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Thread: Item Data

  1. #1
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    Item Data

    http://www.geocities.com/grand_flamingo/item_data.txt

    use this thread to discuss anything related to item data.

    EDIT
    Updated item data link
    Last edited by Sir_Vimes; 03-30-2009 at 08:29 AM.

  2. #2
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    so, only things left to do are:
    -verify that byte 01 is item weight
    -figure out how bytes 02, 03, 04, and 05 determine stat boosts and also find out if the mech stat boosts are in there somewhere
    -determine what byte 08 does. it's probably special defense (as opposed to elemental or status defense), and most items have 00, the most notable exception being raysword with 32.
    -determine what the all the different types of special defense associated with byte 09 are. this will require that we also screw around with ability data to test it.
    -determine what the rest of the status ailments associated with bytes 0a and 0b are. first we have to find what byte determines WHAT status ailments are added to an attack in the ability data to test this.

    once we get all those, item data is COMPLETE!

  3. #3
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    Byte 08:
    RaySword ------- 32 (00110010)
    LightSword ----- 32 (00110010)
    EasyRifle ------ 14 (00010100)
    KillerRifle ---- 28 (00101000)
    TroopRifle ----- 19 (00011001)
    BehemothRifle -- D8 (11011000)
    LivingRifle ---- 0D (00001101)
    LethalGun ------ 1E (00011110)
    LightRifle ----- 64 (01100100)
    JunkBazooka ---- 05 (00000101)
    GhostCannon ---- 14 (00010100)
    HyperionBazooka: 0A (00001010)
    MissilePod ----- 64 (01100100)
    BigMissle ------ 64 (01100100)
    SuperMissle ---- 64 (01100100)
    BeamSword ------ 14 (00010100)
    MegaBeamSword -- 14 (00010100)
    Hammer --------- 0F (00001111)
    LaserCannon ---- 19 (00011001)
    RailCanon ------ 05 (00000101)
    RailCannon ----- 05 (00000101)
    RailCannon ----- 05 (00000101)
    MachineVulcan -- 05 (00000101)
    LaserCannon ---- 19 (00011001)
    LaserCannon ---- 19 (00011001)
    JunkVulcan ----- 0A (00001010)
    SatelliteBeam -- 64 (01100100)
    BitSystem ------ 64 (01100100)
    RailCannon ----- 05 (00000101)
    Magi-Water ----- 01 (00000001)
    SanctuaryStone - 01 (00000001)
    Last edited by Eroneous; 02-20-2009 at 01:33 PM.

  4. #4
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    I've been looking at bytes 0A and 0B. They both appear to control Immunity to status ailments via a bit toggle. For 0A, 40 = Blind, and 80 = Petrification. The only other value besides C0 (40+80) and 00 is FF on LastRing, which appears to grant blanket immunity to ALL status afflictions (explaining why it's equipped by nearly every boss in the game), so it may be that none of the other bits actually do anything. Alternatively, they *might* possibly be for Mec-only versions of Mess and Palsy. I may recall incorrectly, but while Mecs are immune to Mess and Palsy effects of skills that inflict those ailments on organics, I believe there are a few mec-oriented skills that can inflict those ailments upon mecs (and only mecs). If so, then there may be mec-only versions of those ailments, and the unknown bits of byte 0A may be where they are controlled.

    For 0B:
    01 = Poison (Unicorn Tear)
    02 = Faint (BloodChalice). Instant Death; does NOT include LP attacks.
    04 = Stun (Catsocks)
    08 = "Move" (IronClogs). Presumably means push or knockback as from WaterCannon, Tackle, etc.
    10 = Psychout (AngelBroach, Tao-TiehPattern). Appears to mean "Mess" and "Charm" (and possibly "Angry"?)
    20 = Sleep
    40 = Palsy
    80 =

    Items that say they protect against "sleep" have 60(20+40), and actually protect against both Sleep and Palsy. MysticWear (31) has bit 20 but not bit 40 and protects against Sleep but not Palsy, therefore 20 = Sleep, and 40 = Palsy.

