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Messages - Pickle Girl Fanboy

121
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 19, 2012, 04:01:34 pm
Quote2. Dragon Spirit: Oh, I got that. I wary of it being fragmented MBarrier is all.

Fair enough.  Personal taste, I guess.  And I removed all the other buff reactions, so I figured I'd throw them all together.  I may modify the pool so that Shell is only considered if the HP damage was caused by a magical attack, and Protect is only considered if the damage was caused by a physical attack.

Must I add that you'll have to be attacked four times, without getting reduced to critical, to get all the buffs besides reraise?  Could you survive three attacks, in one turn?  Would you need something more than protect, regen, and haste to survive one more attack?

Quote3. HP Restore: It's sort of like Mutter in that it's difficult to gauge it in a vacuum since it largely depends on how much damage you're going to want your units to be doing to one another on average. That said, I'd completely support it staying around if there was indeed a way to make sure that it fired only once. I was thinking of that as possible, but I wasn't sure it was (easily) possible. Also, yes, "Second Wind" is a superior name.

I think firing once could be what Square originally intended, but they were misunderstood by the programmer that made this.

Quote4. Meatbone Slash: I don't really buy that argument. While it's certainly true and something I thought of when I first looked at it, if they're honestly doing that little damage to you and their turn and you equalize that minor amount, they're most likely already doomed anyway, especially if they wasted that right turn next to you.

Like I said before, I have more than enough R/S/M abilities, I can afford to drop the lame ones.  This one seems like a dud, since it's basically Reflect Damage and Counter.

Quote5. Vergeltung: You would put attempt to the enemy to Sleep even if Slept? So you intend to let this Reaction get around the usual statuses that can't react? Also, I'm guessing this means that it reacts for procs from weapons and other things as well, yes? I'm not really sure I can get behind it knowing that it affects positive statuses too; that seems like something that the player can abuse way better (read: at all) compared to the AI, at least the current AI that can't see any unit's reaction.

Bolded text: Forgot about that - no, if a status prevents reactions then it won't be reflected.  Though I will reduce the number of status effects the prevent reactions.

Italicized text: Depends.
*Weapon based status procs: Nope.
*Ability based status procs: Yes.
*Positive and negative statuses: Yes.  It's usefulness to the AI depends on the class I place it on, it's learn rate, it's JP cost, and how often that class appears in battles with buff classes.  If it's on a class that usually hangs out with White Mages, Time Mages, Samurai, and Tree-men, then yes, it will benefit them enormously.  It's also useful for classes that are especially vulnerable to debuffs - Silence will be changed to Palsy (Prevents the use of physical attacks, perhaps excluding Attack - and it may negate reactions), so mages will have one less thing to worry about, since there are so many ways to screw with them (MP reduction, Confusion, Berserk, Frog, Chicken, Silence (in vanilla), Faith reduction,...).  So if your Oracle casts confusion on a Calculator with Vergeltung, he'll end up confusing himself as well.

Quote6. Auto Potion: That idea is interesting even if it seems rather overcomplicated and likely to heal too much, especially for something that would trigger literally all the time and that's dependent only on Gil, which wouldn't really stop people, especially with "Stupidity" around to help people grind without gaining levels.

It will when the enemy spams Steal Gil, and Steal Gil can literally bankrupt you.  And when prices increase the more of an item you have in your inventory.  And when you basically need a set of almost every piece of equipment for every person in your party, so you can be ready for anything.

Quote7. Counter Teleport: Well, yes, I got the everyone moving at one-time thing being why you were considering Quick. I was just saying that it probably make things even worse. The random solution sounds rather complex, but it might end up being the best solution if you're insistent on having it. It seems like there should be another way to make it fairer, but I can't think of one right now off the top of my head.

Removing unfairness is more important that increasing fairness.  And this exists to make the game wilder.

Still, it doesn't need quick when it sends you and your attacker to a random inhabitable panel.

I may give this to a Zodiac boss, for the lulz.  Enjoy trying to get more than one person to attack him for every turn your entire party gets.

Haha, Elmdor needs this.  Oh, you wanna steal from me, bitch?
*teleports away and then blood sucks your ally on his next turn*
I don't think so.

Quote8. Undying: That doesn't (clearly) answer the potential time/speed problem I was talking about, but at least we agree that the HP restored to Undead needs to be less random.

Maybe I'll change the CT gain rate when a unit is both Dead and Undead to SP * 2 per clocktick.

Quote9. Hunt & Devour: Hunh. I missed that Devour applies to any class. I'm not sure whether that makes my perceived issue with it appear better or appear worse.

Hunt applies only to monsters, Devour to Monsters and Generics.

Quote10. Monster Skill: I'm still not sure I understand what you're getting at here, especially since you said that you were using any of the classes in this example. Basically, you want Monster Skill to add an entire tertiary skill set that's specific to separate classes, yes? Also, you want those skillsets to be different of their primary skill set? Or...?

I forgot to mention in that example that all the NPCs would get Basic Skill (Squire) as their primary skillset, plus Innate Monster Skill, which would grant their unique skillset.  That's just an example though, it's not what I'm really doing.  I'm actually not sure what I want to do with this.  It's something for me to screw around with, a sort of mini-ARH.  Just a dynamic table, where you list a class ID on one side, and the skillset ID you want Monster Skill to grant them on the other.  Multiple Skillsets for the same class are allowed.

Quote11. Equip Change: The catch-all stuff is only part of the problem. I don't have any catch-all stuff in my currently planned equipment and I'm still considering killing off Equip Change just because letting it change over just one thing would kinda screw over my current elemental plans/focus, much less letting it change over all things at once. So I'm not quite sure if making it take Move as well will change much/enough.

I have the same elements as Vanilla, and a much greater variety of elements in abilities as well, so it's less of an issue for me.  IIRC, FDC's Formula rewrite will make AI consider equipment, so they'll be really nasty when they attack you, so you might just need Equip Change with my equipment setup.  Anything that makes the AI smarter is good, especially if they become so smart you need something they don't have or can't use to balance it out.

God help us all if they figure out how to use Equip Change to protect against likely attacks, incoming damage, or if they learn what they need to change to improve their chances against your party.

Quote12. Life Magnet?: The teleportation with Blood Suck would be nice considering how I thought Teleport was part of Blood Suck anyway due to it only really ever coming up in the Elmdor battle where you're probably already whoring Teleport yourself. That said, would you making it so that Blood Suck didn't "contaminate" those bitten 100% of the time? Or so that it was at least evadable (since I don't think it is at present; I don't feel like opening FFTPatcher right now, lazy bastard that I am)? I'm guessing it would still be an KO.

Just change both the Blood Suck abilities to not procure Blood Suck status all the time, and make them evadable and counter-graspable.

Quote13. Skywalker: Hmmm...I suppose the horizontal thing being emphasized more, even having realized that's what you were getting at from the beginning, makes me slightly ready to accept it. However, I still contest the height issue on maps--with regards to the general lack thereof--to take truly take advantage of it, which was the primary issue in the first place.

Maybe it could make you consider all units as stepping stones, so you could jump on their head and move over them?  Nah, that's too crazy, since it's basically move through enemies as though they are allies, with a Jump requirement.

And you're right that there aren't many battle with height, but on battles that do have height, Lancers and others with this ability will dominate.

I intend to make every rare battle a single-class battle.  Just you versus 16 Lancers in (maybe) Germinas Peak.

Quote14. Hammerdown?: I'm aware of that. I was just going with max distance.

Nah.  I thought about it, and I don't want to modify that, because then your monk could get on top of a box and punch a guy six feet below him.  I just want this to be something for ranged weapon users and people using JUMP (lancer action ability).

Quote15. Explorer: Isn't "not triggering traps ever" already inherent in Move-Find Item? That's why I didn't mention it. Also, I'm not sure what I'm going to do with lava panels too. I'm probably not hiding any items in them, though.

Nope.  With move-find item, you don't trigger the trap if it has a treasure.  Once the treasure is gone, you trigger the trap 100%, if you have move find item.  There is a bit toggle in trap data, though, which toggles when it triggers.  Most don't trigger if you don't have move-find item.  This is only on story battlefields.  On non-story battlefields (Zeklaus desert, whatever replaces the windmill shed, that swamp near limberry, and deep dungeon), the traps always trigger, so you can study the difference between treasure/trap data on story battlefields and these battlefields to determine which bit does that.

As for lava: it's only one battlefield, so it won't end the world if you decide not to add move on lava to explore.  Though it will be a pain in the butt editing trap/treasure data, since you need a terrain (obstacle, height, water & depth, 1st/2nd floor, lava) map of that battlefield which includes x and y coordinates as found in treasure/trap data and entd data, along with heights.

I was actually working on such a map, but I didn't finish it.  Forgot where it is, look in FFT hacking of Help, look through my posts in those boards.  The other maps for this game, like the ones for treasures found at GameFAQs don't always have the same x and y coordinates as ENTD data.  Often they're reversed, so you have to compare them to values in FFTPatcher to get the map correct.

Quote16. Mutter: Interesting justification, though it does nothing to dissuade me along the lines of still not knowing what your Talk Skill set is. That said, I like the Talk Skill Hamedo-esque ability more,though perhaps preemption instead of cancellation would be better. I guess it depends on what you do with Hamedo though....

I like being able to block Talk Skills, so I like the cancel with a Throw Stone.  I picked Throw Stone because it's mostly harmless (unless you're near the edge of a tall cliff), and the idea of throwing a rock at someone as soon as they open their mouth is funny.

As for mutter, I can pick some of the weaker talk skills.  Or at least the funnier ones.
123
The Lounge / Re: My Little Pony: Friendship is Magic
April 18, 2012, 06:02:13 pm
@Kaijyuu:
http://imgur.com/h5P1v

Saw this, thought of you.
124
Spriting / Re: To anyone who is making a title...
April 18, 2012, 04:56:14 pm
You may want to tell them what tools can edit SVGs, Xif.
125
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 18, 2012, 04:54:19 pm
I'm stealing Magic Guard, if I make the Weapon Guard effect innate.  Though I'll obviously create a base Unarmed Parry rate, as well.

