Changed so that if the unit has the Steal skill, the visibility is increased by 2 squares

Changed so that if units have the Steal skill, their visibility increases by 2 squares. This overlaps with the effect of a torch, giving a maximum visibility of 15 squares.

Since GBA, thieves have been granted the ability to ensure visibility, I implemented that in FE5. In GBA, it was increased by 5 squares and had too wide visibility, but that is indeed excessive, so I have only modestly increased it by 2 squares. 2 squares increase alone changes the view a lot.

In this time, the thief's visibility is not class based, but rather skill based. So Marty, who has the personal skill of steal, and Lara, who is promoted to a dancer, will also have increased visibility.

The following process is used to set the visibility of each unit. After saving $0F, plus the set value for each maps and the bonus from a torch, a process is added to determine the unit's skill and increase the visibility if it has Steal.

80:E626  A4 0D		ldy	$0D		; 
80:E628  B9 41 00	lda	$0041,Y		; DeploymentNumber
80:E62B  29 C0 00	and	#$00C0		; Enemy or NPC flags
80:E62E  22 96 B2 83	jsl	$83:B296	; 
80:E632  BF 94 52 7E	lda	$7E:5294,X	; aAllegianceTargets
80:E636  29 FF 00	and	#$00FF		; 
80:E639  C9 00 00	cmp	#$0000		; 
80:E63C  D0 03		bne	$E641		; 
80:E63E  4C FE E6	jmp	$E6FE		; rtl

80:E641  A2 CB 8D	ldx	#$8DCB		; aVisibilityMap
80:E644  86 11		stx	$11		; 
80:E646  B9 03 00	lda	$0003,Y		; X-coordinate of the unit
80:E649  29 FF 00	and	#$00FF		; 
80:E64C  85 0B		sta	$0B		; 
80:E64E  B9 04 00	lda	$0004,Y		; Y-coordinate of the unit
80:E651  29 FF 00	and	#$00FF		; 
80:E654  85 0D		sta	$0D		; 

80:E656  B9 17 00	lda	$0017,Y		; VisionBonus
80:E659  18		clc			; 
80:E65A  6D 19 0E	adc	$0E19		; wVisionRange
80:E65D  29 FF 00	and	#$00FF		; 
80:E660  85 0F		sta	$0F		;