    I am not certain yet that Psychout means "Mess" and "Charm", but several years back, I did extensive testing on an item called FovosGrail, which as far as I know can only be acquired by hacking. FovosGrail is 72 (02+10+20+40), and my notes determined that it protected against Palsy, Sleep, Mess, Charm, and Instant Death, but not Stun, Poison, Petrification, or Blind. This fits with what I found for 72 from other items, except for the missing Mess and Charm. Since there is no "Psychout" ailment, and both Mess and Charm are mental ailments that might be described as "psyching-out" one's opponent, it seems reasonable to assume that Psychout means "Mess" and "Charm". I have also read that there is an ailment called "Angry". I can't ever remember seeing it, but if it exists, it might perhaps be covered by Psychout as well. I will test all these ailments against AngelBroach and Tao-TiehPattern when I have time, to be certain, though if anyone could tell me what enemy ability[s] cause Angry (if any), that would be helpful.

  5. #5
    Once a Great Tit, Always a Great Tit Skankin' Garbage's Avatar
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    Angry is like the rarest status effect in the entire game. I can't remember where I've had someone afflict me with it, but I can at least give you the entry about it off the wiki:

    8. Angry: Characters affected by this status effect can not use techs. When choosing a method of attack, they will choose a target at random, or may not attack at all. Angry wears off after a few turns. Characters affected by Angry can not be affected by the status effects "Mess" or "Charm."

    Speaking of which, that is something worth noting: A character can only be afflicted by the one of the status effects "Mess" "Charm" or "Angry" at a time. That is, if your character has one of these, then status attacks that afflict other ones don't work. I'd say this corroborates your theory that all three are connected.


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  6. #6
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    For Shields:

    Byte 00: Identifies item as Shield. All are 20.

    Byte 01: Probably weight.

    Byte 02: Amount of Mec Stat Boost. If HP, multiply this amount by 5.

    Byte 03: Which Mec Stats will be boosted by Byte 02. Bit toggle.
    00 = None
    01 = STR
    02 = QUI
    04 = INT
    08 = WIL
    10 = PSY
    20 = VIT
    40 = CHA
    80 = HP (multiply Byte 02 value by 5 for HP only)


    Byte 04: Amount of Human/Mystic/Monster Stat Boost. Don't know what bit 80 does, but ignore it for boost value.

    Byte 05: Which Human/Mystic/Monster Stats will be boosted by Byte 04. Bit toggle, same values as Byte 03, above.

    Byte 06: All are 00; ignored.

    Byte 07: Appears to be relative Block Rate. Don't know whether this should be expressed as x/100, x/256, etc, but experience suggests x/100 would be closer.

    Byte 08: All are 00; ignored.

    Byte 09: Immunties to Attack Types. Only Shield value in game is 08 (Water) on GenbuShield and Mizukagami.

    Byte 0A: All are 00; ignored.

    Byte 0B: All are 00; ignored.

    Byte 0C: Attack Elements that can be Blocked. Bit toggle. Tentatively, it appears that if a Shield can Block any one of an attack's Elements, it can Block the entire attack.
    00 = None
    01 = Status
    02 = Force
    04 = Electric
    08 = Cold
    10 = Heat
    20 = Blunt
    40 = Pierce
    80 = Slash

    Byte 0D: All are 00; ignored.

    Byte 0E: All are FF; ignored.

    Byte 0F: All are FF; ignored.

    Bytes 10 & 11: Ability useable by item. Only set for DurahanShield; indicates DeathGaze can be used, but will display name of item instead.

    Bytes 12-1B: All are FF; ignored.


    Using this data, we can finally clear some of the mystery about what each shield can actually block, and how well they do it relative to each other.