I'm stealing some other things too, like the reduced accuracy for Two Swords.  You may want Two Hands to slightly increase accuracy.
126
Completed Mods / Re: Final Fantasy Tactics: Kind Of
April 18, 2012, 04:32:29 pm
Can you tell me more about this, Eternal?  Like what version of PPF-0-Matic you used?  And the type of disc image you used?  There are 3 different revisions to the Playstation Patch Format, by the way.  The newer ones aren't backwards compatible with the older ones.
127
Spriting / Re: Lijj's Sprites
April 17, 2012, 05:19:12 pm
Quote from: Eternal248 on April 16, 2012, 08:31:45 pmFirst, keep things civil. No need to call it a flame war or anything, PGF. Usually calling something a flame war makes it turn into one. >_>

*falls back on ground, resting on his flamethrower pack*
Aw shucks, no flame war?
*explodes, and flies away, ass flaming*
PHHHHBBBBBBTTTBTTBTTBTTBTTBTTBTTBTT!
128
Spriting / Re: Nojgaard's Sprites
April 17, 2012, 05:14:30 pm
Requesting one where her ear is at the edge, yet not cut off.  With long fangs.

And are you a fan of Star Ocean 2?  Because I bet you could do a wonderful Rena.

@Durbs: Some women have that much hair.  So soft.
129
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 17, 2012, 04:57:33 pm
EDIT
Looks like I can't put a quote inside a spoiler tag.  Wall of text ahead.
/EDIT

First of all, IT'S PICKLE GIRL FANBOY, OR PGF FOR SHORT!  Second, I re-upped the plain text file, modified to play nice with windows.

REACTIONS
Quote1. X Saves: I was under the impression, even with ASM stuff, that one would have to make stat boosts akin to status effects to get them easily repealed. Tying them to HP makes it seems even more dubious, though thinking about it a bit more, I think I see what you're aiming for now. I'm guessing that +4 stat is the max stat increase since these are static, correct? Regardless, I can't agree with letting that much Spd be built up, even if it isn't (nearly) as abusive as vanilla could be in that department, especially since the AI is likely to benefit due to how it acts in Critical status; that and due to the player being a lot more likely to intentionally damage itself to set off the stat-raise.

These abilities aren't reactions because they react only the ratio of your current hp to your max hp.  If your current HP drops to 1% of max, then you get the maximum bonus.  If you heal to 100% of max, then all bonuses disappear.

Quote2. Caution/"Divine Wrath": I'm guessing N would be divided by...something considering that doing it off basic damage is rather insane. Otherwise, this is a pretty neat idea.

I didn't specify what I n would equal, because I'm not sure how much faith will affect the power of magic yet.
In Vanilla, n would probably equal 7 faith, so every time you get hit by a faith based spell, you lower the enemies faith by 7 if it causes (1% to 33% of max hp) damage to your current hp, 14 if you take (34% to 66% of max hp) damage to your current hp, and 21 if you take (67% to 99% of max hp) damage to your current hp.

Raising Faith will be rather easy in this game, since lowering it will be so common-place.

Quote3. Dragon Spirit: I can't really agree with this between potentially adding Haste AND Reraise as well as other things that basically make an action version of Mbarrier. Perhaps if each positive status replaced the other I could get behind it, but then that might be a weak. I'd be more comfortable with it if lacked Haste or Protect & Shell, but still kinda uncomfortable since I don't like Reraise.

The thing is, this reaction first checks what buffs you already have, and then it removes those buffs from the pool of buffs it can add to you, when you are damaged.  So if you have protect and shell, and you take hp damage, but you aren't critical, then it will add either regen or haste, since those are the only two it has left in it's pool.

Quote4. Brave Up & Face Up: These get set off by all types of damage now? It could end up rather abusive, especially if more of each leads to more damage and Brave & Faith don't reset like how you intend PA, MA & Spd to.

Actually, no.  I forgot all about that.  Brave Up only works with physical damage, faith up only works with magical damage.  Or maybe not, I need to play test them.

Quote5. Martyr: This seems like a Reaction because of the way that Absorb Used MP works and because it "activates" by damage. Not sure why it would be a "Support", though I doubt it would really matter given what you said you wanted to do with RSM "equipping".

It really is more of a passive reaction though, along with vanilla Parry and vanilla Abandon, because it works all the time.

Quote6. HP Restore: I'd quite disagree that's fine as it originally is, but it's very difficult to argue that in a vacuum without knowing what other changes you're planning.

It's fine, I think, because it's completely dependent on having enough HP that you will be Critical before you die.  While that's certainly doable with Bubble and Armor of Righteousness, there are much cooler things you can do in conjunction with those two Supports - like Last Stand, Riskbreaker, or that one where you counter with the amount of HP damage you've currently taken you have left.

Not only that, I may rename HP Restore "Second Wind", and add a bit it activates if it's been used once in a battle, after which it will no longer activate in that battle.

Quote7. Critical Quick: Ironically, despite feeling that Speed Save shouldn't exist as it still does in your picture, this is probably the best "fix" to Critical Quick that I've seen. Still kinda dubious, though, especially +30 CT seems a bit...excessive. +25 maybe?

Again, (n) in this case equals 10, so therefore (n * 3) = 30.  It will take some play testing to find the best balance, but this is a much better Reaction than vanilla Critical Quick, because it's useful if you don't hit Critical, and yet it isn't nearly as powerful as vanilla Critical Quick in that you don't get a guaranteed turn before the next guy if you're at Critical.

Quote8. Meatbone Slash: I really don't like this as if it is now even though, if Meatbone Slash is kept around, it does need to change from vanilla. As it is now, this just obviates Counter outright, which is...bad even as barebones as Counter is.

What if the enemy only deals 12 HP damage to you, and you counter with 12 HP damage?  If you had Counter, you could've nailed that bastard with your weapon.

Quote9. Vergeltung: Odd name--is this German for something? (Oh, for "to revenge")--aside, this is an idea and get behind. I've been kinda thinking of it, but more as an active ability. A reaction is probably the easiest way to do it, though. Would there be some type of limit to the inflicted statuses it can return? Similarly, I'm assuming it would at least not return positive statuses, correct?

Nope, it returns all statuses, good and bad.  Vergeltung is closer to retribution or paying back, than it is to revenge, because it can mean a blessing as well as a curse.  This is one of the most useful reactions in the game, because you can caste haste on this guy, and whoever's around him, and he'll return it to you.  And then when an Oracle puts him to sleep, he'll put that Oracle to sleep.

Quote10. MP Switch: I believe that Pride or Glain actually already fixed the "overflow" issue so that HP damage does occur now. It was sometime last month or earlier this month, IIRC, though as much as I dislike this reaction, I found myself agreeing with Raven that "overflow" kinda renders it suddenly half-assed, if only because of/going off of the original MP values (which pretty much never broke 200 for generics).

There are so many ways to regenerate MP that this ability is fine even with the overflow bug fixed.  I like it because I imagine it will make battle frantic attempts to do things to gain MP while that casting of Meteor looms over your head, or during a mage duel when you're trading flares back and forth.

Quote11. Splitting up Damage Split: I can get behind a version of Damage Split that doesn't heal (and that's mostly how I was planning to "fix" it to be truthful), but a version of Damage Split that just heals seems rather...redundant with Auto Potion still around, even if it's fluid while Auto Potion is probably fixed. They both seem like they would need something more, at least slightly.

Potions and Ethers are combined.  Potions work on a percentage, and no one potion is better than any other - they all cost the same too.  There are 5 of them.
1. 40% of Max HP, 08% of Max MP
2. 32% of Max HP, 16% of Max MP
3. 24% of Max HP, 24% of Max MP
4. 16% of Max HP, 32% of Max MP
5. 08% of Max HP, 40% of Max MP
Auto-Potion works 100% of the time, but it chooses one of these Potions at random.  Sure, you can game the system and only have the first type of Potion, but what happens when need one of the others?  Not only that, I can rig something that alters the prices of items depending on how many are in your inventory (Equipped and not equipped), so that items become more expensive the more of them you hoard.  To prevent this from becoming "Inventory: The Game".

Quote12. Last Stand, Riskbreaker & Serenity/Focus: Is there a percentage of boost that you generally plan these abilities to reach at present? For the first two abilities, do you plan on letting them exceed their bonuses that their respective UP abilities reach at their maximum? (I ask this even though you apparently got rid of all of those.)

Last Stand  = Defense UP + Magic Defense UP, where the amount of damage reduction is zero when your Current HP = Max HP; and is 25% (or 33%, or 12.5%, or whatever) when your Current HP = 1% of your Max HP.

Riskbreaker = Attack UP + Magic Attack UP, where the amount of damage increase is zero when your Current HP = Max HP; and is 25% (or 33%, or 12.5%, or whatever) when your Current HP = 1% of your Max HP.

Focus      = Attack UP + Magic Attack UP, where the amount of damage increase is 25% (or 33%, or 12.5%, or whatever) when your Current HP = Max HP; and is zero when your Current HP = 1% of your Max HP.


Quote13. Weapon Guard: So this is not innate for your patch? Interesting. Also interesting to see it applicable for "barefists". I'm guessing that would mean that it would work for monsters as well?

Would it work for Monsters?  Probably.  It won't be innate for the Monk, since the Monk won't benefit from it (seeing as his/her stats are perfect for the normal unarmed formula).  This is more to fix AI stupidity, which always equips this ability when it won't benefit them.  As such, I'll probably modify it so it uses whichever stat is highest to replace the ~modifiable portion of every weapon formula, and for abilities labeled as weapon strikes.

Quote14. Catch/Counter Teleport: This could be quite interesting if you could get it work. I'm curious why you would want to give the enemy Quick, though. I mean, I sort of getting, but it just seems like it's begging for loop stupidity until the character with Counter Teleport dies and disadvantaging the enemy's position seems like the entire point of the Reaction. Ergo, making it so that enemy (and only the enemy) can immediately moves is contrary.

