Name/Link | Info | Author |
Dummied spellcards (http://textuploader.com/oyd4) | List of skills and spellcards which exist in the game but aren't used anywhere. | EthanSilver |
Skill/spellcard data (http://pastebin.com/pvLKqZDj) | The function which sets up all spellcards and skills. Contains the name, description, max lv, and purchase/upgrade cost. | EthanSilver |
Spellcards formulas, (v1.1) (http://180upload.com/hren86ylo7dj) | A list of all spellcards' effects and formulas, extracted directly from the game. Does not include certain "unique" effects however. | EthanSilver |
Spellcard-specific code (http://textuploader.com/obkh) | (Incomplete.) The mechanics behind some of the spellcards' more "unique" effects. | EthanSilver |
Passives and their effects (http://textuploader.com/6s2t) | The effects of the passive skills with unclear descriptions/unspecified numbers. | EthanSilver |
Characters | ||
Name/Link | Info | Author |
Passive stat boost setup code (http://textuploader.com/oycx) | The function which sets up all characters' passive stat boosts. | EthanSilver |
Character and subclass modding (http://textuploader.com/oyj5) | Explains how to modify character stats and available skills, as well as the skills learnable through all subclasses. A hex editor, such as XVI32 or HxD, is required. | EthanSilver |
Enemies | ||
Name/Link | Info | Author |
JSON enemy dump (v2) (http://puu.sh/danpH/cd48f20f08.txt) | A dump of every enemy's data in JSON format. | qazmlpok |
Enemy stat viewer (JS, v2) (http://180upload.com/cvy2jvc2da8n) (HTML, v1) (http://180upload.com/ocd53svxf08k) | Displays qazmlpok's enemy data in HTML format. | EthanSilver |
Enemy AI listing (http://pastebin.com/YfS9PgCw) | A list of all enemies' AI, extracted directly from the game. | EthanSilver |
Others | ||
Name/Link | Info | Author |
Hack: 3 commands for Remilia (http://180upload.com/xf9qj41gnoxh) | Gives Remilia a 3rd battle command (should be changed to suit your needs; new offsets for her skills are 06A338, 06A342, 06A34C). | EthanSilver |
Event Dump (http://180upload.com/e8grmi1hpb63) | A (slightly simplified) list of all events in the game. Doubles as a list of in-game dialog too. | EthanSilver |
I also downloaded the hex editor, so should I do anything with that?Depends. What are you trying to do?
I have no idea what the variable "this" refers to nor do I understand why the chance of applying a DEF debuff affects the strength of the MND debuff.Seems more like a bug on my decompiler's end; most likely an unhandled instruction I forgot to report that screwed up the state of a few registers.
random(2) should be "generate a random number that is either 0 or 1"The number is inclusive, as there are instances of random(1) elsewhere in the code. random(2) would generate a number between 0 and 2. Likewise, random(99) would be a % chance thing (0-99, allowing for 100 different results).
Well I'm just trying to play around with the skill hacking and such.Have a look at the end of the skill hacking document for an example. Basically, it's telling you to change...
Most random functions are exclusive, so that if random(2) does go into an int, it will only be 0 or 1.Again, there are instances of random(1), which would serve no purpose with an exclusive random function... As far as I can tell (though I haven't looked too deeply into it), the random function in LoT2 used here is a wrapper around the standard linear congruential RNG which adds 1 to the parameter passed so as to make the result between 0 and it (eg, rand()%(parameter+1)).
If it is inclusive, that is a bit strange, I would like to see how it works out with decimals or floats.
I'll have the rest later; most contain stuff I haven't figured out yet (particularly, damage-related code call a function that will take a bit of analysis to work out, and I'm kind of unclear on how HP/MP are handled internally (they're stored across two 32-bit values, the second one apparently keeping track of negative values...? That can't be right, so, I dunno yet.) There's other stuff, too...) but progress is relatively steady.
Often, the spellcard-specific code will be used to increase a buff over the usual cap (50%). Some things seem to be handled by enemy AI code, like "Fly Up" (which only changes the user's image; the AI must keep track of when it's used and immediately use "Flying Press" on the following turn.) Of particular interest is "Shredder", which (unlike most spellcards with a similar effect) affects ailment slots 10-50. These usually only go up to 16 (EVA buff) though one of Mari's spellcards sets one of the later slots, meaning they're used for something and probably not just place-holders. Interesting.
I haven't incorporated qazmlpok's new info in the enemy viewer/static listing yet, but that'll be up later tonight.
Kuron Nut
-------------------------
chance = random(99)
If chance is less than 45
have self use Attack level 1 on getTarget(mode 0)
end
If chance is less than 90
have self use NutThrow level 1 on getTarget(mode 0)
end
If chance is less than 100
have self use Harden level 1 on self
end
Well I'm just trying to play around with the skill hacking and such.Did my reply help any? I didn't hear anything from you so I'm kinda curious...