    Buckler:__________20 vs Slashing, Blunt
    ShellShield:_______16 vs Slashing, Piercing, Blunt
    ExcelShield:_______28 vs Slashing, Piercing, Blunt
    GenbuShield:______24 vs Slashing, Piercing, Blunt, Cold; Immunity to Water
    DragonShield:_____20 vs Slashing, Piercing, Blunt, Heat, Cold, Electric
    Mizukagami:_______24 vs Slashing, Piercing, Blunt, Heat; Immunity to Water
    DurahanShield:____22 vs Slashing, Piercing, Blunt, Heat, Cold, Electric, Force (i.e. everything but Status)
    WonderBangle:____62 vs Piercing


    BTW, what the heck do all these forums have against Tabs?! Is it so wrong for me to want things to look organized so people can make easy comparisons at a glance?!
    Last edited by Zaraktheus; 02-24-2009 at 11:02 AM.

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    Byte 08:
    RaySword ------- 32 (00110010) 50
    LightSword ----- 32 (00110010) 50
    EasyRifle ------ 14 (00010100) 20
    KillerRifle ---- 28 (00101000) 40
    TroopRifle ----- 19 (00011001) 25
    BehemothRifle -- D8 (11011000) 216 (possibly 216 minus 256 = negative 40)
    LivingRifle ---- 0D (00001101) 13
    LethalGun ------ 1E (00011110) 30
    LightRifle ----- 64 (01100100) 100
    JunkBazooka ---- 05 (00000101) 5
    GhostCannon ---- 14 (00010100) 20
    HyperionBazooka: 0A (00001010) 10
    MissilePod ----- 64 (01100100) 100
    BigMissle ------ 64 (01100100) 100
    SuperMissle ---- 64 (01100100) 100
    BeamSword ------ 14 (00010100) 20
    MegaBeamSword -- 14 (00010100) 20
    Hammer --------- 0F (00001111) 15
    LaserCannon ---- 19 (00011001) 25
    RailCanon ------ 05 (00000101) 05
    RailCannon ----- 05 (00000101) 05
    RailCannon ----- 05 (00000101) 05
    MachineVulcan -- 05 (00000101) 05
    LaserCannon ---- 19 (00011001) 25
    LaserCannon ---- 19 (00011001) 25
    JunkVulcan ----- 0A (00001010) 10
    SatelliteBeam -- 64 (01100100) 100
    BitSystem ------ 64 (01100100) 100
    RailCannon ----- 05 (00000101) 5
    Magi-Water ----- 01 (00000001) 1
    SanctuaryStone - 01 (00000001) 1


    notice:
    LivingRifle ---- 0D (00001101) 13
    i think this is part of mech stats. now, if only it actually made sense.




  8. #8
    Cute Li'l UFO
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    I think it's just a coincidence that byte 08 for LivingRifle also has the value 0D. I don't think byte 08 has anything to do with Mec stats, because bytes 02 and 03 are sufficient for those, even on the LivingRifle. 02 = 0D (13), and 03 = 7F (all stats but HP), which matches with what the LivingRifle does on a Mec. The 0D value in byte 08 isn't necessary to convey Mec Stat Boost data, and byte 08 doesn't appear to do so in other items, ergo it's just a coincidence.

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    i think you're probably right, but look at all those numbers! many of them match up to one stat boost or another for mechs. mostly hp.

  10. #10
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    Byte 04: Cursory glance suggests that bit 7 (80) indicates to DO a status raise based on byte 05. I'm not sure why certain items have 80, indicating to raise nothing, but this may be because if bit 7 is NOT set it does something else.

    Example:
    HardLeather:
    byte 04: 05
    byte 05: 20

    Obviously, HardLeather doesn't give +5 VIT, and all the stat-up equips that I've seen so far have had bit 7 set--PowerBelt, for example, has 94 and 01, indicating +20 STR.