Usually, in FFT, everyone on one side moves first.  So, if some dumb-ass Archer hits your time mage, then your time mage will be demolished when the Knight moves after the Archer, and kills your freshly teleported Time Mage.

And then later, when it's your turn to move, the Archer will be demolished by your team-mates, who saw what his team-mates did to their buddy, the unfortunate Time Mage.

I have a much better idea: when you are attacked, Teleport the enemy which attacked you to a random unoccupied panel that is not an obstacle, and is not water if the enemy has Cannot Enter Water equipped or as an innate, and is not lava if the enemy does not have Lava Walking or Float equipped..  That way I don't have to worry about the teleported units being immediately killed off.

This still leaves one problem: you can send your tank, with this ability, into the enemies's midst, and then watch them warp all over the battlefield.  From that point on, it's just a matter of hunting them all down, since they're already divided.  Knowing this, I figure that Counter Teleport should send both the unit that attacked, and the unit that was attacked, to random non-obstacle panels, provided they can walk on them.

Quote15. Arrow Guard: I've considered it blocking Item too, but that's mostly because I hate Chemist and even then, my Chemist doesn't have any offensive items, simply because I can't abide 100%, instant, unevadable, range 3+ abilities when I already feel that Chemist is overpowered. I'm guessing you plan for your Chemist to have offensive Items available to it, correct?

Maybe, maybe not.  I will have items that are, well, risky.  Like a "home remedy" that may cure all status effects, and may add Death or Invite.  Or a mind-altering mushroom that can increase MA by 3, and heal MP, but may also cause Confusion or Berserk.  Or an bottle of home-brewed whisky that increases SP by 3, but may turn you into a Frog or a Chicken.

I need to find the table where items are hard-coded to their respective abilities, and expand it.


SUPPORTS
QuoteHalf of MP's replacement: I feel like this might screw up something really horribly, at least within the realm of Auto targeting. Possibly other things though, like linear abilities. (Or would this automatically increase vertical to fit as well for those?)

I've no idea.  FDC told me in chat that this will require some AI recoding.  I don't know if it would increase Vertical as well, but I don't see why not.  +1 vertical will be fine.

QuoteUndying: This seems rather unnecessary if I"m reading this correctly. You basically went so that "Dead" Undead units arise almost immediately within 3 or so clockticks, which means basically right after they got down? That seems...kinda obnoxious, especially if you don't change the amount of HP that can be restored when they get back up. I could get behind it if you made their effective speed when killed like 20 or something, but giving them 100 CT for every single clocktick is too much. Even then, it doesn't seem all that necessary given that you can just make Undead status itself immune to Crystal and Treasure like how both I and apparently formerdeathcorps are doing.

Kill them and they pop back up.  You're right about the HP restored thing, it needs to be less random.

QuoteGain Life: See Bloodfeud complaints, though 30% might likely be acceptable.

Again, requires play-testing to balance.  Not sure if this works against Undead.  I might just ditch this, though, since it's by far the oldest of the Supports I jacked from Razele, and I have plenty of other ideas.  Not only that, there are other ways to get this same effect - Blood Sword and Bloody Strings being good examples.
Speaking of Samurai, I want to ditch the current Draw Out thing (Katana breakage, spares, abilities tied to weapons in inventory), and make Draw Out's require an equipped Katana, and then alter the affect of each ability so it varies depending on the equipped Katana.

QuoteArmor of the Righteous & Bubble: I'm curious as to how you're going to get the display to "work"/show beyond 999 (correctly) without the ??? status to hide it and such.

ASM hacking.  And it obviously won't display correctly, but you'll know what's going on, as will the AI.  And no ???, for these two abilities.  Though now that we know where to find the code that deals with this stuff, it can be done.

QuoteHunt & Devour: I can't really agree with the whole HP and MP restoration to full thing given that I already feel Secret Hunt disadvantages monsters, but hell if I can figure out what to do with them otherwise.

Restore to half then.  And boy will it suck when that Behemoth eats your level 99 Calculator, and all his gear.  Good thing nothing's missable.  Non-generics obviously will not be eatable.

QuoteTwo Hands & Two Swords: I'd argue that these needs some type of damage/effectiveness reduction since just 2x damage is a bit...much.

Maybe reduced accuracy for Two Swords (drop to 87.5% of normal), and increase Accuracy by 12.5% and damage by 38.5% for Two Hands.

QuoteMonster Skill: Please clarify what you mean. Also, are you talking about just monsters still? Or possibly human generics as well?

Just like Defend or Equip Change.  The table thing I make a table like this, that gives a skillset to a class when this ability is present:
Chemist       : Item
Archer        : Charge
Geomancer     : Geomancy
Ninja         : Throw
Calculator    : Math Skill
Holy Knight   : Holy Sword
Divine Knight : Mighty Sword
Dark Knight   : Dark Sword
Engineer      : Aim

This is just an example.  I don't intend to do this specific thing.

QuoteEquip Change: As with HP Restore, I'd rather argue this would need to change or die and is not "fine" as it is in/from vanilla, especially since the AI can't use it at all.

This is doubly true for my patch, because there will be no Ribbons that protect against all debuffs, and neither will there be ultimate armors or weapons.  In the end, every item will be good for a certain set of circumstances, so that the dumb-ass AI won't be punished for equipping random shit.

This gives the player an advantage, because the player can equip something that blocks Fire when they're targeted with Ifrit.

So maybe I'll make Equip Change cost you both a Move and an Act.

Quote"Blood Mana": Hunh. A rather interesting take on the Warmage augment, which I didn't bother considering because I thought doing just magical damage would disadvantage some magical classes. Counting negative status would solve that though, even if 10% MP might be a bit much....

Yeah, the percentages for kills, buffs, debuffs, healing, and hp damage are just me eyeballing it.  They need to be play-tested.

QuoteNon-Charge: Are you actually considering letting this be available to generics?

Probably not, considering it makes Short Charge useless.  Mostly Enemy Only, if I keep it at all.

Quote"Stupidity": Heh. Seems a bit of a cruel name.

If someone wants to do a level 1 game, while mastering every job class, then they're welcome to do so.  I still think they're twits, though.  And no matter how many jobs you master, or how much equipment you get, the game will not become easy.  At least, it won't the way I'm modifying it.

QuoteGil Mana: Hmm...extremely interesting. Rather satisfies my want of an ability or RSM that relates to Gil, even if I personally don't intend on throwing Gil at players. I'm curious how this would work for the computer, though. Wouldn't the AI technically have infinite wealth, making this broken in its hands?

We can limit their wealth to the same calculation that determines the amount of money you get after a random battle.

QuoteDarkside: Hmm...I never considering making it a support, probably because I still have Attack UP around. Rather interesting.

Yep, it's perfect for your favorite Dark Knight, since I intend to reduce the amount of HP healed by dark sword to 75%, or 50%, and all Sword Skills will work based on [WP * (PA - Y)], instead of [WP * (PA + Y)].  Sword Skills will cause less damage than a Sword Strike, to offset their increased Range, AOE, Vertical, Elements, Add:Status, and 100% hit rates.

MOVEMENTS
Quote1. Fitness: Despite being dependent on something as dubious as equipment penalties, I rather like the idea of this. I think all the "Optional" aspects are fine.

Yeah, it's just what you want for a Squire - whom you expect to be young, fit, and as dumb as a sack of doorknobs - and yet it will be useful for all classes derived from the Squire.

QuoteTrance: Similarly, despite being dependent on Performing and Charging statuses, I really like the idea of this. Again, I think all the "Optional" aspects are fine. Do you intend to have the Float status remain after Charging? Or last only until Charging finishes (or is otherwise interrupted)?

No, Float only lasts while you're Charging.  I was inspired by the image of a mage concentrating so hard he floats above the ground and doesn't notice it.  And you'll need that extra Jump and Move, to run away from all the people trying to kill you while you're Singing or Charging that spell.

QuoteRunic?, Curse?, Life Magnet? and Exorcist/Prayer: The only one of these I can really sort of get behind is "Curse?" and that's mostly because I was considering a Miasma-esque ability myself. Outside of that, is ally healing for Exorcist/Prayer so supposed to also go off enemies' Max HP? Similarly, is Runic actually supposed to being HP damage or just MP damage?

Healing goes off the person who's being healed, their Max HP.  Runic is MP damage.  I don't like these guys much, because they aren't really Movement abilities.  I made more R/S/M abilities than I had slots, so I could pick the best ones, and get rid of the rest.  These guys will probably go, though I would like Blood Sucked units to teleport anywhere on the battlefield, so maybe they'll get that effect along with Blood Suck status.

Quote"Wheel Walker?"/"Wormhole?": I can't decide if this is really cool, rather insane or just a quirkier but ultimately weaker version of Teleport. Then again, those options aren't exactly mutually exclusive.

Fly is Monster Only, Vanilla Teleport (called "Warp" here) is Monster Only, Ignore Height doesn't exist, and Teleport 2 costs an Arm (Act) and a Leg (Move).  So all the benefits of Vanilla Teleport aren't available to the player, except in broken up ways.  This is the move through obstacles portion of Teleport, taken to it's logical and hilarious conclusion.

The other effect of Teleport - move through enemies as though they are allies - is present in Nightstalker, and conditionally in Flee and maybe Bloodlust.

QuoteLifestream?: Yeah, this seems like it might need terrain specific effects to be worth using, though I'm not sure how that will work.

We have a table that we reference, that provides certain bonuses and penalties depending on the terrain you are currently standing on.

QuoteDisperse & "Skywalker": See my compliants "to" Razele in my first post in this thread.

Disperse might just go away, or it might be limited to only certain status effects, but it isn't terribly useful.  Your Oracle, Mediator, Bard, or Calculator will spend more time dodging Guns and Swords and scrimping for MP than it will spend removing debuffs.  Perhaps I'll add something that copies your own negative buffs to enemies that get too close, and remove Disperse entirely.  This would be very useful for Faith.

