• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 28, 2024, 08:28:15 am

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


RAM editing, Anti-Law-Medal, Effects

Started by Miona, March 06, 2012, 11:35:11 am

Miona

March 06, 2012, 11:35:11 am Last Edit: March 06, 2012, 03:02:58 pm by _Sephiran_
Hello everyone,

I'm new here and I'm very interested in FFTA editing.
I'll would like to support you with some screenshots and descriptions,
I hope my information is not useless for you, because its only RAM editing, not ROM editing.
But maybe there are some (new) possibilities for ROM editing, so I show you, what I found via memory viewer in the RAM section. Some information can used for FFTA hardcore mods, for example, Marche with a weakness against physical damage or all enemies have "Anti-Law"-Medals. I would like, or better, I try to help you with some information I collected via RAM editing. Sorry for my bad English, my English isn't so good. :(

I want to show you some screenshots from the memory viewer and the game. I posted the explanation of the screenshots below the screenshots.

Here a screenshot about the memory viewer and an original unit (not edited) in clan-slot 3:




Here a screenshot about the memory viewer and Llednar's original (not edited) enemy data:



About "Anti-Law"-Medal and groups:

You can create an "Anti-Law"-Medal on your units. The "Anti-Law"-Medal prevents the unit against red cards and even against all penalties after battle. Once you created an "Anti-Law"-Medal on an unit, it will remain on it, even after a soft-reset or hard-reset. The only exception is Marche, his Anti-Law-Medal will disappear, if you reset the game, I don't know why.

If you change one of your units to a NPC or an enemy, the unit will remain in your clan but will stay as a NPC or an enemy, until you set your unit back to normal, use digit 00 or 40 (+ "Anti-Law"-Medal).

Here the addresses and codes for all slots in your clan:


Clan slot Address Codebreaker-Code

1 (Marche) 0x020000A9 320000A9 00xx
2 0x020001B1 320001B1 00xx
3 0x020002B9 320002B9 00xx
4 0x020003C1 320003C1 00xx
5 0x020004C9 320004C9 00xx
6 0x020005D1 320005D1 00xx
7 0x020006D9 320006D9 00xx
8 0x020007E1 320007E1 00xx
9 0x020008E9 320008E9 00xx
10 0x020009F1 320009F1 00xx
11 0x02000AF9 32000AF9 00xx
12 0x02000C01 32000C01 00xx
13 0x02000D09 32000D09 00xx
14 0x02000E11 32000E11 00xx
15 0x02000F19 32000F19 00xx
16 0x02001021 32001021 00xx
17 0x02001129 32001129 00xx
18 0x02001231 32001231 00xx
19 0x02001339 32001339 00xx
20 0x02001441 32001441 00xx


Here the digits, they change the group of your and other units (+ some of them add an "Anti-Law"-Medal on the unit):

00 = Your unit
10 = Judge
20 = NPC unit
30 = Judge
40 = Your unit with an "Anti-Law"-Medal
50 = Judge
60 = NPC unit with an "Anti-Law"-Medal
70 = Judge
80 = Enemy unit
90 = Judge
A0 = NPC unit
B0 = Judge
C0 = Enemy unit with an "Anti-Law"-Medal
D0 = Judge
E0 = NPC unit with an "Anti-Law"-Medal
F0 = Judge


About the picture (avatar) from units:

Some unit pictures have some "special" effects. An example:
Llednar ordinarily absorbs all elements and receives normal damage from physical attacks. But Llednar's avatar is the reason for his immunity against any damage. This effect starts around the mission "Quiet Sands" and is permanently removed again when Cid removes Llednar's immunity with an Anti-Law-Card. You can create Llednar's avatar on an unit, every unit with Llednars avatar becomes immune against every damage, around the mission "Quiet Sands" was started and until Llednar's immunity was not removed by Cid. Every unit with Llednar's avatar can't leave your clan. If Llednar is on your side, his skill set shows messed up and is not classified as [Expert]-Skill. But if you use, for example, Babus' avatar with Llednar's skill set, the skill set appears normal, if Llednar with his avatar is a NPC or an enemy his skill set return back to normal, too.


About "Job Mask":

Standard is 00. If you change this bit then the name of the job will change. The normal functions of your old job will not be altered, only the name will change. If the digit set to 00 the normal job name will appear again.