    LaserKnife: --- 0A 0B
    CeramicSword: - 0D 01
    TwinSword: ---- 0A 09
    Osc-Sword: ---- 0F 09
    JackalSword: -- 10 11
    CometBlade: --- 19 03
    Obsidian: ----- 19 03
    Kusanagi: ----- 19 03
    Murakumo: ----- 0F 03
    DragonSword: -- 1E 01
    SilverMoon: --- 19 03
    GoldenLion: --- 19 11
    Lordstar: ----- 14 0B

    KillerRifle: - 19 08
    EagleGun: ---- 0D 0A
    SniperRifle: - 0D 0A
    BehemothRifle: 0A 2A
    AGUNI-MBX: --- 10 2A
    DuelGun: ----- 14 2A
    ZenGun: ------ 14 1A
    LethalGun: --- 14 2A

    HandBlaster: --- 07 0A
    LaserCarbine: -- 0D 0A
    HyperBlaster: -- 19 0A
    BeamCannon: ---- 0F 28
    LightningCannon: 0F 28
    SonicCannon: --- 14 0A
    WaterCannon: --- 0A 28
    JunkBazooka: --- 05 09
    LightVulcan: --- 08 2A
    MachineVulcan: - 12 2A
    Thunderbolt: --- 14 28
    FlameThrower: -- 14 28
    BoltThrower: --- 14 28
    IonCannon: ----- 0F 0A
    GrainCannon: --- 0A 22
    HG-Cannon: ----- 1E 0A
    GhostCannon: --- 0A 10
    LightBazooka: -- 0F 08
    HEATBazooka: --- 1E 08
    HyperionBazooka: 28 08
    BODDYBazooka: -- 08 29
    MissilePod: ---- 0F 09
    BigMissle: ----- 14 09
    SuperMissle: --- 19 09

    LaserCannon: --- 0C 05 (at 2A330)
    RailCanon: ----- 2D 02
    LaserCannon: --- 05 3C (at 2A49C)
    RepairPack: ---- 14 0C (at 2A560)
    OctopusBoard: -- 19 0B
    NakajimaBoard: - 1E 02 (at 2A598)
    NakajimaBoard: - 0F 0E (at 2A5B4)
    V-Special: ----- 0F 7F
    V-System: ------ 0F 7F
    JunkParts: ----- 03 03
    RailCannon: ---- 19 A8 (at 2A624)
    MemoryBoard: --- 19 04
    SecretBoard: --- 0F 04

    HardLeather: -- 05 20
    ArmorVest: ---- 05 20
    BlueElf: ------ 0F 14
    PlutoArmor: --- 14 30
    SprigganSuit: - 19 07
    GolemSuit: ---- 1E 01

    YolkHat: --- 01 0C
    MirrorGlass: 19 0C

    LeatherGlove: 05 01
    SH-Armlet: -- 14 21

    LeatherBoots: 05 02
    Catsocks: --- 05 02
    SH-Anklet: -- 14 22

    SanctuaryStone: FF FF


    That's all the items that don't have bit 7 set in byte 04. Bytes 04 and 05 are listed (in that order.)

    Well, I included SanctuaryStone for gits & shiggles. :P

    EDIT: Well it seems nothing on that list has byte 04 set to 00...interesting? My dunno...
    Last edited by Eroneous; 02-24-2009 at 05:45 PM.

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    does hard leather give +5 vit to a mech?

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    All my diggaz say WHAT!?

    Spoiler: Magic (still) ROCKS!

    http://jamieobeso.blogspot.com/ (updated 7/26/08)

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    Ahhh! So if bit 7 is NOT set those stats apply to Mecs, too..?



    Confuzzlement! I'd best don me new cap!

  14. #14
    Cute Li'l UFO Eroneous's Avatar
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    Ignore this post, it was put in the wrong place.

    Am I just not seeing a 'delete post' button, or am I not cool enough?
    Last edited by Eroneous; 02-24-2009 at 09:40 PM. Reason: Posted in the wrong thread >_<

  15. #15
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    Only mods can delete posts, and we're encouraged not to, barring extreme circumstances, heh.


    All my diggaz say WHAT!?

    Spoiler: Magic (still) ROCKS!

    http://jamieobeso.blogspot.com/ (updated 7/26/08)

  16. #16
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    That's understandable. ^_^

  17. #17
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    I've been meaning to post this for ages--you all may have figured it out already, but I'll post it now anyway, just for clarity.

