(continued from
here)
Nightfall X (he has been following the discussions on LoT2 but isn't registered here) tested a few some things in regards to skills and was kind enough to send me his findings via email. Giving a character a duplicate skill will cause the level cap to be ignored, allowing it to level up past the usual maximum. Alternatively, changing the level cap in the skills setup function also works - the data in that function isn't just used for display purposes.
I got some rather sad news by phone last night and stopped working on this for a bit, but I did manage to extract some more info on several spellcards, including Parsee's skills. Quite a few spellcards use extra code to achieve their results (close to 100 of them) but most are enemy skills only. I will try to have them all soon enough but I'll be taking today off from hacking for personal reasons. In the meantime...
Peerless Wind God: spd += lv*2 + 22, max 100
Divine Grandson's Advent: ATB = lv*10000
Sword of Hisou: lv*4+20 chance per buff of reducing it to 0
Ghostly Dream's Butterfly: I THINK it reduces the target's ATB to 2/3, 17/20 against bosses? (or vice-versa?)
Galaxy Stop: All allies (not caster) ATB * 4/5
Shield Bash: Def buff at lv 2+ = ((level - 1) * 3) + 12, max of 100
Umbrella Spin: Set every enemy's ATB to 10000
...As for Parsee, I'm not quite done with her yet but from what I can tell so far Large/Small box bases its damage on a randomly-triggered condition. The odds (a % value) are based on the following factors...
- + 6% / unknown?
- + (100% - unknown?) / 2 (seems to have to do with Parsee's HP/MP?)
- + 8% if there are 2 or more enemies remaining
- + 2% per ailment or debuff per party member
- + 4% per ailment or debuff on the target
Jealousy of Kind and Lovely simply resets the damage targets will take to 0 when TRR isn't inflicted on them. It also resets the TRR parameters for the entire battlefield to 0.
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.
Going through the code by hand (and yeah, there's a slightly weird line in there the decompiler most likely choked on, now that I'm looking at it), this is what I'm getting:
XXX.power = XXX.power - (level + abs(level * 2) + 17) ; IOW, -(3 * Lv + 17).
By the way, "If unknown_0008.06EC is greater than or equal to 12" means, "If the caster's position on the battlefield is 12 or higher", or in other words, if the spellcard is being used by an enemy (positions 0-11 are characters, 12-16 are enemies), in case you were wondering about that one.
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).
(Fake ninja edit: Seems like you figured that out. Nevermind then.
I will be updating my enemy viewer with the new version of the data you've produced tomorrow.)