I'm curious about trying this against Luca, actually, to see him with a ridiculous amount of strikes (I remember him being able to take an infinite number, I believe?). which is fitting for the silent hero.) and finally Shu's "Victory is in sight! Everyone advance!" Lucia's unit was utterly destroyed with 4 (!) strikes from one attack. Not only that, but Critical's stack!!! I just equipped Riou with 3 Critical's, plus the one from Shu in his unit, and fighting Lucia, he got three (First, two blank quotes from Riou. Specifically, All the "quote" abilities (Critical, Evade, Melee) do in fact work! The quote is blank, but the ability is used. I noticed a few people had already seen this, so I thought a reply might bring the edition to their attention. Īpologies for the double post, but a slight update has been added. (I do have Georg and Riou in the "Retake Muse" battle where I was testing Critical's. So far I've gotten up through the battle around Muse, with Flik, Viktor, Riou, and Tsai's units, but the method above works for every single unit. Not that it's necessary, but it's kind of fun. Keep in mind that any abilities of characters you place in the unit are In addition to these three (these are the abilities of just the unit leader, in essence). I'll keep exploring, but if anyone else is interested, go for it. The unit leader modifier can possibly put enemy generals in for your own, as well, so it might be interesting. I haven't explored what every address between the Unit Leader modifier and the Attack modifier do, because I achieved what I wanted to (being able to give nearly every unit cavalry, but there's probably some cool stuff. Easy to do in Windows Calculator (Scientific Mode, Hex) if you don't know hex. Take the "Max Attack" or "Attack Mod" code address for the unit you want to edit, subtract 10h, and you have the sprite modifier, add 01h to get the first ability modifier, and so on. Oh, I meant to say, you can calculate these for any unit in any battle using the GSHI codes. Some values restricted movement even if Cavalry ability was active, and some froze the game, so I wouldn't mess with it. The sprite modifier, I haven't messed with yet. Not sure if enemy generals or regular characters would be in this, but it'd be interesting.) $18 Melee (untested, probably works with quote blank) or, just use the infinite turn codes on gshi.) $15 Encourage (could feasibly make two units that keep encouraging each other while others move around them. $10 Friendly Fire (says that it makes two enemy units fight each other. $0E Wind Magic #2 (freezes, probably a placeholder for Luc's True Wind rune thing.might work in that battle.) $0C Fire Magic (awesome in early battles) $08 Forced March (may move twice in a round) (haven't seen it work, though I didn't try it long. even for characters who already have a critical ability :-/) $07 Critical (Works! Stackable! Note that the quote is always blank. $04 Fire Spear (kind of useless with fire magic, but you might have fun giving the whole army fire spears again) $03 Bombard Ability (Yay, finally give it to archers who don't suck.) My guess would be the latter, with the intent being to raise the floor on the random number deal.) Idk if it's supposed to work like melee, or just a head to head charge. someone better with the war statistics might notice the effect. $02 Charge Ability (doesn't seem to do anything. $01 Cavalry Ability (works, doesn't change the sprite until after it becomes a brown soldier) I'll post the first battle codes, if you want to just see the effects.ģ01B4944 000F (Hybrid's defense/attack modifiers. Oddly enough, there were a few "disabled" abilities that would have been useful. not interested so I haven't made a list.) Based on codes from the GSHI ( ) I'm making some more for Riou's Unit (so far, I have three "ability" modifiers, a list of abilities, and three quantity modifiers, as well as two strange codes (one changes your unit sprite to the one it is in Battle 1 ) and one that changes the unit leader (so far, I had changed it to Viktor and Flik.
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