Tales of Symphonia: Dawn of the New World [RT4EAF]

Started by Jemindra, January 05, 2009, 09:42:06 PM

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dcx2

What do you mean, "set min and max for Emil"?  I'm not sure how you would specify these for Emil, because the Generic Battle Modifier's level values apply only to the enemies in that battle.

If you want, I could probably make a code that prevents only Emil from leveling up.  Though there is no true way to "un-level" that will also reduce the stats.

ceonn

#376
Im sorry, in hindsight that was mor than slightly confusing. This is what I mean. I put 1 of the boss forms of emil into the game, the one you fight after letting marta and lloyd defeat you. I tried to change his level, or in otherwords the enemy emils level to be 5. Instead it stayed at 50. However, when I go into battle with his level changed to 255 he will become level 55 when I fight him.

To be more specific, I mean I tried to change an enemies level to be lower then the default level you meet them at, and it failed.
EDIT

Now that im finally at the computer I use for codes, this is what I did.
80000001 00000004
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01640165 00D1001F
01010101 00000000
05050305 05050305
E0000000 80008000

This should create a battle against a level 5 emil and marta, and a couple of monsters. Instead, Marta and emil end up being level 50 in battle.

dcx2

Hm..were the monsters the right level?

It's possible the game enforces its own min/max levels.  Many of the min/max levels in the encounter table are 0.  It's possible that it calculates the levels of some enemies based on what chapter you're in, or something like that.

ceonn

I dont think its that. Both the monsters were level 5. Im guessing theres a fixed variable for their level thats seperate from the encounter, and its just specific encounters modifying stats, like the fight against lloyd and marta, where lloyds stats were lower.

BurningJello

I still haven't been able to get the battle modifier to work either; even simply changing Ricther's level in the final fight.

dcx2

You can't make it work at all, or you can't change some of the enemies' levels?

BurningJello

#381
Both.  I haven't been able to make a code that successfully changes the enemies in an encounter, nor change the levels of the enemies normally in the encounter.  I used the example of Demon Ricther, which you gave the hex for when the battle modifier was first posted, and can't do anything with it.

Symphonian resident

Odd. I used the Battle Modifier, and was able to replace the Lloyd battle with Richter (Ginnungagap) and two Album Atrums.
Works fine (didn't bother messing with enemy levels, though; left the values as 0).

BurningJello

I could just not understand how the modifier works, even with dcx2's step by step breakdown.

I know that you fill in 0s for unused Z,Y,X,W values both for when you're specifying the enemies you want and the number of them when you want 1 to 9 of them, but I don't understand how levels work.  I could try a code where the levels are all 0s and see if that works.

dcx2

Can you give an example of a code that you used?

BurningJello

80000001 000004EA
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01510000 00000000
01000000 00000000
00000000 09990000
E0000000 80008000

Wanted to see if something as high as 999 would actually work.  One thing I know is that the code both mentions a certain encounter, and tries to change the enemy, even if it's just to the same enemy (Demon Richter).

Symphonian resident

You should be using hex, not decimal. It would be 3E7, not 999.

dcx2

I think perhaps it needs a bit of an explanation.  One thing to note is that all code values are always in hex.  If you need a hex converter, use Windows Calculator in Scientific mode.  F5 and F6 shortcut keys switch between hex and decimal.

When I said 0x4EA is the last battle, I meant numerically, not chronologically.  As in, 0 <= QQQ <= 0x4EA.  Battle 0x4EA is normally 1x Cerberus, 2x Basilisk, and 1x Thargelion.  It looks like the Q for the final fight with Richter is actually 0x22.

To know what battle is what number, you should use the Encounter Table.  It's attached to this post.  http://wiird.l0nk.org/forum/index.php/topic,1840.msg70169.html#msg70169

In the same post you'll see the enemy list.  The ZYXW value for the first form of Alice is 0x151.  Richter(final) is 0x155.

Enemy levels are stored as bytes, so the largest value is 0xFF = level 255.

The following code will over-write the entry for the final fight with Richter.  You will now fight Alice(1st), Hawk(1st), Decus(1st), and Richter(final).  Alice will be level 0x64 = 100, Hawk 0x96 = 150, Decus 0xC8 = 200, Richter(final) 0xFF = 255.  Since Alice's level is so low, there will be two of her.

80000001 00000022
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01510153 01500155
02010101 00000000
6496C8FF 6496C8FF
E0000000 80008000

BurningJello

All right, I've tinkered with it for a while and understand the values, my last problem is that my attempts at hex conversions don't work.  I've tried altering the bear (27) encounter, which converts to 1B, which does not work.  Am I using the wrong values?

dcx2

Copy and paste your code.  Remember that there like four or five different Bear encounters.

EDIT:

Encounter 0x1B = 4x Lookin.

Bear encounters that I've found: 0x3A, 0x3B, 0x2C4, 0x2C5, 0x3A9, 0x3D2, 0x46B.