Charm Bangle + Moogle Charm - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Charm Bangle + Moogle Charm (/thread-3980.html) |
Charm Bangle + Moogle Charm - PowerPanda - 04-02-2020 This is a change that I implemented today, and thought I would document here. In the C0 bank, you can define encounter rates for overworld and dungeon, using no relics, the charm bangle (50% less), the moogle charm (no encounters), or both together (which is the same as the moogle charm). I have reduced the number of encounters in the base game by 25% out of the gate, so the charm bangle ended up being too few encounters. I got the idea today to have the charm bangle INCREASE the encounter rate, for grinding purposes, and implemented the following encounter rate changes: Normal: 100% (75% of vanilla) Charm Bangle: 150% (1.125% of vanilla) Moogle Charm: 0% Charm Bangle + Moogle Charm together: 50% (0.375% of vanilla) Here are the hex changes that I made for it. Happy hacking. Code: [Overworld Encounter Rate] RE: Charm Bangle + Moogle Charm - Lightning - 04-03-2020 That is actually a good idea! Kind of reminds me of the Harp in Dragon Warrior that actually brings monsters to you instead of avoiding them. I might implement this in my hack. RE: Charm Bangle + Moogle Charm - PowerPanda - 04-03-2020 I actually got the idea from playing Bravely Default and Bravely Second, where the encounter rate can be set from the menu. I didn't want to go through the hassle of making the option available from the menu and removing the code that checks to see if you have either relic equipped, so this was a good streamlining for my hack. |