About weakness, resistance, immunity and absorption:

Some jobs affect the weakness, resistance, immunity and absorption against some elements. For example, an unit with the job "Biskmatar" absorbs all elemental damage with the exception of neutral damage (incl. physical damage). Via ROM editing it might be possible to edit a job with, for example, a permanent weakness against neutral/physical damage.


Here the addresses for an clan unit (Slot 3):

0x0200029C (Neutral / Physical damage)
0x0200029D (Fire damage)
0x0200029E (Wind damage)
0x0200029F (Earth damage)
0x020002A0 (Water damage)
0x020002A1 (Ice damage)
0x020002A2 (Thunder damage)
0x020002A3 (Holy damage)
0x020002A4 (Darkness damage)


Codebreaker-Codes (Clan-Slot 3)

3200029C 00xx (Neutral / Physical damage)
3200029D 00xx (Fire damage)
3200029E 00xx (Wind damage)
3200029F 00xx (Earth damage)
320002A0 00xx (Water damage)
320002A1 00xx (Ice damage)
320002A2 00xx (Thunder damage)
320002A3 00xx (Holy damage)
320002A4 00xx (Darkness damage)


Digits:

00 = Weak
01 = Normal
02 = Immune
03 = Absorb
04 = Resist


Some screenshots from Llednar and Cid

I changed Llednar's group, now I can contol him. His skill set looks a little strange, this is caused by his avatar, Llednar was not programmed to be an controllable unit. Despite his ability, absorb every elemental damage with the exception of neutral damage, he is in this mission immune to all damage (ignores Biskmatar "absorb elements boni"), caused by his avatar, too.

Screenshot (Llednar)


I changed Cid's group, now he is an enemy. He has already HP and MP and can be attacked. Each judge starts a battle with HP and MP. In the memory view a judge appears as last unit in the enemy section.

Screenshot (Cid)



I hope this will be helpful for you and sorry for my bad English.

Eternal

So in theory, this could make Judges killable each mission? Would that make you able to ignore laws if they're dead?
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

Off-Topic: Are you a Fire Emblem fan, OP?

"Be wise today so you don't cry tomorrow"

Miona

March 06, 2012, 04:42:28 pm #3 Last Edit: March 06, 2012, 05:00:17 pm by _Sephiran_
Quote from: Eternal248 on March 06, 2012, 03:19:16 pm
So in theory, this could make Judges killable each mission? Would that make you able to ignore laws if they're dead?


Yes, you can kill the judge.^^ If the judge is modified as an enemy or NPC (or controllable unit), the battle laws will disappear, lawcards will not be useable, you can't escape from the battle and no one will receive any JP. If the judge is KO, his battlesprite will disappear, but the judge is not removed from battle. You can revive the judge. Defeated units will survive, if the battle ends, the "Jagds"-Effect will not occur. I'm not sure about this will work in each mission, because some mission events involves the judges ... , this judge modifying seems to be buggy, my game crashed one time, after I modified the judge as an enemy.


Quote from: Dome on March 06, 2012, 03:42:25 pm
Off-Topic: Are you a Fire Emblem fan, OP?


Yes, I am. :)

Darthatron

Hello. Very nice work. I think I may be able to help a little bit...

0x02000168
0x02000169
0x0200016A
0x0200016B
0x0200016C
0x0200016D


Each bit in these bytes set certain statuses. I don't have a complete list, but I think you can work some stuff out from this data. For example...

32000168 0002
This code sets Marche to have the "Quick" status. I will post (some) more details when I have some free time.
  • Modding version: Other/Unknown
  • Discord username: Darthatron

Miona

March 08, 2012, 01:35:52 pm #5 Last Edit: March 08, 2012, 04:10:12 pm by _Sephiran_
Quote from: Darthatron on March 07, 2012, 07:40:28 pm
Hello. Very nice work. I think I may be able to help a little bit...

0x02000168
0x02000169
0x0200016A
0x0200016B
0x0200016C
0x0200016D


Each bit in these bytes set certain statuses. I don't have a complete list, but I think you can work some stuff out from this data. For example...

32000168 0002
This code sets Marche to have the "Quick" status. I will post (some) more details when I have some free time.


