This is an outdated version of the defend hack. Please use the following.
The default values are V1/W1/X1/Y1/Z1/M1 are 10,0,0,8,0,C0, which means that charging and sleep on target cause 1.5x physical damage.
The default values are V2/W2/X2/Y2/Z2/M2 are 0,6,0,0,0,C0, which means that frog and chicken on target cause 1.5x physical damage, and it stacks on the above.
The default values are V3/W3/X3/Y3/Z3/M3 are 0,6,0,0,0,C0, which means that frog and chicken on target cause 1.5x magical damage.
If you want to add in defend gives 25% DMG reduction:
1) Get an unaltered ISO
2) Apply the above ASM, but merge V1-Z1 with V2-Z2. Specifically, this means that V1/W1/X1/Y1/Z1/M1 are 10,6,0,8,0,C0, which means that charging, frog, chicken, and sleep on target cause 1.5x physical damage.
3) Change V2-Z2 to 0,0,0,2,0,60, which means defend on target causes 0.75x physical damage, stacking with the above.
NOTE: This has a limitation that you can no longer stack frog with sleep to get double the damage bonus.
<Patch name="Status effect bonus damage hack">
<Description>
V1/V2/V3:
0x80 - Faith
0x40 - Innocent
0x20 - Charm
0x10 - Sleep
0x08 - Don't Move
0x04 - Don't Act
0x02 - Reflect
0x01 - Death Sentence
W1/W2/W3:
0x80 - Oil
0x40 - Float
0x20 - Reraise
0x10 - Transparent
0x08 - Berserk
0x04 - Chicken
0x02 - Frog
0x01 - Critical
X1/X2/X3:
0x80 - Poison
0x40 - Regen
0x20 - Protect
0x10 - Shell
0x08 - Haste
0x04 - Slow
0x02 - Stop
0x01 - Wall
Y1/Y2/Y3:
0x80 -
0x40 - Crystal
0x20 - Dead
0x10 - Undead
0x08 - Charging
0x04 - Jump
0x02 - Defending
0x01 - Performing
Z1/Z2/Z3:
0x80 - Petrify
0x40 - Invite
0x20 - Darkness
0x10 - Confusion
0x08 - Silence
0x04 - Blood Suck
0x02 - Cursed
0x01 - Treasure
V1/W1/X1/Y1/Z1 correspond to status effects that multiply physical attacks by M1 / 128.
V2/W2/X2/Y2/Z2 correspond to status effects that multiply physical attacks by M2 / 128. These stack with the M1 multiplier.
V3/W3/X3/Y3/Z3 correspond to status effects that multiply magical attacks by M3 / 128.
190% is M1/M2/M3 = F4
183% is M1/M2/M3 = EB
180% is M1/M2/M3 = E7
175% is M1/M2/M3 = E0
170% is M1/M2/M3 = DA
166% is M1/M2/M3 = D6
160% is M1/M2/M3 = CD
150% is M1/M2/M3 = C0 (default)
140% is M1/M2/M3 = B4
133% is M1/M2/M3 = AB
130% is M1/M2/M3 = A7
125% is M1/M2/M3 = A0
120% is M1/M2/M3 = 9A
117% is M1/M2/M3 = 96
110% is M1/M2/M3 = 8D
90% is M1/M2/M3 = 74
83% is M1/M2/M3 = 6B
80% is M1/M2/M3 = 67
75% is M1/M2/M3 = 60
70% is M1/M2/M3 = 5A
66% is M1/M2/M3 = 56
60% is M1/M2/M3 = 4D
50% is M1/M2/M3 = 40
40% is M1/M2/M3 = 34
33% is M1/M2/M3 = 2B
30% is M1/M2/M3 = 27
25% is M1/M2/M3 = 20
20% is M1/M2/M3 = 1A
17% is M1/M2/M3 = 16
10% is M1/M2/M3 = D
To figure out the correct number for a V/W/X/Y/Z variable, add up the numbers corresponding to all the status effects for a given variable. If you didn't use any statii belonging to a certain variable, that variable has value 00.
For example, if I want Chicken and Frog to take 1.5x physical damage, then W1 = 4 (Chicken) + 2 (Frog) = 06 and M1 = C0. Notice that I also could have used W2 and M2, but NOT BOTH W1/M1 AND W2/M2.
For example, if I want Blind and Confuse to take 1.33x magical damage, then Z3 = 20 (Darkness) + 10 (Confusion) = 37 and M3 = AB.
