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As difficulty goes, one of the reasons I'm so interested in modifying equipment is because the ease of the game is largely due to how easy it is to find overpowered gear at almost any stage (which also causes the problem of a huge portion of available equipment being effectively worthless).
As far as I'm concerned, the ability to change equipment and skills makes it possible to tackle both the difficulty and variety problems in one go.
Not at all, do what you want with them.
We definitely can already change the difficulty of the game through item/abilities, the rest tho I have no idea.
https://cdn.discordapp.com/attachments/412582927344336896/419079951397027840/chr_data.ods
The item codes are the same as in the cheat engine table. Item that are xx80 seem to be maps (0080 is rabanastsre) and item that are xx60 seem to be gambits (0060 is foe:party leader's target).
Edit: base (at least) stats are indeed in there, starting at 0x15 in my table I think. Unsure of what byte does what, testing is pretty tedious for this one.
Edit2: Did some more testing here is the raw data:
stats
102;30;23;22;24;24
FFing
0x15>rien
0x16>hp:409
0x19>hp:165;
0x1A>mp:348
0x1D>mp:58;lv8 mp:135
0x1E>str:99
0x1F>str:24;lv8 str:38
0x20>magic power:99
0x21>magic power:23; lv8 magic power:37
00ing
0x21>magic power:22; lv34 magic power:22
So it seems that it goes hp>mp>strengh>magic>vit>speed starting at 0x16. First base stat then growth.
0x44 is starting LP
0x32 is summon timer
That led me to discover that you can equip the esper's weapons:
https://cdn.discordapp.com/attachments/412582927344336896/419146241209925642/unknown.png
pretty sure they are the 13 Reserve in my eitm_waepons.ods
Have you looked into SpecialK? I haven't spend much time on it but I managed to extract a bunch of textures with it.
Bummer, I hope it is possible and not hardcoded
Why would i be lying lol, here's some ui stuff I extracted:
https://cdn.discordapp.com/attachments/412582927344336896/419256237746683906/Uncompressed_2795F183.png
you can find it here:
http://steamcommunity.com/groups/SpecialK_Mods/discussions/0/1693785035817147509/
0x16 HP Base
0x19 HP Modifier
0x1A HP Base
0x1D MP Modifier
0x1E STR Base
0x1F STR Growth
0x21 MAG Base
0x22 MAG Growth
0x24 MAG Base
0x25 MAG Growth
0x27 SPD Base
0x28 SPD Growth
The in-between bytes might be upper/lower bytes for the adjacent values (didn't test)
STR/MAG/VIT/SPD Formula:
Base + (Growth/128)*Level
(rounded down on status screen)
HP/MP Formula:
(Base + Bonus) * Modifier
(rounded down on status screen)
The Bonus is accumulated randomly on level-ups. The full table can be found here:
https://gamefaqs.gamespot.com/ps2/459841-final-fantasy-xii/faqs/45900
Ctrl+F "6a"
The table hasn't changed in the Zodiac Version.
https://cdn.discordapp.com/attachments/412582927344336896/419456432275062784/unknown.png
Found some more values for enemies in their respective .ard area files in ps2data\plan_master\in\plan_map\xxx_x\area, albeit nothing too interesting.
So far I've managed to change/break animation, name, drops/steal, behavior
Here are some entries:
https://cdn.discordapp.com/attachments/412582927344336896/419518298581893130/enemy_ard.ods
Edit: never mind that, stats do appear to be in there:
https://cdn.discordapp.com/attachments/412582927344336896/419522605956202496/unknown.png
Edit 2:
So the .ard files seem to be divided in 4.
the second part is the loot and stuff and the third handles damage in some way, don't know what the other 2 do.
Edit 3: stats are in the third part of the .ard file. Taking sav_a.ard as example it starts at (I think) 0x00002560 with the hyena stats:
hp1,hp2,hp3,hp4,mp1,mp2,str,magic,vitality,speed,evade,defense,m.def,
attack,xx,LP,xx,xx,xx,Exp,xx,...
it's overall 56 bytes long.
I guess the bigger challenge would be removing the active guest party member to the roster from within the menu?
Logically would all the controls / rules for the party menu be in the same place if not hardcoded?
^ C8 = double 64, and seitengrat has 20 range, whereas most ranged weapons have 10. kumbha is special in that it has "a range of 2" (per wiki). I'll bet you this is the game's reckoning of range.
that would make 0x05 = range if this is correct
It's in license_data.bin, there's something on the github saying what's what.
Seems the solution is more complicated then I figured it'd be... I could find no unique attribute, flag or license that would apply to the guest... and even if I did guests are glitchy if they aren't active in your party... If you put add a guest into a reserve slot and go into the menu they won't be active in your party, but it also will not let you move them into the active party; it will just say a guest cannot be removed even when in the reserve slot... as soon as you try to change party members in any way, the guest will jump into an active slot and cannot be removed, yet is now counted toward one of 3 character max in the party. It's a shame the specific guest slot itself isn't the solution. At any rate in order to create a mod it would involve removing the max party limit, but this would still be a problem whenever a guest joined your party as they would either over-ride the 4th slot character and/or glitch out the party menu. :(
So the best solution for now and likely in the foreseeable is to just use the hero editor any time you go into the menu to sort out your party. Unfortunate but creating a proper mod to fix both issues is well beyond my skills.
Not sure if this is any help, but I found a weird glitch / work around that maybe someone can exploit further? If you add any character to the 4th slot that isn't a guest and go into the menu it will force you to remove them from the active party... after that's done, if you go into a new zone/area the 4th slot character will be duplicated "kind of" ... that character will remain in a reserve slot but will also re-appear in the 4th active slot, taking up 2 spots on the party menu screen yet it shows neither as being active in your party; however, that character WILL be active during exploration and combat contrary to the menu. The character function normally and still gains experience, but it tricks the menu into thinking they are not in the active party... the only weird side effect is the character takes up 2 slots in the menu screen... both gain experience at the same rate; but looks like they may also gain double LP?
Another problem is that the 4th character cannot participate in multi quickening combos as there is no key/button assigned to the 4th party member, they can only initiate the first quickening BUT it looks like the could contribute to follow up quickenings if they had a key/button assigned.
The most important take away from this is that a party member apparently doesn't have to be active in the menu to be active in exploration or battle... but the only way I've been able to accomplish this is the method above with the duplicate character in reserve.