As for Skywalker, the other effects - all weapons get the Spear damage bonus for Jump, and modified horizontal jumping is useful in most cases, as it allows you to jump gaps that you couldn't otherwise, in all circumstances.  The +Move the higher you go just encourages you to act like a Lancer should, and stick to the rooftops, where they work best.

Quote"Hammerdown"?: Wouldn't this also have to eliminate the inability to target people who have a difference of height greater than 3 from you (with melee weapons) for it be worth using? Or is that just supposed to be implicit?

Didn't think of that.  It's 3 down, and 2 up, by the way.  At least for fists, I think it is.  I don't know.  Have to think about it.

QuoteExplorer: ...Damn, I feel like an idiot for not just calling "Move-Find Item" "Explore" now. I might have to steal this sans the lava-related stuff because it kills at least three sickly birds with one boulder.

Make sure you add the "Will not trigger traps, ever" portion.  And you might need Lava movement if you want to find stuff on Lava.

QuoteMutter: I can't really get behind this, though unlike other "3 range" panel movements, it's largely because I have no idea what your Talk Skill is like.

Talk skills are basically incredibly annoying, but not lethal.  I may just change Finger Guard to be more like Hamedo - if someone attempts to use a Talk Skill on you, you throw a Stone at them, and their Act is canceled.

And this is inspired by my experiences with homeless people.  Sometimes you get one of them who follows you around and mutters to himself until you pay him to go away or frighten him away.
130
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 16, 2012, 06:28:17 pm
I used to think the same thing - I can't learn ASM, I'm too dumb, it just slips my mind.

And then I walked and hitch-hiked halfway across the country - the part with the Rocky Mountains.

Now I have no problems concentrating, none whatsoever.  It's all in your head.  You just need to experience something that forces you to grow and adapt, something that requires days and days of solid concentration, to make you mentally stronger and more self-assured.

http://programmedlessons.org/AssemblyTutorial/index.html
^This is what I'm learning.  Just read one chapter every week or two, and you'll learn.
131
Quote from: Xifanie on April 16, 2012, 06:22:50 pmThe setting is already disabled. I don't know if Eternal changed it, but it's a problem I often have with notepad... because in windows, usually 0x0D0A is generated when you press enter (in notepad that is) while if you take linux, that will only be 0x0A IIRC. However most versions of notepad from what I know will not consider 0x0A alone to be a line break.

Yup.
132
It wasn't my OS, it was me saving them with Unix character encoding.

Windows XP Notepad is so primitive it didn't recognize Unix character encoding, so that's why The Damned's Notepad ate a dick.

Celdia uses Vista or Windows 7, so her Notepad can play nice with the original (which uses Unix character encoding) and the modified one I posted in this thread (which uses Windows character encoding).

I've no idea why the images are fucking up.  I made another topic in this board, but it gets no love.
133
Give me a second.

Try this and screencap it.  Turn Word Wrap off when you do so.

This will tell me if it's the forum or my OS that's doing it.

PS: Save screencaps as PNG or JPG in the future.
134
I was wrong in the specifics, but the reason why I wanted it was so this stuff could be used for ASM hacks, and be easily editable in FFTPatcher, without requiring a custom table.
135
PSX FFT Hacking / Re: Game AI code/logic
April 16, 2012, 05:33:45 pm
This belongs on the wiki
-Seconded
136
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 16, 2012, 05:18:31 pm
QuoteAbsorb MP:
When HP excess is converted to MP, White Magic, ITEM, and elemental absorption become MP restorative skills.  I personally don't consider this too easy an access to MP restoration because you still need a team (since self-casts don't count), and probably a specially built elemental absorb team for you to break even in a probabilistic sense.

Oh shit it's Vanilla Absorb Used MP + Distribute Excess HP to MP on Self!  Very useful, especially if all abilities cost MP.

QuoteLionheart:
This is a modified version of the move Endure from Pokemon.  As long as you have more than 1 HP, normally lethal damage will reduce you to 1 HP Br% of the time.

Sounds okay.  Kinda a pain in the butt (in a good way), when you 1HKO an enemy party with Bahamut, and then half of them Jump back up again.  Sounds like a very White Mage ability, though it's useful on Tanks, and anyone you want to send in among a bunch of enemies.

QuoteMonkeygrip:
Most 2H weapons have pretty good evasion so that + Shield on knight classes yields even better evasion.  I may also consider having this ability remove the jump penalty on shields as well.

I assume the Jump penalty is unique to your patch, and not vanilla.

QuoteHealth Up:
I'm not sure what kind of static boosts you'd have in mind.

No, that was just me commenting on it.  Technically, it's a dynamic boost to HP, since it's a percentage boost to your max HP.  I should specify that there are two types of boosts, and each one can be conditional, and another thing I don't have the word for (maybe increments).

Static Boost/Penalty = Boosts/Penalizes a Stat by n, where n is a number like 100, 2, 85, or negative 900.
-Conditional Static Boost/Penalty = Boosts/Penalizes a Stat by n - where n is a number like 100, 2, 85, or negative 900 - when that stat is a percentage of it's maximum value.  In addition, it boosts/penalizes that stat more (n * 2, n* 3), the more that stat swings towards one extreme of it's possible values.
-Incremental Stat Boost/Penalty = Boosts/Penalizes a staty by n - where n is a number like 100, 2, 85, or negative 900 - when that stat is reduced by a percentage of it's maximum value; or when it is reduced below it's current value, ever.  This effect becomes more powerful the more that stat is reduced by a single attack, perhaps; or maybe it just triggers every time that stat is reduced ever, and it keep stacking.

Dynamic = (I lost interest in explaining it, since I'm not doing a very good job.)

QuoteXXX UP

Go with my idea, and make a bunch of XXX UP that activate in a very specific way, under fairly common-place circumstances.  That way you have something that's consistently useful, but doesn't make it a far more reliable Support than any other Support.

I don't like Concentrate because it negates other Reactions and Supports, as well as equipment; because it works all the time and is not dependent on any other part of the character (unlike Serenity, which won't save you if all your stats suck); and because it's the perfect Support for almost every single class in the game.
*Concentrate    : Rename "Serenity"
                : Negate weather-related accuracy penalties to bows and crossbows.
                : Change stat that drives Hit Rate of formula for abilities you use to whatever stat (PA, MA, OR SP) and (Brave OR Faith) is greatest.

Serenity is still useful for every class in the game, but it's best for classes with Ranged weapons, and it performs best for using abilities whose hit rate your stats don't work well for, so it improves flexibility for the player; and it reduces the punishment on the AI for selecting, say, Yin-Yang Magic as a Secondary for a Monk, or Steal as a Secondary for a Samurai.

QuoteAccelerator:
This is intended for the people who don't use buffs and simply want to rush enemies without getting bogged down with negative status effects.  Of course, death sentence becomes all the more lethal.

Then call it Banzai! or Kamikaze or Suicide Rush or "Brave Or Stupid?" or "Riskbreaker".  And what about abilities that don't have CT?

QuoteMartial Arts:
Don't worry, I changed the fist formula to be dependent on PA and LVL.  However, what martial arts does here is boost all "weak" weapons along with fists by a multiplier larger than any other physical multiplier.  If you look over my weapon list, you'll notice I made a plethora of procs; hence, I'm rewarding the use of early game weapons with tricky procs by pumping up their damage.

That's your patch, so it's your call.  I'd use something similar if I was doing the same.  In fact, I might make it change all weapon formulas, not just unarmed.  Thanks for the idea.

QuoteAuthority

I assume more monsters are mountable, then?

QuoteFlee:
Why is there a problem with granting ignore height?  It's fairly mobile and gives you the ability to avoid fall damage.
Moving through enemies as if they were allies are abilities already granted by fly, teleport, intangible, and transparent.  I see no reason to add it here.
I'm not sure about infinite horizontal jumping.  How broken would that be?

I don't like Ignore Height because it makes many abilities and items that grant Jump + (1,2,3,..., n) useless, so you have to cook up some bizarre effects to make them useful again.
And I'm not entirely in favor of infinite horizontal jumping.  I may just create an "Improved Horizonal Jumping" effect, which changes the horizontal jumping formula from (Jump / 2) to (Jump * 2).

In Vanilla, you can jump across any gap that is at the same height or lower than you, if the gap between you and it is lower than (your Jump / 2).

I don't know if this only works if you have enough Move for every Panel you jump over; or if your move only starts counting after you land - that is, jumping the gap costs 1 move, since you only touched the panel you jumped from and the panel you landed on.

If it's the former, then modified horizontal Jumping or infinite horizontal jumping is fine, because it's dependent on the amount of Move you have, IE, you can't Jump a gap larger than your move range.

If it's the latter, then infinite horizontal jumping is incredibly broken, because you could jump from any increase in height across an infinite gap, and it will only count as 1 Move used (think of The Matrix).  In such a case, even modified horizontal jumping is slightly broken.

If it's the latter, then you may have to change the game so you can only jump a gap that is equal to or less than your Move range, provided you have the required Jump to clear the length of the gap.  The required Jump will then check if you have something equipped which grants either infinite horizontal jumping or improved horizontal jumping (Jump * 2), and it will default to the standard horizontal jumping formula (Jump / 2) if you don't have something equipped that grants Infinite Horizontal Jumping or Improved Horizontal Jumping.

QuoteQuick Boost:
Every stat that is boosted by XXX Up in damage formulas is replaced by your effective SPD.  I noticed I needed this after I deleted most of the speed dependent formulas from the game.

*shrugs*

QuoteExtremism
*So if your HP is above 50%, you take less damage; and if it's below 50%, you deal more damage?

That covers your conditional XXX UP abilities.  And I see what you did there.  Looking forward to the story battle where this is featured.  Many popcorns will sacrifice their crunchiness on that day.

