How does the game handle the various Tomes that add the various boost skills to the characters? Does it just unlock something that's already there, or are the boosts listed on a separate list in the program itself? My reasoning is that I would want to know if it's possible to give everyone else the High Boost Skills that Rinnosuke normally gets, and see the results of that.
The function which sets up a character's passive stat boost skills looks like
this. To sum it up, a character's default skills are switched "on". The game then checks all tomes that were used and switches those skills "on" as well. Then, it assigns the ID of the corresponding passive stat boost skill, checking to see if it's handling Rinnosuke and assigning the "high boost" skill IDs instead if that's the case. Then some stuff that I-don't-know-wtf-yet-but-it's-probably-not-too-important.
There's no easy way to control for individual characters, but you can change the ID of who gets the "high boost" skills by changing the 0x03 at 00061791 (Rinnosuke's character ID) to something else.
You can also make everyone get the "high boost" skills by changing the 0x01 at 00061799 to 0x19 (making it so the default skills for boost skills uses the "high boost" list).
Also, if one could, is it possible to alter how a skill operates, and if so, what are the limitations? Sorry if the last part sounds vague, but I really am curious about this stuff is all.
I haven't looked into this yet but the original LoT gave each skill a set of parameters (MP / %ATK / %MAG / %DEF / %MND / Post-use delay / targetting info, etc..) and handled additional effects (like the influence of Marisa's remaining MP on Master Spark's damage calculations, or other oddball things) through code. I'd assume most passive skills are code-based (can't really see how they could be handled with just a bunch of parameters... there's too little overlap between their effects) but a very quick look through my listing makes me think spellcards are handled like they were in the original LoT. In other words, most damage calculations and the likes can be tweaked with a hex editor but the more complex stuff is handled through code on a per-spellcard basis.
Tried giving meiling aya peerless wind god spellcard, the game promply crashed, I am using xvi32 hex editor, Still learning how to edit this because i have no idea of wat i am doing
It worked fine on my end.
Meiling's first command is at 068E6D. The value there should read "76 02". If not, make sure you're at the right address and make sure you're using the right version of the game (1.203). Change it to Peerless Wind God's value (4A 02). Make sure you're not inserting extra bytes - IIRC, xvi32 can switch between "insert" and "replace" with the "Insert" key.
If you don't have the right version, you can try looking for...
20 01 00 00 8B 45 F8 C7 80 EC 05 00 00 76 02 00
If only one match turns up, the "76 02" near the end is what you want to modify.