Thank you. :)

I use the Quick-Status code always for testing some stuff, this makes testing a lot easier and it is more comfortable than these battlefield coordination codes. I have some old lists about status codes, for clan units and enemy units. Maybe these lists are useful for you. :)

I renamed some status effects, because "Quick"-Status sounds better than "Infinite movement" (infinite movement is wrong, because "Quick" is a status effect and only infinite, when a code is permanently activated). I added some countdown addresses, some status effects use these: For each turn, the countdown is reduced by 1. If the countdown reach 00, then the status effect will disappear (Shell, Charm) or the status effect will activate a second effect (Doom).


Here my old list for status effects and their digits. Some of them are not fully tested:


0x02000168

01 = Unknown [Items and abilities can't hit the unit (Hit chance always 0%), only normal attacks will hit.]
02 = "Quick"-Status
04 = Auto-Life
08 = Regena
10 = Astra
20 = Reflect
40 = Petrify
80 = Berserk


0x02000169

01 = Frog
02 = Poison
04 = Blind
08 = Zombie
10 = Unknown (battle sprite blinks, effects not tested)
20 = Raises DEF + RES for 1 turn (Defense- / Mog-Guard ability )
40 = Boost (Archer ability)
80 = Deep Sleep (?) 


0x0200016A

01 = ?
02 = ?
04 = "Morph"
08 = Cover (Takes damage for target) 0x02000166 = targeted unit battle ID
10 = Doom (0x02000159 = countdown for Doom)
20 = Haste (0x0200015A = countdown for Haste)
40 = Slow (0x0200015B = countdown for Slow)
80 = Stop (0x0200015C = countdown for Stop)


0x0200016B

01 = Shell (0x0200015D = countdown for Shell)
02 = Protect (0x0200015E = countdown for Protect)
04 = Sleep (0x0200015F = countdown for Sleep)
08 = Silence (0x02000160 = countdown for Silence)
10 = Confuse (0x02000161 = countdown for Confuse)
20 = Charm (0x02000162 = countdown for Charm)
40 = Immobilize (0x02000163 = countdown for Immobilize)
80 = Disable (0x02000164 = countdown for Disable )


0x0200016C

01 = Addle (0x02000165 = countdown for Addle)
02 = Prevents all HP and MP damage for 1 turn (Expert Guard)
04 = Decreased Speed
08 = Increased Weapon Atk
10 = Decreased Weapon Atk
20 = Increased Magic Pow
40 = Decreased Magic Pow
80 = Increased Weapon Def


0x0200016D

01 = Decreased Weapon Def
02 = Increased Magic Res
04 = Decreased Magic Res
08 = Control
10 = ?
20 = ?
40 = Not targetable / Ignored
80 = ?


You can combine two or more status effects from the same address. For example, if you want the Auto-Life status, Regena status and Berserk status, then add the digits together. In this case, the result is: 04 + 08 + 80 = 8C

Put this digit in 0x02000168 or use the code 32000168 008C and Marche has Auto-Life-, Regena- and Berserk status in battle.

Here my lists about status addresses and codes for clan units and enemy units.


Status addresses and codes (Part 1)



Digits:

01 = Unknown [Items and abilities can't hit the unit (Hit chance always 0%), only normal attacks will hit.]
02 = "Quick"-Status
04 = Auto-Life
08 = Regena
10 = Astra
20 = Reflect
40 = Petrify
80 = Berserk


Clan slot Address Codebreaker-Code

1. (Marche) 0x02000168 32000168 00xx
2. 0x02000270 32000270 00xx
3. 0x02000378 32000378 00xx
4. 0x02000480 32000480 00xx
5. 0x02000588 32000588 00xx
6. 0x02000690 32000690 00xx
7. 0x02000798 32000798 00xx
8. 0x020008A0 320008A0 00xx
9. 0x020009A8 320009A8 00xx
10. 0x02000AB0 32000AB0 00xx
11. 0x02000BB8 32000BB8 00xx
12. 0x02000CC0 32000CC0 00xx
13. 0x02000DC8 32000DC8 00xx
14. 0x02000ED0 32000ED0 00xx
15. 0x02000FD8 32000FD8 00xx
16. 0x020010E0 320010E0 00xx
17. 0x020011E8 320011E8 00xx
18. 0x020012F0 320012F0 00xx
19. 0x020013F8 320013F8 00xx
20. 0x02001500 32001500 00xx