</Description>
<Location file="BATTLE_BIN" offset="11F3C4">
5800648C
</Location>
<Variable name="V1" file="BATTLE_BIN" default="10" offset="11F3C8"/>
<Location file="BATTLE_BIN" offset="11F3C9">
004230
</Location>
<Variable name="W1" file="BATTLE_BIN" offset="11F3CC"/>
<Variable name="X1" file="BATTLE_BIN" offset="11F3CD"/>
<Location file="BATTLE_BIN" offset="11F3CE">
013C
</Location>
<Variable name="Y1" file="BATTLE_BIN" default="08" offset="11F3D0"/>
<Variable name="Z1" file="BATTLE_BIN" offset="11F3D1"/>
<Location file="BATTLE_BIN" offset="11F3D2">
2134
24208100
25208200
08008010
00000000
1980043C
CE388294
</Location>
<Variable name="M1" file="BATTLE_BIN" default="C0" offset="11F3EC"/>
<Location file="BATTLE_BIN" offset="11F3ED">
000134
19004100
12100000
C2110200
CE3882A4
5C006290
5800648C
</Location>
<Variable name="V2" file="BATTLE_BIN" offset="11F408"/>
<Location file="BATTLE_BIN" offset="11F409">
004230
</Location>
<Variable name="W2" file="BATTLE_BIN" default="06" offset="11F40C"/>
<Variable name="X2" file="BATTLE_BIN" offset="11F40D"/>
<Location file="BATTLE_BIN" offset="11F40E">
013C
</Location>
<Variable name="Y2" file="BATTLE_BIN" offset="11F410"/>
<Variable name="Z2" file="BATTLE_BIN" offset="11F411"/>
<Location file="BATTLE_BIN" offset="11F412">
2134
24208100
25208200
08008010
00000000
1980043C
CE388294
</Location>
<Variable name="M2" file="BATTLE_BIN" default="C0" offset="11F42C"/>
<Location file="BATTLE_BIN" offset="11F42D">
000134
19004100
12100000
C2110200
CE3882A4
00000000
00000000
00000000
00000000
00000000
00000000
0800E003
00000000
</Location>
<Location file="BATTLE_BIN" offset="11F4B4">
5C004390
5800448C
</Location>
<Variable name="V3" file="BATTLE_BIN" offset="11F4BC"/>
<Location file="BATTLE_BIN" offset="11F4BD">
006330
</Location>
<Variable name="W3" file="BATTLE_BIN" default="06" offset="11F4C0"/>
<Variable name="X3" file="BATTLE_BIN" offset="11F4C1"/>
<Location file="BATTLE_BIN" offset="11F4C2">
013C
</Location>
<Variable name="Y3" file="BATTLE_BIN" offset="11F4C4"/>
<Variable name="Z3" file="BATTLE_BIN" offset="11F4C5"/>
<Location file="BATTLE_BIN" offset="11F4C6">
2134
24208100
25208300
07008010
1980033C
CE386294
</Location>
<Variable name="M3" file="BATTLE_BIN" default="C0" offset="11F4DC"/>
<Location file="BATTLE_BIN" offset="11F4DD">
000134
19004100
12100000
C2110200
CE3862A4
0800E003
00000000
</Location>
</Patch>
<Description>
V1/V2/V3:
0x80 - Faith
0x40 - Innocent
0x20 - Charm
0x10 - Sleep
0x08 - Don't Move
0x04 - Don't Act
0x02 - Reflect
0x01 - Death Sentence
W1/W2/W3:
0x80 - Oil
0x40 - Float
0x20 - Reraise
0x10 - Transparent
0x08 - Berserk
0x04 - Chicken
0x02 - Frog
0x01 - Critical
X1/X2/X3:
0x80 - Poison
0x40 - Regen
0x20 - Protect
0x10 - Shell
0x08 - Haste
0x04 - Slow
0x02 - Stop
0x01 - Wall
Y1/Y2/Y3:
0x80 -
0x40 - Crystal
0x20 - Dead
0x10 - Undead
0x08 - Charging
0x04 - Jump
0x02 - Defending
0x01 - Performing
Z1/Z2/Z3:
0x80 - Petrify
0x40 - Invite
0x20 - Darkness
0x10 - Confusion
0x08 - Silence
0x04 - Blood Suck
0x02 - Cursed
0x01 - Treasure
V1/W1/X1/Y1/Z1 correspond to status effects that multiply physical attacks by M1 / 128.
V2/W2/X2/Y2/Z2 correspond to status effects that multiply physical attacks by M2 / 128. These stack with the M1 multiplier.
V3/W3/X3/Y3/Z3 correspond to status effects that multiply magical attacks by M3 / 128.
190% is M1/M2/M3 = F4
183% is M1/M2/M3 = EB
180% is M1/M2/M3 = E7
175% is M1/M2/M3 = E0
170% is M1/M2/M3 = DA
166% is M1/M2/M3 = D6
160% is M1/M2/M3 = CD
150% is M1/M2/M3 = C0 (default)
140% is M1/M2/M3 = B4
133% is M1/M2/M3 = AB
130% is M1/M2/M3 = A7
125% is M1/M2/M3 = A0
120% is M1/M2/M3 = 9A
117% is M1/M2/M3 = 96
110% is M1/M2/M3 = 8D
90% is M1/M2/M3 = 74
83% is M1/M2/M3 = 6B
80% is M1/M2/M3 = 67
75% is M1/M2/M3 = 60
70% is M1/M2/M3 = 5A
66% is M1/M2/M3 = 56
60% is M1/M2/M3 = 4D
50% is M1/M2/M3 = 40
40% is M1/M2/M3 = 34
33% is M1/M2/M3 = 2B
30% is M1/M2/M3 = 27
25% is M1/M2/M3 = 20
20% is M1/M2/M3 = 1A
17% is M1/M2/M3 = 16
10% is M1/M2/M3 = D
To figure out the correct number for a V/W/X/Y/Z variable, add up the numbers corresponding to all the status effects for a given variable. If you didn't use any statii belonging to a certain variable, that variable has value 00.
