Items with a cost per use of 0 cannot be stolen. If you want an unsellable item to be stealable, simply set the 5th bit (0x10) of weapon ability 1 and set the cost to whatever you’d like.
EDIT: There is a glitch. If a person has an item with the same id and uses as their equipped weapon, that second one will not be stealable either. I’m working on it.
EDIT: EDIT: This glitch is now fixed.
This hack allows you to select what kind of walking sounds a class uses. Included with this file are 2 .dmp files. “walking_sounds_class_dict.dmp” is simply an array where the index is the class ID and the byte at that index is a number corresponding to the appropriate pointer in “walking_sounds_pointer_table.dmp”.
Here are the entries of the latter:
0x0 Walking
0x1 Mounts (horses)
0x2 Wyverns
0x3 Pegasi
0x4 Armored units/Dragons
0x5 Fleet
0x6 F!Mamkute
0x7 Zombies
0x8 Skeletons
0x9 Spiders
0xA Dogs
0xB Mogalls
0xC Gorgon
If you want to change the Eirika lord class to use pegasus noises, for example, simply go to the [class ID-th] index of the first .dmp (in this case, 0x2), and change the value there to the sounds you want according to the second .dmp (in this case, 0x3).
The first table has 0xFF entries, so there’s no need to expand it (the default option is 0x0). You can repoint it in the definitions if you want to. The second table can be expanded if you want to make custom walking noises, although you’ll need to experiment a bit to find out how those work.
The one that Nintenlord has in his FE8 patches folder doesn’t work. In fact, I have no idea what it actually does. If someone figures it out, please let me know.