QuoteDisarm:
Maybe I should clarify the meaning of a counter-proc.  I made many weapons/mantles/shields that proc an attack when they blocked an attack.  These function like counter abilities in the sense that they don't trigger any counter ability other than evasion.

So your Mantle will Cure you when it dodges an attack for you?  I see why you need a support to negate that.

Everything else I didn't comment on is required for your patch.  Though Pin Down still seems pretty crazy.  It will be interesting fighting someone with that - almost realistic, as you advance behind a Tank.  And I see what you did there, too.  This patch better be fucking epic, because this looks like it's shaping up to be something that will teach you a great many things.

@The Damned:
Anything is possible with ASM hacking.  Some things are just really fucking difficult.  Didn't you read Xif's sig?
137
PSX FFT Hacking / Re: R/S/M Wish List and Discussion
April 16, 2012, 03:58:41 pm
Could you post a screencap of what you see when you open my plain text file?  And tell us what Operating System you use as well, along with what you use to view and edit plain text files.

Post it here:
http://ffhacktics.com/smf/index.php?topic=8719

It's not obvious; I've encountered it before.  I'll save this topic and go over your R/S/M edits tonight.
138
-===============-
EQUIPMENT BYTES I
-===============-

Thanks to NeoKamek for figuring a lot of these out, especially the
graphics!

BASEADDR +0 :  palette \  Best to just look these up in the table to
BASEADDR +1 :  graphic /  get the custom palette and graphic you want.

BASEADDR +2 :  weapon power / predicted evade%
                again, each weapon has its own entry so you can just
                look in the table to mimic any weapon you want.

BASEADDR +3 :  equipment type graphic:
               01 = Dagger           12 = Cloth
               02 = Ninja Sword      13 = Shield
               03 = Sword            14 = Helmet
               04 = Knight Sword     15 = Hat
               05 = Katana           16 = Ribbon
               06 = Axe              17 = Armor
               07 = Rod              18 = Clothes
               08 = Staff            19 = Robe
               09 = Flail            1A = Shoes
               0A = Gun              1B = Gauntlet
               0B = Crossbow         1C = Ring
               0C = Bow              1D = Armlet
               0D = Harp             1E = Mantle
               0E = Dictionary       1F = Perfume
               0F = Spear            20 = Shuriken
               10 = Stick            21 = Ball
               11 = Bag              22 = Chemist item

BASEADDR +4 :  identification number

BASEADDR +5 :  type of equipment (same digits as BASEADDR +3)

BASEADDR +6 :  always 0

BASEADDR +7 :  extra effects (again, just look in the table
               at the item whose effect you want to mimic)
               Some new ones discovered by NeoKamek:
               73 = Move +1, Jump +2
               84 = Move +2, Jump +9, PA +92
               85 = Move +2, Jump +3
               89 = Move +6, Jump +7, PA +92
               8F = Move +0
               91 = Move +8

BASEADDR +8 :  price, low byte
BASEADDR +9 :  price, high byte

BASEADDR +A :  when enemies start to carry the item
               01 - 0E = at progressive points through the game
               14 = never

BASEADDR +B :  always 0


(weapons I)