Out of curiosity, do a number of passive skills that boost effects(I.E: Increase/Decrease Fire damage and such) have numbers behind them? I know some skills list the % Boosts they provide, but quite a number of them don't.Passives are scattered throughout the code wherever they're needed, which makes tracking down their effect somewhat time-consuming. The ones I have on hand are...
Also, people are talking about some hidden 9th resistance, and are assuming it's void. That's one reasonable assumption, but I think there is another possibility. IIRC there are certain bosses in the game that take heavily reduced amounts of damage before or after a focus or scripted event, and this event doesn't actually give them a visible buff or debuff (or at least not one that would represent the amount of damage reduction they suddenly gain/lose)...and I don't think it's flat out stat change like 20f boss gets in lot1, because spells that hit for peanuts still do like 4 damage, and really big nukes like 3d cannon suddenly only hit for like 200 (numbers are from the ass here but my point is in a normal sitation where defenses get cranked, weaker spells should hit 0).
If you're looking for info on any specific skill, feel free to email me and I'll have a look into it; most aren't too hard to track down. I can't pull out a list of every one of them as quickly as I did with spellcard formulas or enemy AI, though...
It's Void, all enemies have the stat set to 100.
Having 100 set to everything simply for void resistance is a completely pointless and unnecessary complication when the coder could have much more easily and efficiently simply have left out the affinity part of the equation for that spellcard. Naturally, sometimes programming isn't always sensible or efficient, but I can't imagine how your example provides any logical evidence towards how void resistance is a more likely scenario than universal resistance.
Not all enemies. Second sun has 200. Therefore, this is easy to test.
His mnd and def are also known. Someone just has to use Mari's void skills on him and see if he takes half the expected damage. If so, it is absolutely void.
or I could just hack a kedama, give him 1000000 void res, and do it that way.
http://i.imgur.com/RScudbW.png
...ok, well this isn't what I expected.
She doesn't have any skills that negate resistance, so it should've been 50,000 * 100 / 16,000,000, i.e. less than 1. It was definitely a strong element, given the coloring, but how'd it do that much damage?
As for an example, I wasn't making claims, just trying to give people food for thought, this isn't an argument, merely a possibility that I see no evidence of being truly proven wrong yet, not saying it wont be. But IIRC EIKI was such a fight where you do pitiful damage to her between focus and last judgement or something. Maybe it was just her getting a 100% def/mnd buff but I don't tHINK she did.. bear in mind I haven't played for some time so I can't give a best example sorry.
Once, If HP <= 90%:
Target Self with L.1 Concentrate
mnd = 40000
def = 40000
spd = 88
By the way, I didn't notice the multiplier thing in your extended formula, any reason why? I seem to recall some affinities seeming to occur before defense reduction, and some affinities occurring after (or the multiplier is what I'm getting at). I assume this is just due to confusion as to forgetting about passives like marisas and rumias and such, but I do recall being really confused about it. Affinity worked in a very predictable fashion in lot1 but assuming lot2 works the same way, I still find myself going "huh?!" sometimes.
http://i.imgur.com/RScudbW.png
...ok, well this isn't what I expected.
She doesn't have any skills that negate resistance, so it should've been 50,000 * 100 / 16,000,000, i.e. less than 1. It was definitely a strong element, given the coloring, but how'd it do that much damage?
By the way, I didn't notice the multiplier thing in your extended formula, any reason why? I seem to recall some affinities seeming to occur before defense reduction, and some affinities occurring after (or the multiplier is what I'm getting at). I assume this is just due to confusion as to forgetting about passives like marisas and rumias and such, but I do recall being really confused about it. Affinity worked in a very predictable fashion in lot1 but assuming lot2 works the same way, I still find myself going "huh?!" sometimes.
Oh yeah, about this. Is there anything about how much damage reduction each skill does? Like level 1 Robe of Fire Rat reduces 10% fire damage and level 2 reduces 20% fire damage? There's also Tenshi's ability to reduce physical damage and other such abilities. And is this stuff calculated before or after defense reduction? I would assume after. Patchouli's Philospher's Stone reduces up to 70% damage, so know when this stuff occurs is a big deal, especially if you have Yukari and Patchouli in the front line.
Judging by the thread's title... could you make a fullscreen patch for LOT2?I'm... not sure how that relates to the thread's title. But whatever. In case you didn't know, you can stretch the window to achieve roughly the same effect as having the game full-screen. Hopefully that helps.
Spellcards formulas, (v1.1) (http://180upload.com/hren86ylo7dj) A list of all spellcards' effects and formulas, extracted directly from the game. Does not include certain
"unique" effects however.EthanSilver Event Dump (http://180upload.com/e8grmi1hpb63) A (slightly simplified) list of all events in the game. Doubles as a list of in-game dialog too. EthanSilver
I'm... not sure how that relates to the thread's title. But whatever. In case you didn't know, you can stretch the window to achieve roughly the same effect as having the game full-screen. Hopefully that helps.
Ethan, how difficult would it be to remove the damage variance, at least for player attacks? Either doing it yourself, or pointing out the location so I can NOP it myself.