    Bytes 02 and 03 control stat boosts for Mecs only, as previously discussed. Bytes 04 and 05 control stat boosts for EITHER Mecs OR Humans/Mystics/Monsters, depending on whether bit 80 is set. If 80 is set, the boost applies to H/M/M only; otherwise it applies to Mecs only. The confusion stemmed from the fact that in many cases, the value is just 80, meaning "give H/M/M a stat boost...of 0" followed by a 00 in byte 05, meaning "apply the H/M/M stat boost of 0 to the following stats: ...none". In other words, there was no point in setting bit 80, but they did it anyway, apparently just to confuse us.

    Also, for byte 07, what do you guys mean by "reloadable"? Just whether or not the gun continues to function (although drastically reducing the user's speed) even with 0 Ammo? Or is there actually some way to put Ammo back into a gun during battle that is so secret I've never found it?

    EW: I have tried a few item mods using the save state values -280h, but have seen no success. I tried 3002A1CE 000A to change the Mec Equip MachineVulcan's byte 06 from 8A->0A, in the hopes of making the awful thing removeable, with no luck. I've also tried 3002AF0A 0032 to change the FovosGrail's byte 06 from 01->32, to increase its default defense from 1->50 as a test, but I don't think it worked, since it still only increased its wearer's visible DEF by 1 when equipped. Any idea what I'm doing wrong?

  18. #18
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    Also, for byte 07, what do you guys mean by "reloadable"? Just whether or not the gun continues to function (although drastically reducing the user's speed) even with 0 Ammo? Or is there actually some way to put Ammo back into a gun during battle that is so secret I've never found it?

    it just determines if the weapon, when it reaches zero ammo, will go back to max. it only gives a speed penalty the turn in which you run out of ammo. and if you run out of ammo during a turn when you use an attack that requires mulitple bullets, it'll reduce the number of shots that appear in the animation and the attack power. which is why light rifle sucks. it might look like it has 80+ attack power, but with only one shot, it actually has a fraction of that, unless you just attack with the gun alone.

    Bytes 02 and 03 control stat boosts for Mecs only
    i was messing around with all the stat boost bytes, and i gave lute's light sword +35 for several stats and +15 for a few others, so there must be a way to get both sets of stat boost bytes to work together for non-mechs.
    Last edited by Sir_Vimes; 03-09-2009 at 10:09 AM.

  19. #19
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    Nice work, Vimes. Now that I look for it, there is one item that naturally has bit 80 set in byte 02--the RaySword. Bytes 02-05, it has B2 A0 99 7F. If we take byte 02, bit 80 to mean "apply this boost to H/M/M only, NOT Mecs), then these values tell us it will give H/M/M 250 HP, 75 VIT, and 25 to all other stats, and give Mecs nothing...which is exactly what RaySword does.

    Therefore, both byte-pairs (02-03, and 04-05) default to boost Mecs, but if byte 02 or 04 has bit 80 set, then the boost from that byte-pair will apply to H/M/M instead.

    I haven't used the LightRifle recently, but if it works similarly to the DuelGun, which also has only 1 Ammo, then it only sucks if you use Techs that require more than 1 bullet. That rules out group attacks, yes, but in my experience, BoundShot is by far the most effective single-target Gun Tech, and it only requires 1 bullet. BoundShot works just as well with the DuelGun as with, e.g. the LethalGun (5 Ammo), even if used multiple times per battle, so against single targets, I wouldn't necessarily say the DuelGun/LightRifle suck.
    Last edited by Zaraktheus; 07-31-2009 at 03:47 PM. Reason: To correct a pretty blatant logical error...d'oh!

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    i do all my modding via *.psv save state, if that's what you're asking. data diving requires i first find/modify stuff in save state, then look for it in the scus or whatever. i don't have the knowlege to debug yet.

    and i've been screwing around with item inherent abilities again... i recommend you give a sword moonscraper, just to see it in all it's awesome pizza-ness.
    Last edited by Sir_Vimes; 03-09-2009 at 11:43 AM.

