Everything here is free to use and modify.
Credit is not mandatory, just don’t take my stuff and claim you’re the one that made it.
Everything here is for FE8.
Ever wanted to include arenas in your hack, but didn’t want people abusing them to max units out?
Arena Level Limits
This hack allows you to set per chapter maximum limits on what units can enter the arena. It isn’t quite plug and play, you’ll have to do a couple things:
- Go into installer.event and change the ArenaLevelLimitTextID define to whichever textID you want to replace. The text itself is built in RAM, so you don’t have to do anything further to have it display.
- Change the entries on the ArenaLevelLimitTable to whatever level limit you want that chapter’s arena to have
It should be compatible with anything that doesn’t alter the arena command usability routine. Though this hack does store its text in RAM - if you find that this does conflict with another hack, just go and change the FreeSpaceRAM define to a different free RAM location.
Tired of empty level ups? Tired of your lords getting stat screwed?
Level Up Rework
This hack makes it so that your units always gain at least 1 stat per level. Furthermore, it makes any of your units with the Lord character ability (not the class ability, the character ability) always gain at least 2 stats per level.
There’s nothing special to do to install it - just #include the .lyn.event file.
It should be compatible with anything that doesn’t modify the same routines, and I’ve tested to make sure it’s compatible with the skill system.
This is written in C, using Stan’s FE-CLIB. As such, it’s pretty easy to modify - if you want to see more features in it, feel free to ask. I can’t guarantee I’ll do everything, but most things you could want wouldn’t be hard (for example, if you want specific units or classes to go to level 25 or 30, that’s easy).
Ever wanted to include offensive staves in your hack?
Normally, offensive staves won’t display their statistics in the attack/item windows (since the game expects staves to display an item use description instead). This hack fixes that problem.
Note that unless you modify the default priest/cleric animations (they need to have the right code to wait for the enemy’s HP to deplete), trying to play attack animations for them softlocks the game. So I’ve included fixed versions of those animations in the zip (made with Animation Assembler). Just #include those ontop of the Installer.event and you’re good to go.