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Found 3 results

  1. Hey guys, I revisited this game recently in an attempt to crack the RNG formula and found it somewhat easier than expected. In particular, I already managed to crack the PRNG, so that I can calculate all of the random numbers in advance. My only issue is... interpretation... while my script readily obtains the 32 bit hexadecimal numbers produced by the game's RNG, I haven't been able to figure out how the game converts these values to a random number between 0 and 99 (it's not as simple as division like it was in the GBA games). I can do stuff in game to get the associated random number for any string, but I'm looking for a mathematical formula so I can get a lua script ready and post it to the website. If anyone has some experience with figuring out this kind of stuff, I'd appreciate some help. For anyone interested in helping, I can grab data relatively quickly by modifying Lena's in game HP growth rate and giving her a first level up to figure out what the value is. Hopefully we can wrap this up fairly quickly and get this up and running!
  2. I'm sure people have noticed this before, but I just wanted to comment on how odd it is that this game not only takes into account difference in level/class when calculating combat EXP, but also the amount of damage that you're character would take from the round of combat. It just seems like a rather odd gameplay feature to me, since it encourages me to make kills with WTD for the extra EXP, or to kill archers from range with a Javelin instead of close up... and perhaps worst of all really disincentivizes the use of Shields. Thankfully, EXP gain isn't really a huge deal in this game anyway, but I just found it rather strange.
  3. So I kind of want to make a hack for FE10 that removes all CEXP and instead just gives out a lot of BEXP. I'm not really much of a hacker though and I just wanted to see if I could make something simple. So if anyone here knows how to modify CEXP rates in this game, that would be cool. Really, I'm just looking to set CEXP to 0 in all cases or just 1 if the game doesn't allow CEXP smaller than 1. I imagine the formula is probably hiding somewhere in compiled code so I'm not really sure what to look for. Any ideas? I think I remember seeing a post here where someone mentioned changing EXP rates for different classes but that was for one of the GBA games.
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