So far it's just the one.
It's a change-up of Glain's "Gear-Level Bugfix/More Selective Equipment" Very small change to his code, but one that makes it do the exact opposite of his hack.
The idea is that I want to have more tightly balanced weapons, and as a result, the weapons you have access to at level 1 should still be viable (though not optimal) even at level 99. As such, I want the NPCs to make use of it. Each job will also have access to a wider variety of weapon types that still make sense for the job.
<Patch name="Random Unit Equipment Less Picky">
<Description>
Random unit equipment will now be way less picky.
All valid items should be added to the potential list.
</Description>
<Location file="SCUS_942_21" offset="4D53C" mode="ASM">
li t7,0 # ItemFound = false (initialize)
</Location>
<Location file="SCUS_942_21" offset="4D5F0" mode="ASM">
nop
li t7,1 # ItemFound = true
addiu t1,t1,1 # Increment list index
nop
SKP: move t4,v1
move v1,t1
</Location>
<Location file="SCUS_942_21" offset="4D628" mode="ASM">
addiu s0,t1,1 # Length = list index + 1
beq t7,zero,0x5ce60 # If (no item found), skip
</Location>
</Patch>
Basically, Glain's hack fixes an error in the existing gear selection function, which was making the game think all items after the first category were whole new categories, rather than choosing from the best level-appropriate item out of each category.
My change to the main check in his hack should make it consider each allowable item individually, such that a level 40 character has the same odds of having an ice-brand as he does of having a broadsword, for projects such as Mine where the old items don't become worthless as you level up.
If you're looking to test it yourself, I also attached a .fftpatch that should let you see it in action quickly and easily.
Most of the time it works perfectly, but once in a while I'm getting items in invalid slots, like you can see in the attachments. Anybody have any idea what's causing this behavior?
It's a change-up of Glain's "Gear-Level Bugfix/More Selective Equipment" Very small change to his code, but one that makes it do the exact opposite of his hack.
The idea is that I want to have more tightly balanced weapons, and as a result, the weapons you have access to at level 1 should still be viable (though not optimal) even at level 99. As such, I want the NPCs to make use of it. Each job will also have access to a wider variety of weapon types that still make sense for the job.
<Patch name="Random Unit Equipment Less Picky">
<Description>
Random unit equipment will now be way less picky.
All valid items should be added to the potential list.
</Description>
<Location file="SCUS_942_21" offset="4D53C" mode="ASM">
li t7,0 # ItemFound = false (initialize)
</Location>
<Location file="SCUS_942_21" offset="4D5F0" mode="ASM">
nop
li t7,1 # ItemFound = true
addiu t1,t1,1 # Increment list index
nop
SKP: move t4,v1
move v1,t1
</Location>
<Location file="SCUS_942_21" offset="4D628" mode="ASM">
addiu s0,t1,1 # Length = list index + 1
beq t7,zero,0x5ce60 # If (no item found), skip
</Location>
</Patch>
Basically, Glain's hack fixes an error in the existing gear selection function, which was making the game think all items after the first category were whole new categories, rather than choosing from the best level-appropriate item out of each category.
My change to the main check in his hack should make it consider each allowable item individually, such that a level 40 character has the same odds of having an ice-brand as he does of having a broadsword, for projects such as Mine where the old items don't become worthless as you level up.
If you're looking to test it yourself, I also attached a .fftpatch that should let you see it in action quickly and easily.
Most of the time it works perfectly, but once in a while I'm getting items in invalid slots, like you can see in the attachments. Anybody have any idea what's causing this behavior?