  21. #21
    Cute Li'l UFO
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    !!! You can get Moonscraper to work through an item?!?!? Uber!!! I've tried giving it directly to characters, but none of them could use it, not even monsters. You just made my day!

  22. #22
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    [QUOTE=Zaraktheus;625753]!!! You can get Moonscraper to work through an item?!?!? [QUOTE]

    *SNIFF*
    Yes you can, son. Yes you can.

    Carnage works too.

  23. #23
    Cute Li'l UFO
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    To clarify the offset between item data in .psv and item data in RAM: I did a RAM search for strings of known item byte values and determined that the offset is ".psv value -2b0 = RAM", the same as the offset for ability data. I tested it with 3002A19E 000A to make the mech equip MachineVulcan removeable and it worked, so this is confirmed.

    Now to put some abilities on items where they don't belong...hehehe.

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    you have no idea how fun it is...

  25. #25
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    FireCrystal, IceCrystal, BoltCrystal, the RINGs, MysticWear, ShadeRobe, and Accelerator do something different from other items in bytes 10 & 11. I'd guess it has to do with making the ability useable for no WP/JP cost, but I haven't found a stable pattern yet, other than that the referenced Abilities are always Dodge[x] or Kyon'sSmile.

    FireCrystal: says 160 (DodgeDrain); actually does 0BB (FireBarrier). Difference of: -A5
    IceCrystal: says 161 (DodgeTouch); actually does 0BC (IceBarrier). Difference of: -A5
    BoltCrystal: says 162 (DodgeGale); actually does 0BD (BoltBarrier). Difference: -A5
    MysticWear: says 163 (DodgeSmash); actually does 0E2 or 1B5 (both MagicHeal). Difference of: -81 or +52
    ShadeRobe: as MysticWear

    I don't remember offhand what Abilites the RINGs or Accelerator use. Anybody know?

  26. #26
    Cute Li'l UFO Eroneous's Avatar
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    Sorry, I don't know why but I have the worst habit of confusing 8 and B. ;x

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    yeah, that's why i use phonetic alphabet when i'm talking to myself while typing hexes...
    alpha, bravo, charlie, delta, echo. either that or i use lowercase letters.

    i'm going to put the RAM addresses in the next update of the item data, so no need for a gameshark guide. at least for item and ability data.

  28. #28
    Cute Li'l UFO
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    EW: Don't worry about it! 8 and B look almost exactly the same--what could possibly be confusing about that? I guess the smart thing to do would be to use lower-case letters, like Vimes says...but I have to admit I almost never do that myself. Besides which, this motivated me to learn how to do a RAM search, which is a handy thing to know. So, thanks!

    Vimes: RAM addresses listed in the dump would be NICE! That would save me lots of calculator time.

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    that'll take a few hours... i'll do it tonight, then post it tommorow. cool?

    i got lazy and EW did it instead.

    EW!
    *huzzah!
    EW!
    *huzzah!
    EW!
    *huzzah!
    Last edited by Sir_Vimes; 03-23-2009 at 04:56 PM.

  30. #30
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    I haven't tested this yet, but byte 08 looks like an item-based Accuracy modifier to me. MissilePod, BigMissile, and SuperMissile all have 64, the highest value found in byte 08 (except the BehemothRifle's D8, but I'll get to that in a minute), which could explain why they "Never Miss". Other values seem appropriate, too--most rifles have a bonus, the two "really special" swords (RaySword and LightSword) both have a large bonus of 32, etc. The only oddball is BehemothRifle's D8. This is by far the highest value, but in my experience, the BehemothRifle couldn't hit a skyscraper at three paces. For this reason, I suspect that if bit 80 is set, the game subtracts 256 from the value in byte 08 so that it actually becomes a penalty.

    Also, a minor correction for the item_dump: in the description of byte 03:
    80 = hp (only shows up in battle, and values from byte 02 are multiplied by 4)

    It should read "...multiplied by 5". Same goes for the similar line in the description of byte 05.
    A lot of people seem to have the misconception that the RaySword gives 200 HP (which is, I suspect, where the erroneous x4 came from), but it actually gives 250.

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