Enemy slot Address Codebreaker-Code

1. 0x020030AC 320030AC 00xx
2. 0x020031B4 320031B4 00xx
3. 0x020032BC 320032BC 00xx
4. 0x020033C4 320033C4 00xx
5. 0x020034CC 320034CC 00xx
6. 0x020035D4 320035D4 00xx
7. 0x020036DC 320036DC 00xx
8. 0x020037E4 320037E4 00xx




Status addresses and codes (Part 2)



Digits:

01 = Frog
02 = Poison
04 = Blind
08 = Zombie
10 = Unknown (battle sprite blinks, effects not tested)
20 = Raises DEF + RES for 1 turn (Defense- / Mog-Guard ability )
40 = Boost (Archer ability)
80 = Deep Sleep (?)


Clan slot Address Codebreaker-Code

1. (Marche) 0x02000169 32000169 00xx
2. 0x02000271 32000271 00xx
3. 0x02000379 32000379 00xx
4. 0x02000481 32000481 00xx
5. 0x02000589 32000589 00xx
6. 0x02000691 32000691 00xx
7. 0x02000799 32000799 00xx
8. 0x020008A1 320008A1 00xx
9. 0x020009A9 320009A9 00xx
10. 0x02000AB1 32000AB1 00xx
11. 0x02000BB9 32000BB9 00xx
12. 0x02000CC1 32000CC1 00xx
13. 0x02000DC9 32000DC9 00xx
14. 0x02000ED1 32000ED1 00xx
15. 0x02000FD9 32000FD9 00xx
16. 0x020010E1 320010E1 00xx
17. 0x020011E9 320011E9 00xx
18. 0x020012F1 320012F1 00xx
19. 0x020013F9 320013F9 00xx
20. 0x02001501 32001501 00xx


Enemy slot Address Codebreaker-Code

1. 0x020030AD 320030AD 00xx
2. 0x020031B5 320031B5 00xx
3. 0x020032BD 320032BD 00xx
4. 0x020033C5 320033C5 00xx
5. 0x020034CD 320034CD 00xx
6. 0x020035D5 320035D5 00xx
7. 0x020036DD 320036DD 00xx
8. 0x020037E5 320037E5 00xx




Status addresses and codes (Part 3)



Digits:

01 = ?
02 = ?
04 = "Morph"
08 = Cover (Takes damage for target) 0x02000166 = targeted unit battle ID
10 = Doom (0x02000159 = countdown for Doom)
20 = Haste (0x0200015A = countdown for Haste)
40 = Slow (0x0200015B = countdown for Slow)
80 = Stop (0x0200015C = countdown for Stop)


Clan slot Address Codebreaker-Code

1. (Marche) 0x0200016A 3200016A 00xx
2. 0x02000272 32000272 00xx
3. 0x0200037A 3200037A 00xx
4. 0x02000482 32000482 00xx
5. 0x0200058A 3200058A 00xx
6. 0x02000692 32000692 00xx
7. 0x0200079A 3200079A 00xx
8. 0x020008A2 320008A2 00xx
9. 0x020009AA 320009AA 00xx
10. 0x02000AB2 32000AB2 00xx
11. 0x02000BBA 32000BBA 00xx
12. 0x02000CC2 32000CC2 00xx
13. 0x02000DCA 32000DCA 00xx
14. 0x02000ED2 32000ED2 00xx
15. 0x02000FDA 32000FDA 00xx
16. 0x020010E2 320010E2 00xx
17. 0x020011EA 320011EA 00xx
18. 0x020012F2 320012F2 00xx
19. 0x020013FA 320013FA 00xx
20. 0x02001502 32001502 00xx


Enemy slot Address Codebreaker-Code

1. 0x020030AE 320030AE 00xx
2. 0x020031B6 320031B6 00xx
3. 0x020032BE 320032BE 00xx
4. 0x020033C6 320033C6 00xx
5. 0x020034CE 320034CE 00xx
6. 0x020035D6 320035D6 00xx
7. 0x020036DE 320036DE 00xx
8. 0x020037E6 320037E6 00xx




Status addresses and codes (Part 4)



Digits:

