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Showing results for tags 'formula'.
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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!
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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.
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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.