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« on: August 14, 2014, 01:28:43 PM »
So while working on Combat Boost I noticed an inherent flaw in my FFT-type Katana Spirits... there was no way to get more of the rarer blades such as the Murasame and Masamune, despite the possibility of them still breaking when used... so I thought up a new scheme. This plan would replace the dancers in six towns for "Swordsmiths" and these Swordsmiths will copy the Katana's you have if you give them the Katana and a new enemy-drop only item, the Power Ore.
To make this worth the player's while you get multiples of a weapon (5 Kunai, 4 Ashura, 3 Kotetsu, 2 Kikuichimoji and 1 Masamune/Murasame) though that still might be too low (considering the prices of Katanas were lowered by a ton to compensate their use-function.) and I'm toying with the idea of doubling it all together, as I don't have Edge in my party yet I can't see how useful the small multiples of the blades will be.
In any case I came across a distinct problem that I failed to notice in creating this plan... the Power Ore replaces the Pass and here's something I forgot about the Pass. You keep it when you use it. Now I can see the reasoning in this in the normal game and every other item from thereon follows suit. (Which is why the game takes away All of your Pink tails, rather than just one) They wanted to have the player unlock the doors in Baron with the key and didn't want the key to vanish when used in this manner. The problem is, aside from the Pass this is the Only functionality of this and as this would interfere with later plans, I will be changing the instruction to look at an invalid item to compare against so an item will always be decremented.
So here is the data associated with all of this...
$00/EB3E C9 EC CMP #$EC A:00EC X:0001 Y:005B P:envMxdiZC - Is the Item being used, the Pass?
$00/EB40 F0 20 BEQ $20 [$EB62] A:00EC X:0001 Y:005B P:eNvMxdizc - If so, branch past the Item Decrement Routine.
$00/EB42 C9 FE CMP #$FE A:000B X:0001 Y:005B P:envMxdizc - Is the Item being used lower than Sort? (It Has to be because of the way the "use-item" event is set up so...?)
$00/EB44 B0 04 BCS $04 [$EB4A] A:000B X:0001 Y:005B P:envMxdizc - If it is Sort or Greater, branch to Item Decrement Routine (What...? Decrement the Trash Can?)
$00/EB46 C9 ED CMP #$ED A:000B X:0001 Y:005B P:envMxdizc - Is it the Baron Key?
$00/EB48 B0 18 BCS $18 [$EB62] A:000B X:0001 Y:005B P:envMxdizc - If so, branch past the Item Decrement Routine.
Kind of strange the way they have it set up, but eh. It works.
And there you go! Oh yes, I know I mentioned this in another thread, but the game doesn't actually show all items to use, in fact it only shows Healing Items to Key Items and that's it.
So to change this you would change these to your desired values.
$00/B0AE C9 CE CMP #$CE A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Healing Item or below?
$00/B0B0 90 17 BCC $17 [$B0C9] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so, branch to skip item show.
$00/B0B2 C9 E7 CMP #$E7 A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Imp or Lower?
$00/B0B4 90 08 BCC $08 [$B0BE] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so, branch to Show Item Routine.
$00/B0B6 C9 EB CMP #$EB A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Carrot or Lower?
$00/B0B8 90 0F BCC $0F [$B0C9] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so, branch to skip item show.
$00/B0BA C9 FE CMP #$FE A:0001 X:0100 Y:1A35 P:envMxdIzC - Is it Sort or Above?
$00/B0BC B0 0B BCS $0B [$B0C9] A:0001 X:0100 Y:1A35 P:envMxdIzC - If so, branch to skip item show.
So if you want all items to show all you basically have to do is null these checks (Except the FE one for fairly obvious reasons)
And there you have it!
Sure, I could have just changed the location of the Homing Device and the Power Ore, but what would have been the fun in that? Haha, I learned something new along the way after all and may be of use to someone down the line.