C
Callisto
Guest
Does anyone have an insight into how character Ability effects are encoded within the game's executable? I would like to get rid of HP Bonus, Str Bonus etc and overwrite their effects with something new, like Zero Exp for the character who has the Ability equipped, or Auto-Regen.
The max you can do in Doomtrain tool is swapping the already existing Ability effects around (such as Mug taking Med Data's effect and the like), so I suspect that the actual Ability data is somewhere in the exe. In the case of making a Zero Exp Ability work, for example, I guess it would be helpful to look up what makes the Petrify status cause a character to receive 0 Exp after a battle. Auto-Regen would be likely even easier to implement.
There also seem to be some unused character Abilities as seen in the picture below, but from what I've tested, these do nothing at all. Filling these four slots with something new or overwriting already existing effects as stated above would be super nice. Any help would be much appreciated.
The max you can do in Doomtrain tool is swapping the already existing Ability effects around (such as Mug taking Med Data's effect and the like), so I suspect that the actual Ability data is somewhere in the exe. In the case of making a Zero Exp Ability work, for example, I guess it would be helpful to look up what makes the Petrify status cause a character to receive 0 Exp after a battle. Auto-Regen would be likely even easier to implement.
There also seem to be some unused character Abilities as seen in the picture below, but from what I've tested, these do nothing at all. Filling these four slots with something new or overwriting already existing effects as stated above would be super nice. Any help would be much appreciated.
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