01 = Shell (0x0200015D = countdown for Shell)
02 = Protect (0x0200015E = countdown for Protect)
04 = Sleep (0x0200015F = countdown for Sleep)
08 = Silence (0x02000160 = countdown for Silence)
10 = Confuse (0x02000161 = countdown for Confuse)
20 = Charm (0x02000162 = countdown for Charm)
40 = Immobilize (0x02000163 = countdown for Immobilize)
80 = Disable (0x02000164 = countdown for Disable )


Clan slot Address Codebreaker-Code

1. (Marche) 0x0200016B 3200016B 00xx
2. 0x02000273 32000273 00xx
3. 0x0200037B 3200037B 00xx
4. 0x02000483 32000483 00xx
5. 0x0200058B 3200058B 00xx
6. 0x02000693 32000693 00xx
7. 0x0200079B 3200079B 00xx
8. 0x020008A3 320008A3 00xx
9. 0x020009AB 320009AB 00xx
10. 0x02000AB3 32000AB3 00xx
11. 0x02000BBB 32000BBB 00xx
12. 0x02000CC3 32000CC3 00xx
13. 0x02000DCB 32000DCB 00xx
14. 0x02000ED3 32000ED3 00xx
15. 0x02000FDB 32000FDB 00xx
16. 0x020010E3 320010E3 00xx
17. 0x020011EB 320011EB 00xx
18. 0x020012F3 320012F3 00xx
19. 0x020013FB 320013FB 00xx
20. 0x02001503 32001503 00xx


Enemy slot Address Codebreaker-Code

1. 0x020030AF 320030AF 00xx
2. 0x020031B7 320031B7 00xx
3. 0x020032BF 320032BF 00xx
4. 0x020033C7 320033C7 00xx
5. 0x020034CF 320034CF 00xx
6. 0x020035D7 320035D7 00xx
7. 0x020036DF 320036DF 00xx
8. 0x020037E7 320037E7 00xx




Status addresses and codes (Part 5)



Digits:

01 = Addle (0x02000165 = countdown for Addle)
02 = Prevents all HP and MP damage for 1 turn (Expert Guard)
04 = Decreased Speed
08 = Increased Weapon Atk
10 = Decreased Weapon Atk
20 = Increased Magic Pow
40 = Decreased Magic Pow
80 = Increased Weapon Def


Clan slot Address Codebreaker-Code

1. (Marche) 0x0200016C 3200016C 00xx
2. 0x02000274 32000274 00xx
3. 0x0200037C 3200037C 00xx
4. 0x02000484 32000484 00xx
5. 0x0200058C 3200058C 00xx
6. 0x02000694 32000694 00xx
7. 0x0200079C 3200079C 00xx
8. 0x020008A4 320008A4 00xx
9. 0x020009AC 320009AC 00xx
10. 0x02000AB4 32000AB4 00xx
11. 0x02000BBC 32000BBC 00xx
12. 0x02000CC4 32000CC4 00xx
13. 0x02000DCC 32000DCC 00xx
14. 0x02000ED4 32000ED4 00xx
15. 0x02000FDC 32000FDC 00xx
16. 0x020010E4 320010E4 00xx
17. 0x020011EC 320011EC 00xx
18. 0x020012F4 320012F4 00xx
19. 0x020013FC 320013FC 00xx
20. 0x02001504 32001504 00xx


Enemy slot Address Codebreaker-Code

1. 0x020030B0 320030B0 00xx
2. 0x020031B8 320031B8 00xx
3. 0x020032C0 320032C0 00xx
4. 0x020033C8 320033C8 00xx
5. 0x020034D0 320034D0 00xx
6. 0x020035D8 320035D8 00xx
7. 0x020036E0 320036E0 00xx
8. 0x020037E8 320037E8 00xx




Status addresses and codes (Part 6)



Digits:

01 = Decreased Weapon Def
02 = Increased Magic Res
04 = Decreased Magic Res
08 = Control
10 = ?
20 = ?
40 = Not targetable / Ignored
80 = ?


