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Random Encounters Menu Option
(01-23-2022, 09:28 PM)PowerPanda Wrote: Note also that there is another set of tables. One set covers dungeons, and the other the world map. Make sure to edit both.
Ah yeah I just saw this. Thanks for pointing it out!
(01-23-2022, 09:28 PM)PowerPanda Wrote: Yes, I mean having 4 different menu options. I don't know if the wording is inverted or not, but it doesn't matter as long as you're just doing calculations. Whatever the wording says in FF3usME, the numbers will at least be correct.
I think I have enough room to put "150 100 50 0" on a single option line. What I was asking is if a patch exist to correct both tables, because the disassembly comments make it seems the "normal" is "less" and "less" is "normal". Or does those vanilla value in that order are correct and work in the intended way?
Code:
(normal. no Charm Bangle or Moogle Charm)
C0/C29F: C000 ("less encounter" frequency ==> looks like "normal encounter")
C0/C2A1: 6000 ("norm encounter" frequency ==> looks like "less encounter")
C0/C2A3: 8001 ("more encounter" frequency ==> looks right)
C0/C2A5: 0000 ("no encounter" frequency ==> looks right)
(Charm Bangle, halves of above numbers)
C0/C2A7: 6000 ("less encounter" frequency ==> looks like "normal encounter")
C0/C2A9: 3000 ("norm encounter" frequency ==> looks like "less encounter")
C0/C2AB: C000 ("more encounter" frequency ==> looks right)
C0/C2AD: 0000 ("no encounter" frequency ==> looks right)
(01-23-2022, 09:28 PM)PowerPanda Wrote: And yeah, if this hack is coded, I will add it to Divergent Paths. In the space provided, I'll be able to add in a relic that I cut, and then one that prevents the Frozen status, since you helpfully just released that patch too.
Yeah I'll probably work on a second version of this patch toward the end of the week. Thanks for the good idea!
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