Difference between revisions of "Attacks / Tech Scripts"
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<pre>01E9D5 - Beginning of charm processing | <pre>01E9D5 - Beginning of charm processing | ||
− | 0C235C - Charm chance | + | 0C235C - Charm chance</pre> |
Also of note, normally, Ayla has a fixed 27.7% chance to charm an item. With | Also of note, normally, Ayla has a fixed 27.7% chance to charm an item. With |
Revision as of 04:14, 5 October 2007
Charm Data
Geiger
01E9D5 - Beginning of charm processing 0C235C - Charm chance
Also of note, normally, Ayla has a fixed 27.7% chance to charm an item. With the Charm Top, this chance is tripled to just over 82.4%.
All determination of whether you get the item or not is done well before Ayla even fluffs her hair.
Have not checked into Twin Charm yet.
JLukas
Interesting stuff. From watching what's getting stored to 7EAEE7 and 7E0016, Twin Charm gets the byte at 0C2464 ($50). In other words, 31.4% Hmm, is that correct? That isn't much of an upgrade.
Breakpoint C1D5EF is worth noting. When you perform an attack or tech, it loads 12 bytes of data (starting at 0C213F), the second of which is the % chance?
Trying to break down the Charm code further:
C1E9D5 C1E9DA CODE N Start of Charm processing C1E9DB C1E9DE CODE N Check if Charm Top is equipped C1E9DF C1E9DF DATA N Charm Top item index ($A5) C1E9E0 C1E9E1 CODE N Check if Charm Top is equipped C1E9E2 C1E9E9 CODE N Charm Top equipped, increases Charm chance to 82.4%
C1EA27 C1EA3F CODE N Charm - stolen bit $80 and gets item reward index C1EA40 C1EA56 CODE N Charm - stolen bit $40 and gets item reward index
(these last two lines are for resetting the enemy stolen bit in memory, so that you can't steal the same item more than once from a single enemy)
Geiger
31.6% to be more precise (remember, 0 is also a success). Yeah, ye olde Twin Charm is not so hot. But if the Charm Top still counts (and I am guessing it does), the highest steal chance is 94.1%. Probably great for single charm chances, like boss fights.
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As for why its not much of an upgrade, with the Charm Top tripling the result, the maximum value without overflow is 0x55. A better solution would probably have been to up the base result slightly, make Twin Charm more effective, and only doubled the effect with Charm Top.
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0C2A33 - Chance to get rare charm (aka normal drop)?
Code is a bit confusing, but this appears to be the value loaded and checked against to determine if a Charm attempt results in a charm or rare charm.
For a 100% base Charm chance, use this code: CC235C FF
Pointers
Pointers are at CD5EC6 (2 bytes each) Data is at CE0380
The first attack and script is Crono's regular sword swipe, and I'm pretty sure these cover enemy attacks as well.
I think each script begins with 90 XX 90 XX (or something similar).
CE0000 - Pointers to Enemy Death Scripts (2 bytes each) CED428 - Enemy death scripts (Hetake uses this script)
D10000 - Pointers to attack graphic effects (2 bytes each((the slash of crono's sword for example...))
CD686E - pointers to attack graphic effects palettes (2 bytes each)
From: Offsets (Chrono Trigger)