For example, if I want Chicken and Frog to take 1.5x physical damage, then W1 = 4 (Chicken) + 2 (Frog) = 06 and M1 = C0. Notice that I also could have used W2 and M2, but NOT BOTH W1/M1 AND W2/M2.
For example, if I want Blind and Confuse to take 1.33x magical damage, then Z3 = 20 (Darkness) + 10 (Confusion) = 37 and M3 = AB.
</Description>
<Location file="BATTLE_BIN" offset="11F3C4">
5800648C
</Location>
<Variable name="V1" file="BATTLE_BIN" default="10" offset="11F3C8"/>
<Location file="BATTLE_BIN" offset="11F3C9">
004230
</Location>
<Variable name="W1" file="BATTLE_BIN" offset="11F3CC"/>
<Variable name="X1" file="BATTLE_BIN" offset="11F3CD"/>
<Location file="BATTLE_BIN" offset="11F3CE">
013C
</Location>
<Variable name="Y1" file="BATTLE_BIN" default="08" offset="11F3D0"/>
<Variable name="Z1" file="BATTLE_BIN" offset="11F3D1"/>
<Location file="BATTLE_BIN" offset="11F3D2">
2134
24208100
25208200
08008010
00000000
1980043C
CE388294
</Location>
<Variable name="M1" file="BATTLE_BIN" default="C0" offset="11F3EC"/>
<Location file="BATTLE_BIN" offset="11F3ED">
000134
19004100
12100000
C2110200
CE3882A4
5C006290
5800648C
</Location>
<Variable name="V2" file="BATTLE_BIN" offset="11F408"/>
<Location file="BATTLE_BIN" offset="11F409">
004230
</Location>
<Variable name="W2" file="BATTLE_BIN" default="06" offset="11F40C"/>
<Variable name="X2" file="BATTLE_BIN" offset="11F40D"/>
<Location file="BATTLE_BIN" offset="11F40E">
013C
</Location>
<Variable name="Y2" file="BATTLE_BIN" offset="11F410"/>
<Variable name="Z2" file="BATTLE_BIN" offset="11F411"/>
<Location file="BATTLE_BIN" offset="11F412">
2134
24208100
25208200
08008010
00000000
1980043C
CE388294
</Location>
<Variable name="M2" file="BATTLE_BIN" default="C0" offset="11F42C"/>
<Location file="BATTLE_BIN" offset="11F42D">
000134
19004100
12100000
C2110200
CE3882A4
00000000
00000000
00000000
00000000
00000000
00000000
0800E003
00000000
</Location>
<Location file="BATTLE_BIN" offset="11F4B4">
5C004390
5800448C
</Location>
<Variable name="V3" file="BATTLE_BIN" offset="11F4BC"/>
<Location file="BATTLE_BIN" offset="11F4BD">
006330
</Location>
<Variable name="W3" file="BATTLE_BIN" default="06" offset="11F4C0"/>
<Variable name="X3" file="BATTLE_BIN" offset="11F4C1"/>
<Location file="BATTLE_BIN" offset="11F4C2">
013C
</Location>
<Variable name="Y3" file="BATTLE_BIN" offset="11F4C4"/>
<Variable name="Z3" file="BATTLE_BIN" offset="11F4C5"/>
<Location file="BATTLE_BIN" offset="11F4C6">
2134
24208100
25208300
07008010
1980033C
CE386294
</Location>
<Variable name="M3" file="BATTLE_BIN" default="C0" offset="11F4DC"/>
<Location file="BATTLE_BIN" offset="11F4DD">
000134
19004100
12100000
C2110200
CE3862A4
0800E003
00000000
</Location>
</Patch>
The default values are V1/W1/X1/Y1/Z1/M1 are 10,0,0,8,0,C0, which means that charging and sleep on target cause 1.5x physical damage.
The default values are V2/W2/X2/Y2/Z2/M2 are 0,6,0,0,0,C0, which means that frog and chicken on target cause 1.5x physical damage, and it stacks on the above.
The default values are V3/W3/X3/Y3/Z3/M3 are 0,6,0,0,0,C0, which means that frog and chicken on target cause 1.5x magical damage.
If you want to add in defend gives 25% DMG reduction:
1) Get an unaltered ISO
2) Apply the above ASM, but merge V1-Z1 with V2-Z2. Specifically, this means that V1/W1/X1/Y1/Z1/M1 are 10,6,0,8,0,C0, which means that charging, frog, chicken, and sleep on target cause 1.5x physical damage.
3) Change V2-Z2 to 0,0,0,2,0,60, which means defend on target causes 0.75x physical damage, stacking with the above.
NOTE: This has a limitation that you can no longer stack frog with sleep to get double the damage bonus.