  BASEADDR   +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
+------------------------------------------------+-----------------+
| 30062EB8 | 00 00 00 80 00 00 00 00 00 00 00 00 | <BLANK>         |
+----------+-------------------------------------+-----------------+
| 30062EC4 | 00 01 01 80 01 01 00 00 64 00 01 00 | Dagger          |
| 30062ED0 | 00 02 03 80 02 01 00 00 F4 01 02 00 | Mythril Knife   |
| 30062EDC | 00 04 07 80 03 01 00 00 20 03 03 00 | Blind Knife     |
| 30062EE8 | 02 06 0B 80 04 01 00 00 DC 05 04 00 | Mage Masher     |
| 30062EF4 | 04 01 0E 80 05 01 00 00 08 07 06 00 | Platina Dagger  |
| 30062F00 | 00 03 15 80 06 01 00 00 B8 0B 0A 00 | Main Gauche     |
| 30062F0C | 04 05 19 80 07 01 00 00 A0 0F 0B 00 | Orichalcum      |
| 30062F18 | 00 06 1D 80 08 01 00 00 88 13 0C 00 | Assassin Dagger |
| 30062F24 | 04 02 21 80 09 01 00 00 40 1F 0E 00 | Air Knife       |
| 30062F30 | 02 04 5F 82 0A 01 00 00 E0 2E 14 00 | Zorlin Shape    |
+----------+-------------------------------------+-----------------+
| 30062F3C | 00 07 0A 80 0B 02 00 00 B8 0B 09 00 | Hidden Knife    |
| 30062F48 | 00 09 0D 80 0C 02 00 00 88 13 0A 00 | Ninja Knife     |
| 30062F54 | 00 08 0F 80 0D 02 00 00 58 1B 0B 00 | Short Edge      |
| 30062F60 | 02 07 16 80 0E 02 00 00 10 27 0C 00 | Ninja Edge      |
| 30062F6C | 04 08 1B 80 0F 02 00 00 80 3E 0D 00 | Spell Edge      |
| 30062F78 | 04 07 5F 82 10 02 00 00 0A 00 14 00 | Sasuke Knife    |
| 30062F84 | 0D 0A 60 82 11 02 00 00 0A 00 14 00 | Iga Knife       |
| 30062F90 | 0B 0B 60 82 12 02 00 00 0A 00 14 00 | Koga Knife      |
+----------+-------------------------------------+-----------------+
| 30062F9C | 00 0C 01 80 13 03 00 00 C8 00 01 00 | Broad Sword     |
| 30062FA8 | 00 0D 04 80 14 03 00 00 F4 01 02 00 | Long Sword      |
| 30062FB4 | 02 0E 07 80 15 03 00 00 84 03 03 00 | Iron Sword      |
| 30062FC0 | 02 0F 09 80 16 03 00 00 40 06 04 00 | Mythril Sword   |
| 30062FCC | 03 0E 0C 82 17 03 00 00 C4 09 05 00 | Blood Sword     |
| 30062FD8 | 01 10 0F 80 18 03 00 00 E4 0C 06 00 | Coral Sword     |
| 30062FE4 | 03 0F 15 80 19 03 00 00 88 13 09 00 | Ancient Sword   |
| 30062FF0 | 04 0C 17 80 1A 03 00 00 88 13 0A 00 | Sleep Sword     |
| 30062FFC | 04 11 1C 80 1B 03 00 00 F8 2A 0C 00 | Platinum Sword  |
| 30063008 | 00 12 1A 80 1C 03 00 00 40 1F 0B 00 | Diamond Sword   |
| 30063014 | 01 0D 22 80 1D 03 00 00 B0 36 0D 00 | Ice Brand       |
| 30063020 | 04 13 25 80 1E 03 00 01 20 4E 0E 00 | Rune Blade      |
| 3006302C | 03 14 5F 82 1F 03 00 00 0A 00 14 00 | Nagrarock       |
| 30063038 | 01 15 60 82 20 03 00 00 0A 00 14 00 | Materia Blade   |
+----------+-------------------------------------+-----------------+
| 30063044 | 03 16 5C 82 21 04 00 00 40 9C 14 00 | Defender        |
| 30063050 | 00 17 5F 82 22 04 00 02 0A 00 14 00 | Save the Queen  |
| 3006305C | 03 18 60 82 23 04 00 03 0A 00 14 00 | Excalibur       |
| 30063068 | 04 19 61 82 24 04 00 04 0A 00 14 00 | Ragnarok        |
| 30063074 | 04 16 62 82 25 04 00 05 0A 00 14 00 | Chaos Blade     |
+----------+-------------------------------------+-----------------+
| 30063080 | 00 1A 09 80 26 05 00 00 40 06 07 00 | Asura Knife     |
| 3006308C | 01 1B 0C 80 27 05 00 00 B8 0B 07 00 | Koutetsu Knife  |
| 30063098 | 01 1C 0F 80 28 05 00 00 88 13 08 00 | Bizen Boat      |
| 300630A4 | 04 1A 15 80 29 05 00 00 58 1B 09 00 | Murasame        |
| 300630B0 | 04 1D 18 80 2A 05 00 00 40 1F 0A 00 | Heaven's Cloud  |
| 300630BC | 05 1C 1B 80 2B 05 00 00 10 27 0C 00 | Kiyomori        |
| 300630C8 | 03 1E 1E 80 2C 05 00 00 98 3A 0D 00 | Muramasa        |
| 300630D4 | 05 1F 21 80 2D 05 00 00 F0 55 0E 00 | Kikuichimoji    |
| 300630E0 | 05 1B 5F 82 2E 05 00 00 0A 00 14 00 | Masamune        |
| 300630EC | 03 1A 60 82 2F 05 00 00 0A 00 14 00 | Chirijiraden    |
+----------+-------------------------------------+-----------------+
| 300630F8 | 00 20 04 80 30 06 00 00 DC 05 04 00 | Battle Axe      |
| 30063104 | 0F 21 0C 80 31 06 00 00 A0 0F 07 00 | Giant Axe       |
| 30063110 | 05 22 1F 80 32 06 00 00 E0 2E 0A 00 | Slasher         |
+----------+-------------------------------------+-----------------+
| 3006311C | 05 23 01 80 33 07 00 00 C8 00 01 00 | Rod             |
| 30063128 | 02 25 05 80 34 07 00 06 90 01 03 00 | Thunder Rod     |
| 30063134 | 06 24 05 80 35 07 00 07 90 01 03 00 | Flame Rod       |
| 30063140 | 01 25 05 80 36 07 00 08 90 01 03 00 | Ice Rod         |
| 3006314C | 06 24 0C 80 37 07 00 00 F4 01 06 00 | Poison Rod      |
| 30063158 | 00 26 17 80 38 07 00 09 40 1F 0B 00 | Wizard Rod      |
| 30063164 | 07 24 5F 82 39 07 00 00 E0 2E 14 00 | Dragon Rod      |
| 30063170 | 03 25 60 82 3A 07 00 49 0A 00 14 00 | Faith Rod       |
+----------+-------------------------------------+-----------------+
| 3006317C | 03 27 01 80 3B 08 00 00 78 00 01 00 | Oak Staff       |
| 30063188 | 02 27 05 80 3C 08 00 00 20 03 03 00 | White Staff     |
| 30063194 | 00 28 09 82 3D 08 00 00 A0 0F 04 00 | Healing Staff   |
| 300631A0 | 01 27 0C 80 3E 08 00 00 98 08 06 00 | Rainbow Staff   |
| 300631AC | 03 29 0F 80 3F 08 00 0A A0 0F 08 00 | Wizard Staff    |
| 300631B8 | 02 29 18 80 40 08 00 00 58 1B 0B 00 | Gold Staff      |
| 300631C4 | 00 2A 5F 82 41 08 00 0B 0A 00 14 00 | Mace of Zeus    |
| 300631D0 | 02 2A 60 82 42 08 00 00 0A 00 14 00 | Sage Staff      |
+----------+-------------------------------------+-----------------+
| 300631DC | 02 2B 0A 80 43 09 00 00 B0 04 08 00 | Flail           |
| 300631E8 | 01 2B 14 80 44 09 00 00 A0 0F 0A 00 | Flame Whip      |
| 300631F4 | 00 2B 20 80 45 09 00 00 28 23 0C 00 | Morning Star    |
| 30063200 | 03 2B 5A 82 46 09 00 00 40 9C 14 00 | Scorpion Tail   |
+----------+-------------------------------------+-----------------+
| 3006320C | 05 2C 0B 82 47 0A 00 00 88 13 07 00 | Romanda Gun     |
| 30063218 | 07 2C 0F 82 48 0A 00 00 98 3A 0A 00 | Mythril Gun     |
| 30063224 | 00 2D 5F 82 49 0A 00 48 0A 00 14 00 | Stone Gun       |
| 30063230 | 03 2E 5B 82 4A 0A 00 00 0A 00 14 00 | Blaze Gun       |
| 3006323C | 05 2E 5C 82 4B 0A 00 00 0A 00 14 00 | Glacier Gun     |
| 30063248 | 07 2E 5D 82 4C 0A 00 00 0A 00 14 00 | Blast Gun       |
+----------+-------------------------------------+-----------------+
| 30063254 | 03 2F 01 80 4D 0B 00 00 90 01 01 00 | Bow Gun         |
| 30063260 | 01 2F 05 82 4E 0B 00 00 DC 05 04 00 | Night Killer    |
| 3006326C | 07 2F 0B 80 4F 0B 00 00 D0 07 07 00 | Cross Bow       |
| 30063278 | 06 30 0E 80 50 0B 00 00 A0 0F 09 00 | Poison Bow      |
| 30063284 | 07 30 18 80 51 0B 00 00 40 1F 0B 00 | Hunting Bow     |
| 30063290 | 02 30 21 82 52 0B 00 00 20 4E 0E 00 | Gastrafitis     |
+----------+-------------------------------------+-----------------+
| 3006329C | 03 31 02 80 53 0C 00 00 20 03 03 00 | Long Bow        |
| 300632A8 | 02 31 06 80 54 0C 00 00 DC 05 04 00 | Silver Bow      |
| 300632B4 | 05 31 0B 80 55 0C 00 00 D0 07 05 00 | Ice Bow         |
| 300632C0 | 00 32 0F 80 56 0C 00 00 B8 0B 07 00 | Lightning Bow   |
| 300632CC | 07 31 1B 80 57 0C 00 00 40 1F 0B 00 | Windslash Bow   |
| 300632D8 | 07 33 14 80 58 0C 00 00 88 13 09 00 | Mythril Bow     |
| 300632E4 | 01 33 25 80 59 0C 00 00 F0 55 0E 00 | Ultimus Bow     |
| 300632F0 | 03 34 34 82 5A 0C 00 00 0A 00 14 00 | Yoichi Bow      |
| 300632FC | 05 35 35 82 5B 0C 00 00 0A 00 14 00 | Perseus Bow     |
+----------+-------------------------------------+-----------------+
| 30063308 | 03 36 0D 80 5C 0D 00 00 88 13 07 00 | Ramia Harp      |
| 30063314 | 06 36 19 80 5D 0D 00 00 10 27 0B 00 | Bloody Strings  |
| 30063320 | 02 36 24 82 5E 0D 00 00 30 75 14 00 | Fairy Harp      |
+----------+-------------------------------------+-----------------+
| 3006332C | 02 37 0D 80 5F 0E 00 00 B8 0B 07 00 | Battle Dict     |
| 30063338 | 07 37 17 80 60 0E 00 00 70 17 0A 00 | Monster Dict    |
| 30063344 | 05 37 22 80 61 0E 00 00 10 27 0B 00 | Papyrus Plate   |
| 30063350 | 03 37 5F 82 62 0E 00 00 30 75 14 00 | Madlemgen       |
+----------+-------------------------------------+-----------------+
| 3006335C | 02 38 0C 80 63 0F 00 00 E8 03 05 00 | Javelin         |
| 30063368 | 01 3B 10 80 64 0F 00 00 D0 07 07 00 | Spear           |
| 30063374 | 04 39 15 80 65 0F 00 00 94 11 09 00 | Mythril Spear   |
| 30063380 | 07 3B 19 80 66 0F 00 00 58 1B 0B 00 | Partisan        |
| 3006338C | 04 3A 1D 80 67 0F 00 00 10 27 0E 00 | Oberisk         |
| 30063398 | 02 3C 5F 82 68 0F 00 00 A0 8C 14 00 | Holy Lance      |
| 300633A4 | 05 38 60 82 69 0F 00 00 E0 AB 14 00 | Dragon Whisker  |
| 300633B0 | 06 3C 61 82 6A 0F 00 00 E8 03 14 00 | Javelin         |
+----------+-------------------------------------+-----------------+
| 300633BC | 00 3D 09 80 6B 10 00 00 E8 03 06 00 | Cypress Rod     |
| 300633C8 | 07 3E 0D 80 6C 10 00 00 78 05 07 00 | Battle Bamboo   |
| 300633D4 | 02 3D 15 80 6D 10 00 00 60 09 09 00 | Musk Rod        |
| 300633E0 | 01 3E 18 80 6E 10 00 00 A0 0F 0A 00 | Iron Fan        |
| 300633EC | 03 3F 1B 80 6F 10 00 00 4C 1D 0B 00 | Gokuu Rod       |
| 300633F8 | 06 40 5F 82 70 10 00 00 10 27 14 00 | Ivory Rod       |
| 30063404 | 00 3F 28 80 71 10 00 00 20 4E 0E 00 | Octagon Rod     |
| 30063410 | 03 41 60 82 72 10 00 00 88 90 14 00 | Whale Whisker   |
+----------+-------------------------------------+-----------------+
| 3006341C | 02 42 50 82 73 11 00 0C 08 CF 09 00 | C Bag           |
| 30063428 | 07 42 51 82 74 11 00 00 60 EA 14 00 | FS Bag          |
| 30063434 | 05 42 52 82 75 11 00 0D 20 CB 0B 00 | P Bag           |
| 30063440 | 01 42 53 82 76 11 00 0E 90 E2 0E 00 | H Bag           |
+----------+-------------------------------------+-----------------+
| 3006344C | 05 43 18 80 77 12 00 00 58 1B 0A 00 | Persia          |
| 30063458 | 07 44 1D 80 78 12 00 00 98 3A 0C 00 | Cashmere        |
| 30063464 | 06 43 5F 82 79 12 00 00 40 9C 14 00 | Ryozan Silk     |
+----------+-------------------------------------+-----------------+
| 30063470 | 00 45 01 80 7A 20 00 00 32 00 05 00 | Shuriken        |
| 3006347C | 03 45 12 80 7B 20 00 00 2C 01 0A 00 | Magic Shuriken  |
| 30063488 | 01 45 21 80 7C 20 00 00 E8 03 0D 00 | Yagyu Darkness  |
+----------+-------------------------------------+-----------------+
| 30063494 | 03 46 01 80 7D 21 00 00 FA 00 07 00 | Fire Ball       |
| 300634A0 | 05 46 12 80 7E 21 00 00 FA 00 07 00 | Water Ball      |
| 300634AC | 02 46 1D 80 7F 21 00 00 FA 00 07 00 | Lightning Ball  |
+----------+-------------------------------------+-----------------+


(shields I)

  BASEADDR   +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
+----------+-------------------------------------+-----------------+
| 300634B8 | 00 47 01 40 00 13 00 00 90 01 01 00 | Escutcheon      |
| 300634C4 | 02 4C 03 40 01 13 00 00 BC 02 03 00 | Buckler         |
| 300634D0 | 01 48 06 40 02 13 00 00 B0 04 04 00 | Bronze Shield   |
| 300634DC | 07 4C 09 40 03 13 00 00 40 06 05 00 | Round Shield    |
| 300634E8 | 05 4A 0C 40 04 13 00 00 C4 09 06 00 | Mythril Shield  |
| 300634F4 | 00 4E 0F 40 05 13 00 00 AC 0D 07 00 | Gold Shield     |
| 30063500 | 01 49 16 40 06 13 00 0F 70 17 09 00 | Ice Shield      |
| 3006350C | 03 4F 16 40 07 13 00 10 64 19 09 00 | Flame Shield    |
| 30063518 | 03 49 16 40 08 13 00 11 10 27 0A 00 | Aegis Shield    |
| 30063524 | 05 4D 19 40 09 13 00 00 E0 2E 0B 00 | Diamond Shield  |
| 30063530 | 01 4A 1D 40 0A 13 00 00 80 3E 0D 00 | Platina Shield  |
| 3006353C | 01 4D 24 40 0B 13 00 00 08 52 0E 00 | Crystal Shield  |
| 30063548 | 05 49 24 42 0C 13 00 00 0A 00 14 00 | Genji Shield    |
| 30063554 | 01 4C 27 42 0D 13 00 12 0A 00 14 00 | Kaiser Plate    |
| 30063560 | 03 4B 28 42 0E 13 00 13 0A 00 14 00 | Venetian Shield |
| 3006356C | 07 4E 32 42 0F 13 00 00 90 01 14 00 | Escutcheon      |
+----------+-------------------------------------+-----------------+