Clan slot Address Codebreaker-Code

1. (Marche) 0x0200016D 3200016D 00xx
2. 0x02000275 32000275 00xx
3. 0x0200037D 3200037D 00xx
4. 0x02000485 32000485 00xx
5. 0x0200058D 3200058D 00xx
6. 0x02000695 32000695 00xx
7. 0x0200079D 3200079D 00xx
8. 0x020008A5 320008A5 00xx
9. 0x020009AD 320009AD 00xx
10. 0x02000AB5 32000AB5 00xx
11. 0x02000BBD 32000BBD 00xx
12. 0x02000CC5 32000CC5 00xx
13. 0x02000DCD 32000DCD 00xx
14. 0x02000ED5 32000ED5 00xx
15. 0x02000FDD 32000FDD 00xx
16. 0x020010E5 320010E5 00xx
17. 0x020011ED 320011ED 00xx
18. 0x020012F5 320012F5 00xx
19. 0x020013FD 320013FD 00xx
20. 0x02001505 32001505 00xx


Enemy slot Address Codebreaker-Code

1. 0x020030B1 320030B1 00xx
2. 0x020031B9 320031B9 00xx
3. 0x020032C1 320032C1 00xx
4. 0x020033C9 320033C9 00xx
5. 0x020034D1 320034D1 00xx
6. 0x020035D9 320035D9 00xx
7. 0x020036E1 320036E1 00xx
8. 0x020037E9 320037E9 00xx




Eternal

Whoa, status duration extension was something I was really hoping could be changed. Thanks for the finds- these are great!
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Ethereal Embrace

Quote from: Eternal248 on March 08, 2012, 01:40:59 pm
Whoa, status duration extension was something I was really hoping could be changed. Thanks for the finds- these are great!

How would one be able to do that?

Eternal

Unless I'm misunderstanding, you can just go to that value in a hex editor and change it.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Miona

Quote from: Eternal248 on March 08, 2012, 05:03:47 pm
Unless I'm misunderstanding, you can just go to that value in a hex editor and change it.


That's right, you can go to the value and change it. If you change the value, the new value becomes the new number of remaining turns for the active status effect. If you changed the turn value for Doom higher than 3, the status bubble will disappear, because the game has only Doom-bubble-sprites with the numbers 1, 2 and 3. But the Doom status effect will work normal and if the turn value reaches 03, then the Doom bubble will reappear.

Eternal

Now this only affects the duration of a unit currently under a status, and not the status itself, right? i.e, if I do this, I can make Protect last 10 turns on Marche, but for everyone else it'd only be 3?
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Ethereal Embrace

Quote from: Eternal248 on March 08, 2012, 05:39:43 pm
Now this only affects the duration of a unit currently under a status, and not the status itself, right? i.e, if I do this, I can make Protect last 10 turns on Marche, but for everyone else it'd only be 3?

That's what I was thinking about.  The way the data was presented suggested that was referring to a current battle, meaning it would only pertain to 1 character, and not the status as a whole towards everybody - which is what I was hoping for.

Eternal

Ah, sorry about the misunderstanding then. :P

Yeah, editing the actual status itself would be amazing.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817


Miona

Quote from: Eternal248 on March 08, 2012, 06:03:41 pm
Ah, sorry about the misunderstanding then. :P

Yeah, editing the actual status itself would be amazing.


My status addresses and codes affect only the data in the RAM and they only affect the current battle. If you want to edit the actual status effect itself, you can do this via editing the ROM section. I checked some ability bytes for status duration in the ROM section, but I found only things like:

Name ID
Range
MP cost
Element
AP requirements
Power
Add an additional status effect on the ability (For example: Cure heals HP an add Shell status)
Add another effect on the ability (For example: Cure reduces Speed)
Change the ability animation (For example: Cure looks like Fire)
Effect ID (Contains targetable units (ally, enemy, all), status effects, determinate heal or damage HP / MP, etc., for example: Effect ID for Cure: Healing HP. Switch this with effect ID for Cupid, Cure will cause Charm status and only enemy are targetable.)
Reflectable or not (For example: Cure ignores Reflect status)

and such things. But I couldn't find any status duration modifier. I'm not good in ROM editing, but I'll check some more ability bytes, perhaps I find some bytes, they allow change the status duration time. Maybe status effect duration changing is only possible via editing the status effect section in the ROM, but I don't know, where this section is.


Quote from: Pickle Girl Fanboy on March 08, 2012, 08:41:42 pm
If there's any info on ability bytes, please post it here:
http://ffhacktics.com/smf/index.php?topic=7956.0


Okay, if I find some interesting ability bytes, then I'll post my results in your topic.

Darthatron

The durations are hard coded into the ROM, you need to edit the assembly to change this.
  • Modding version: Other/Unknown
  • Discord username: Darthatron