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Streamlined Battling? (2x rewards, 1/2 encounters)

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I don't think it makes a lot of sense to modify item drop rates. Item drops are 100% if there's something in the common drop slot and the rare drop is checked 1/8 times. Same for Steals, except you must pass the level check for Steal.

Here's the code, with some drop and steal improvements for those who so wish.
Code:
;ffvi scrub lolmode

hirom
;header

; Double experience given by enemies
org $C25DAB
REP #$21       ; Set 16-bit Accumulator, Clear carry
LDX #$000A
LDA $3EEC,X    ; check enemy's 1st status byte
BIT #$00C2     ; Petrify, death, or zombie?
BEQ $26        ; if not, skip this enemy
LDA $11E4
BIT #$0002     ; is Leap available [aka we're on Veldt]?
BNE $0F        ; branch if so ;had been typoed "BNE $5DD0"
LDA $3D8C,X    ; get enemy's XP -- base offset 3D84 is used earlier,
               ; but that's because the function was indexing everybody
               ; on screen, not just enemies
ASL            ; Double it

; Double GP
org $C25DCF
LDA $3DA0,X    ; get enemy's GP
ASL

; Double Rare Steal chance
org $C239DC
CMP #$40

org $C239CB
BCS steal      ; Guarantee Steal with Sneak Ring
org $C239D8
steal:

; Double Rare drop chance
org $C25F21
CMP #$40       ; Carry clear if A < 20h, set otherwise.

; Halve encounter rate
org $C0C29F
dw $0060   ; "less encounter" frequency ==> looks like "normal encounter"
dw $0030   ; "norm encounter" frequency ==> looks like "less encounter"
dw $00C0   ; "more encounter" frequency ==> looks right
dw $0000   ; "no encounter" frequency ==> looks right

;Charm Bangle, halves of above numbers

dw $0030   ; "less encounter" frequency ==> looks like "normal encounter"
dw $0018   ; "norm encounter" frequency ==> looks like "less encounter"
dw $0060   ; "more encounter" frequency ==> looks right
dw $0000   ; "no encounter" frequency ==> looks right

; Data - dungeon incrementors, added every step to a counter that's
; been accumulating since the last encounter

                 ;the FF3usME name ==> then when i think it _really_ means..

;normal.  no Charm Bangle or Moogle Charm

org $C0C2BF
dw $0038   ; "less encounter" frequency ==> looks like "normal encounter"
dw $0020   ; "norm encounter" frequency ==> looks like "less encounter"
dw $00B0   ; "more encounter" frequency ==> looks right
dw $0100   ; "no encounter" frequency ==> looks like ENCOUNTERS UP THE WAZOO

;Charm Bangle, halves of above numbers

dw $001C   ; "less encounter" frequency ==> looks like "normal encounter"
dw $0010   ; "norm encounter" frequency ==> looks like "less encounter"
dw $0058   ; "more encounter" frequency ==> looks right
dw $0080   ; "no encounter" frequency ==> looks like ENCOUNTERS UP THE WAZOO
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[-] The following 5 users say Thank You to seibaby for this post:
  • brimby (01-28-2018), PowerPanda (01-27-2018), Robo Jesus (01-27-2018), Turbotastic (01-27-2018), Warrax (01-28-2018)



Messages In This Thread
RE: Streamlined Battling? (2x rewards, 1/2 encounters) - by seibaby - 01-27-2018, 08:38 AM

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