(armor I)

  BASEADDR   +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
+----------+-------------------------------------+-----------------+
| 30063578 | 00 50 01 20 00 14 00 00 C8 00 01 00 | Leather Helmet  |
| 30063584 | 0D 51 04 20 01 14 00 00 F4 01 02 00 | Bronze Helmet   |
| 30063590 | 09 51 07 20 02 14 00 00 E8 03 03 00 | Iron Helmet     |
| 3006359C | 0B 52 09 20 03 14 00 00 DC 05 05 00 | Barbuta         |
| 300635A8 | 0A 53 0C 20 04 14 00 00 34 08 06 00 | Mythril Helmet  |
| 300635B4 | 00 53 0F 20 05 14 00 00 F0 0A 07 00 | Gold Helmet     |
| 300635C0 | 0D 54 11 20 06 14 00 00 A0 0F 08 00 | Cross Helmet    |
| 300635CC | 0C 55 16 20 07 14 00 00 70 17 0A 00 | Diamond Helmet  |
| 300635D8 | 0A 56 19 20 08 14 00 00 40 1F 0C 00 | Platina Helmet  |
| 300635E4 | 0B 57 1D 20 09 14 00 00 10 27 0C 00 | Circlet         |
| 300635F0 | 09 55 1B 20 0A 14 00 00 B0 36 0E 00 | Crystal Helmet  |
| 300635FC | 0C 58 24 22 0B 14 00 00 0A 00 14 00 | Genji Helmet    |
| 30063608 | 09 59 28 22 0C 14 00 14 0A 00 14 00 | Grand Helmet    |
+----------+-------------------------------------+-----------------+
| 30063614 | 0B 5A 01 20 0D 15 00 00 96 00 01 00 | Leather Hat     |
| 30063620 | 0D 5B 04 20 0E 15 00 00 5E 01 02 00 | Feather Hat     |
| 3006362C | 0C 5C 07 20 0F 15 00 00 20 03 03 00 | Red Hood        |
| 30063638 | 0A 5D 0A 20 10 15 00 15 B0 04 05 00 | Headgear        |
| 30063644 | 0C 5E 0D 20 11 15 00 16 08 07 06 00 | Triangle Hat    |
| 30063650 | 0B 5F 10 20 12 15 00 17 B8 0B 07 00 | Green Beret     |
| 3006365C | 02 60 15 20 13 15 00 18 88 13 09 00 | Twist Headband  |
| 30063668 | 0B 61 18 20 14 15 00 19 70 17 0A 00 | Holy Miter      |
| 30063674 | 0F 5C 1B 20 15 15 00 00 58 1B 0B 00 | Black Hood      |
| 30063680 | 0B 62 20 20 16 15 00 1A E0 2E 0C 00 | Golden Hairpin  |
| 3006368C | 0D 63 26 20 17 15 00 1B 80 3E 0E 00 | Flash Hat       |
| 30063698 | 09 5F 2E 20 18 15 00 1C B8 88 0F 00 | Thief Hat       |
+----------+-------------------------------------+-----------------+
| 300636A4 | 0B 64 32 22 19 16 00 45 20 4E 14 00 | Cachusha        |
| 300636B0 | 0C 65 33 22 1A 16 00 46 20 4E 14 00 | Barette         |
| 300636BC | 0B 66 34 22 1B 16 00 47 60 EA 14 00 | Ribbon          |
+----------+-------------------------------------+-----------------+
| 300636C8 | 00 6A 01 10 1C 17 00 00 C8 00 01 00 | Leather Armor   |
| 300636D4 | 0B 6B 04 10 1D 17 00 00 58 02 02 00 | Linen Cuirass   |
| 300636E0 | 0E 67 06 10 1E 17 00 00 20 03 03 00 | Bronze Armor    |
| 300636EC | 03 6C 08 10 1F 17 00 00 14 05 04 00 | Chain Mail      |
| 300636F8 | 09 67 0B 10 20 17 00 00 D0 07 05 00 | Mythril Armor   |
| 30063704 | 00 68 0E 10 21 17 00 00 B8 0B 06 00 | Plate Mail      |
| 30063710 | 02 68 11 10 22 17 00 00 10 0E 07 00 | Gold Armor      |
| 3006371C | 0A 69 16 10 23 17 00 00 70 17 0A 00 | Diamond Armor   |
| 30063728 | 08 6D 1A 10 24 17 00 00 28 23 0C 00 | Platina Armor   |
| 30063734 | 08 6E 1E 10 25 17 00 00 C8 32 0D 00 | Carabini Mail   |
| 30063740 | 05 69 25 10 26 17 00 00 38 4A 0E 00 | Crystal Mail    |
| 3006374C | 03 6F 25 12 27 17 00 00 0A 00 14 00 | Genji Armor     |
| 30063758 | 03 70 27 12 28 17 00 1D 50 46 0E 00 | Reflect Mail    |
| 30063764 | 0D 71 2D 12 29 17 00 00 0A 00 14 00 | Maximillian     |
+----------+-------------------------------------+-----------------+
| 30063770 | 06 74 01 10 2A 18 00 00 96 00 01 00 | Clothes         |
| 3006377C | 03 75 03 10 2B 18 00 00 2C 01 02 00 | Leather Outfit  |
| 30063788 | 02 76 05 10 2C 18 00 00 F4 01 03 00 | Leather Vest    |
| 30063794 | 06 77 07 10 2D 18 00 00 84 03 04 00 | Chain Vest      |
| 300637A0 | 04 73 0A 10 2E 18 00 00 DC 05 05 00 | Mythril Vest    |
| 300637AC | 0B 73 0C 10 2F 18 00 00 40 06 06 00 | Adaman Vest     |
| 300637B8 | 03 78 0E 10 30 18 00 00 6C 07 07 00 | Wizard Outfit   |
| 300637C4 | 01 79 11 10 31 18 00 00 C4 09 08 00 | Brigandine      |
| 300637D0 | 00 7A 15 10 32 18 00 1E A0 0F 0A 00 | Judo Outfit     |
| 300637DC | 03 7B 19 10 33 18 00 1F 58 1B 0B 00 | Power Sleeve    |
| 300637E8 | 0B 7C 1D 10 34 18 00 20 10 27 0D 00 | Earth Clothes   |
| 300637F4 | 03 72 23 12 35 18 00 21 0A 00 14 00 | Secret Clothes  |
| 30063800 | 0B 72 25 10 36 18 00 22 E0 2E 0E 00 | Black Costume   |
| 3006380C | 03 7D 32 12 37 18 00 23 80 BB 14 00 | Rubber Costume  |
+----------+-------------------------------------+-----------------+
| 30063818 | 06 7E 03 10 38 19 00 00 B0 04 03 00 | Linen Robe      |
| 30063824 | 01 7E 05 10 39 19 00 00 60 09 04 00 | Silk Robe       |
| 30063830 | 0B 7F 0B 10 3A 19 00 24 A0 0F 07 00 | Wizard Robe     |
| 3006383C | 0B 80 10 12 3B 19 00 25 88 13 0A 00 | Chameleon Robe  |
| 30063848 | 0C 81 1A 10 3C 19 00 26 28 23 0B 00 | White Robe      |
| 30063854 | 0C 82 1F 10 3D 19 00 27 C8 32 0C 00 | Black Robe      |
| 30063860 | 0D 83 26 10 3E 19 00 28 30 75 0E 00 | Light Robe      |
| 3006386C | 0D 7F 2D 12 3F 19 00 29 0A 00 14 00 | Robe of Lords   |
+----------+-------------------------------------+-----------------+


(accessories I)

  BASEADDR   +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
+----------+-------------------------------------+-----------------+
| 30063878 | 00 84 0A 08 00 1A 00 2A E8 03 02 00 | Battle Boots    |
| 30063884 | 00 85 14 08 01 1A 00 2B B0 04 05 00 | Spike Shoes     |
| 30063890 | 01 86 1E 08 02 1A 00 2C 88 13 0A 00 | Germinas Boots  |
| 3006389C | 01 87 05 0A 03 1A 00 2D DC 05 07 00 | Rubber Shoes    |
| 300638A8 | 02 88 32 0A 04 1A 00 2E C4 09 09 00 | Feather Boots   |
| 300638B4 | 05 89 1E 0A 05 1A 00 2F 58 1B 0C 00 | Sprint Shoes    |
| 300638C0 | 03 8A 28 0A 06 1A 00 30 10 27 0E 00 | Red Shoes       |
+----------+-------------------------------------+-----------------+
| 300638CC | 00 8B 14 08 07 1B 00 31 88 13 06 00 | Power Wrist     |
| 300638D8 | 03 8C 32 0A 08 1B 00 32 0A 00 14 00 | Genji Gauntlet  |
| 300638E4 | 03 8D 23 08 09 1B 00 33 20 4E 09 00 | Magic Gauntlet  |
| 300638F0 | 04 8E 3C 08 0A 1B 00 34 50 C3 0C 00 | Bracer          |
+----------+-------------------------------------+-----------------+
| 300638FC | 00 8F 32 0A 0B 1C 00 35 10 27 09 00 | Reflect Ring    |
| 30063908 | 06 8F 19 08 0C 1C 00 36 88 13 07 00 | Defense Ring    |
| 30063914 | 00 90 19 08 0D 1C 00 37 10 27 0B 00 | Magic Ring      |
| 30063920 | 04 90 05 0A 0E 1C 00 38 0A 00 14 00 | Cursed Ring     |
| 3006392C | 08 91 19 0A 0F 1C 00 39 20 4E 0D 00 | Angel Ring      |
+----------+-------------------------------------+-----------------+
| 30063938 | 04 92 1A 08 10 1D 00 3A 88 13 08 00 | Diamond Armlet  |
| 30063944 | 0B 93 19 08 11 1D 00 3B 10 27 0A 00 | Jade Armlet     |
| 30063950 | 00 94 19 08 12 1D 00 3C 98 3A 0B 00 | 108 Gems        |
| 3006395C | 0B 95 19 08 13 1D 00 3D 10 27 09 00 | N-Kai Armlet    |
| 30063968 | 06 96 19 08 14 1D 00 3E 58 1B 07 00 | Defense Armlet  |
+----------+-------------------------------------+-----------------+
| 30063974 | 09 97 0A 08 15 1E 00 00 2C 01 03 00 | Small Mantle    |
| 30063980 | 0E 98 14 08 16 1E 00 00 20 03 05 00 | Leather Mantle  |
| 3006398C | 0D 99 1E 08 17 1E 00 3F D0 07 07 00 | Wizard Mantle   |
| 30063998 | 0B 9A 28 08 18 1E 00 00 40 1F 0A 00 | Elf Mantle      |
| 300639A4 | 0E 9B 31 08 19 1E 00 00 98 3A 0C 00 | Dracula Mantle  |
| 300639B0 | 0D 9C 32 08 1A 1E 00 00 20 4E 0E 00 | Feather Mantle  |
| 300639BC | 0E 9D 05 0A 1B 1E 00 40 0A 00 14 00 | Vanish Mantle   |
+----------+-------------------------------------+-----------------+
| 300639C8 | 0B 9E 05 0A 1C 1F 00 41 60 EA 14 00 | Chantage        |
| 300639D4 | 0D 9F 05 0A 1D 1F 00 42 60 EA 14 00 | Cherche         |
| 300639E0 | 02 A0 05 0A 1E 1F 00 43 60 EA 14 00 | Setiemson       |
| 300639EC | 08 A1 05 0A 1F 1F 00 44 60 EA 14 00 | Salty Rage      |
+----------+-------------------------------------+-----------------+


(items I)

  BASEADDR   +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B
+----------+-------------------------------------+-----------------+
| 300639F8 | 0D A2 01 02 00 22 00 00 32 00 01 00 | Potion          |
| 30063A04 | 0D B0 02 02 01 22 00 00 C8 00 03 00 | Hi-Potion       |
| 30063A10 | 0D B1 03 02 02 22 00 00 BC 02 09 00 | X-Potion        |
| 30063A1C | 0B A5 04 02 03 22 00 00 C8 00 07 00 | Ether           |
| 30063A28 | 0B A6 05 02 04 22 00 00 58 02 0B 00 | Hi-Ether        |
| 30063A34 | 0B A7 0E 02 0D 22 00 00 0A 00 14 00 | Elixir          |
| 30063A40 | 0C A8 06 02 05 22 00 00 32 00 01 00 | Antidote        |
| 30063A4C | 0E A9 07 02 06 22 00 00 32 00 01 00 | Eye Drop        |
| 30063A58 | 0B AA 08 02 07 22 00 00 32 00 02 00 | Echo Grass      |
| 30063A64 | 09 AB 09 02 08 22 00 00 32 00 02 00 | Maiden's Kiss   |
| 30063A70 | 0D AC 0A 02 09 22 00 00 64 00 02 00 | Soft            |
| 30063A7C | 09 AD 0B 02 0A 22 00 00 D0 07 05 00 | Holy Water      |
| 30063A88 | 0B AE 0C 02 0B 22 00 00 5E 01 07 00 | Remedy          |
| 30063A94 | 0E AF 0D 02 0C 22 00 00 2C 01 01 00 | Phoenix Down    |
+----------+-------------------------------------+-----------------+
| 30063AA0 | 00 00 00 02 00 00 00 00 00 00 00 00 | <BLANK>         |
| 30063AAC | 00 00 00 02 00 00 00 00 00 00 00 00 | <BLANK>         |
+----------+-------------------------------------+-----------------+


-=============-
SHIELD BYTES II
-=============-

BASEADDR +1 : Physical S-Evade
BASEADDR +2 : Magical S-Evade

  BASEADDR   +0 +1
+----------+-------+-----------------+
| 30063EB8 | 0A 03 | Escutcheon      |
| 30063EBA | 0D 03 | Buckler         |
| 30063EBC | 10 00 | Bronze Shield   |
| 30063EBE | 13 00 | Round Shield    |
| 30063EC0 | 16 05 | Mythril Shield  |
| 30063EC2 | 19 00 | Gold Shield     |
| 30063EC4 | 1C 00 | Ice Shield      |
| 30063EC6 | 1F 00 | Flame Shield    |
| 30063EC8 | 0A 32 | Aegis Shield    |
| 30063ECA | 22 0F | Diamond Shield  |
| 30063ECC | 25 0A | Platina Shield  |
| 30063ECE | 28 0F | Crystal Shield  |
| 30063ED0 | 2B 00 | Genji Shield    |
| 30063ED2 | 2E 14 | Kaiser Plate    |
| 30063ED4 | 32 19 | Venetian Shield |
| 30063ED6 | 4B 32 | Escutcheon      |
+----------+-------+-----------------+


-============-
ARMOR BYTES II
-============-

BASEADDR +0 :  HP to add
BASEADDR +1 :  MP to add

  BASEADDR   +0 +1
+----------+-------+-----------------+
| 30063ED8 | 0A 00 | Leather Helmet  |
| 30063EDA | 14 00 | Bronze Helmet   |
| 30063EDC | 1E 00 | Iron Helmet     |
| 30063EDE | 28 00 | Barbuta         |
| 30063EE0 | 32 00 | Mythril Helmet  |
| 30063EE2 | 3C 00 | Gold Helmet     |
| 30063EE4 | 46 00 | Cross Helmet    |
| 30063EE6 | 50 00 | Diamond Helmet  |
| 30063EE8 | 5A 00 | Platina Helmet  |
| 30063EEA | 64 00 | Circlet         |
| 30063EEC | 78 00 | Crystal Helmet  |
| 30063EEE | 82 00 | Genji Helmet    |
| 30063EF0 | 96 00 | Grand Helmet    |
+----------+-------+-----------------+
| 30063EF2 | 08 00 | Leather Hat     |
| 30063EF4 | 10 05 | Feather Hat     |
| 30063EF6 | 18 08 | Red Hood        |
| 30063EF8 | 20 00 | Headgear        |
| 30063EFA | 28 0C | Triangle Hat    |
| 30063EFC | 30 00 | Green Beret     |
| 30063EFE | 38 00 | Twist Headband  |
| 30063F00 | 40 14 | Holy Miter      |
| 30063F02 | 48 00 | Black Hood      |
| 30063F04 | 50 32 | Golden Hairpin  |
| 30063F06 | 58 0F | Flash Hat       |
| 30063F08 | 64 00 | Thief Hat       |
+----------+-------+-----------------+
| 30063F0A | 14 00 | Cachusha        |
| 30063F0C | 14 00 | Barette         |
| 30063F0E | 0A 00 | Ribbon          |
+----------+-------+-----------------+
| 30063F10 | 0A 00 | Leather Armor   |
| 30063F12 | 14 00 | Linen Cuirass   |
| 30063F14 | 1E 00 | Bronze Armor    |
| 30063F16 | 28 00 | Chain Mail      |
| 30063F18 | 32 00 | Mythril Armor   |
| 30063F1A | 3C 00 | Plate Mail      |
| 30063F1C | 46 00 | Gold Armor      |
| 30063F1E | 50 00 | Diamond Armor   |
| 30063F20 | 5A 00 | Platina Armor   |
| 30063F22 | 64 00 | Carabini Mail   |
| 30063F24 | 6E 00 | Crystal Mail    |
| 30063F26 | 96 00 | Genji Armor     |
| 30063F28 | 82 00 | Reflect Mail    |
| 30063F2A | C8 00 | Maximillian     |
+----------+-------+-----------------+
| 30063F2C | 05 00 | Clothes         |
| 30063F2E | 0A 00 | Leather Outfit  |
| 30063F30 | 12 00 | Leather Vest    |
| 30063F32 | 18 00 | Chain Vest      |
| 30063F34 | 1E 00 | Mythril Vest    |
| 30063F36 | 24 00 | Adaman Vest     |
| 30063F38 | 2A 0F | Wizard Outfit   |
| 30063F3A | 32 00 | Brigandine      |
| 30063F3C | 3C 00 | Judo Outfit     |
| 30063F3E | 46 00 | Power Sleeve    |
| 30063F40 | 55 0A | Earth Clothes   |
| 30063F42 | 14 00 | Secret Clothes  |
| 30063F44 | 64 00 | Black Costume   |
| 30063F46 | 96 1E | Rubber Costume  |
+----------+-------+-----------------+
| 30063F48 | 0A 0A | Linen Robe      |
| 30063F4A | 14 10 | Silk Robe       |
| 30063F4C | 1E 16 | Wizard Robe     |
| 30063F4E | 28 1C | Chameleon Robe  |
| 30063F50 | 32 22 | White Robe      |
| 30063F52 | 3C 1E | Black Robe      |
| 30063F54 | 4B 32 | Light Robe      |
| 30063F56 | 64 50 | Robe of Lords   |
+----------+-------+-----------------+]


Looks like I was wrong about shields boosting HP and MP.
139
RAM to SCUS_942.21: Subtract 0xF800
RAM to BATTLE.BIN: Subtract 0x67000

I ssume that is SCUS_942.21, correct?

0x536B8 in SCUS, if correct.
341688 in decimal.

12 offsets
256 entries
3072 bytes total

341688 in decimal.  First byte.
344760 in decimal.  Last byte.

0x536B8
0x542B8

Wait a minute, why am I doing this when I can look up the Gameshark Handbook by Aerostar?
140
The Damned reported a bug.  I couldn't replicate it, so I assumed it was because I'm Linux.  What OS do you use, Celida?