Mother 3/Level-up stats table: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
mNo edit summary
 
(8 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{subpage|game=MOTHER 3:ROM map}}
{{subpage|game=Mother 3}}
{{Infobox table
{{Infobox table
|name=Level-up ability table
|name=Level-up ability table
|game=MOTHER 3
|game=Mother 3
|loc=ROM
|loc=ROM
|start=0xCC4E8
|start=0xCC4E8
Line 12: Line 12:


==Overview==
==Overview==
This table contains various level-up information, including the PSI abilities learned at each respective level. This does not contain [[MOTHER_3:Level-up_experience_table|level-up experience data]]. The entries in this table correspond to the [[MOTHER_3:Party_character_names|party character names]].
This table contains various level-up information, including the PSI abilities learned at each respective level. This does not contain [[Mother 3/Level-up experience table|level-up experience data]]. The entries in this table correspond to the [[Mother 3/Party character names|party character names]].


==Format==
==Format==
Line 25: Line 25:
* <tt>0BC-0BC (001)</tt> = <tt>{{color2|#000000|#F1F6C1|[ F ]}}</tt> [[#Playable|Playable in overworld value]]
* <tt>0BC-0BC (001)</tt> = <tt>{{color2|#000000|#F1F6C1|[ F ]}}</tt> [[#Playable|Playable in overworld value]]
* <tt>0BD-0BD (001)</tt> = <tt>{{color2|#000000|#3FB6C1|[ G ]}}</tt> [[#Playable|Playable in battle value]]
* <tt>0BD-0BD (001)</tt> = <tt>{{color2|#000000|#3FB6C1|[ G ]}}</tt> [[#Playable|Playable in battle value]]
* <tt>0BE-0BF (002)</tt> = <tt>{{color2|#000000|#DCE571|[ H ]}}</tt> Animal Value
* <tt>0BE-0BF (002)</tt> = <tt>{{color2|#000000|#DCE571|[ H ]}}</tt> [[#Animal value|Animal value]]
* <tt>0C0-13F (080)</tt> = <tt>{{color2|#000000|#F99767|[ I ]}}</tt> [[#PSI learning table|PSI learning table]]
* <tt>0C0-13F (080)</tt> = <tt>{{color2|#000000|#F99767|[ I ]}}</tt> [[#PSI learning table|PSI learning table]]
* <tt>140-143 (004)</tt> = <tt>{{color2|#000000|#2AFAD2|[ J ]}}</tt> [[#Attack sound pointer|Attack sounds]]
* <tt>140-143 (004)</tt> = <tt>{{color2|#000000|#2AFAD2|[ J ]}}</tt> [[#Attack sound pointer|Attack sounds]]
Line 32: Line 32:
         00  01  02  03  04  05  06  07  08  09  0A  0B  0C  0D  0E  0F
         00  01  02  03  04  05  06  07  08  09  0A  0B  0C  0D  0E  0F
       +--------------------------------------------------------------------------------
       +--------------------------------------------------------------------------------
  000  | {{color2|#000000|#87CEEB|[  A  ]}} [                       ?                      ] {{color2|#000000|#90EE90|[        B       ->}}
  000  | {{color2|#000000|#87CEEB|[  A  ]}} {{color2|#000000|#76D567|[   B  ]}} {{color2|#FFFFFF|#845678|[                  C                  ]}} {{color2|#000000|#90EE90|[        D       ->}}
  010  | {{color2|#000000|#90EE90|<-                            B                           ]}} {{color2|#000000|#FFB6C1|[        C       ->}}
  010  | {{color2|#000000|#90EE90|<-                            D                           ]}} {{color2|#000000|#FFB6C1|[        E       ->}}
  020  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  020  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  030  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  030  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  040  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  040  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  050  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  050  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  060  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  060  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  070  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  070  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  080  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  080  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  090  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  090  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  0A0  | {{color2|#000000|#FFB6C1|<-                                    C                                     ->}}
  0A0  | {{color2|#000000|#FFB6C1|<-                                    E                                     ->}}
  0B0  | {{color2|#000000|#FFB6C1|<-                            C                           ]}} {{color2|#000000|#F1F6C1|[ D]}} {{color2|#000000|#3FB6C1|[ E]}} [  ?   ]
  0B0  | {{color2|#000000|#FFB6C1|<-                            E                           ]}} {{color2|#000000|#F1F6C1|[ F]}} {{color2|#000000|#3FB6C1|[ G]}} {{color2|#000000|#DCE571|H   ]}}
  0C0  | {{color2|#000000|#F99767|[                                      F                                     ->}}
  0C0  | {{color2|#000000|#F99767|[                                      I                                     ->}}
  0D0  | {{color2|#000000|#F99767|<-                                    F                                     ->}}
  0D0  | {{color2|#000000|#F99767|<-                                    I                                     ->}}
  0E0  | {{color2|#000000|#F99767|<-                                    F                                     ->}}
  0E0  | {{color2|#000000|#F99767|<-                                    I                                     ->}}
  0F0  | {{color2|#000000|#F99767|<-                                    F                                     ->}}
  0F0  | {{color2|#000000|#F99767|<-                                    I                                     ->}}
  100  | {{color2|#000000|#F99767|<-                                    F                                     ->}}
  100  | {{color2|#000000|#F99767|<-                                    I                                     ->}}
  110  | {{color2|#000000|#F99767|<-                                    F                                     ->}}
  110  | {{color2|#000000|#F99767|<-                                    I                                     ->}}
  120  | {{color2|#000000|#F99767|<-                                    F                                     ->}}
  120  | {{color2|#000000|#F99767|<-                                    I                                     ->}}
  130  | {{color2|#000000|#F99767|<-                                    F                                     ]}}
  130  | {{color2|#000000|#F99767|<-                                    I                                     ]}}
  140  | {{color2|#000000|#2AFAD2|[   G   ]}} [   ?  ]
  140  | {{color2|#000000|#2AFAD2|[       G       ]}}
 
==Starting equipment==
Every two bytes, there's the value of one of the equipped items of a character when you first use it. These items are not considered by the game, since the inventory is set by [[Mother 3/Game logic|Game logic]] when you add a character to the group.<br>However, if you go to the Debug Room before the end of the Prologue, the inventory isn't set and the game uses these items.


==Stats==
==Stats==
Line 70: Line 73:
If byte BC is not 00, it won't be possible to see the Status of the character and their inventory.
If byte BC is not 00, it won't be possible to see the Status of the character and their inventory.
If byte BD is not 01, the character won't be playable in battle.
If byte BD is not 01, the character won't be playable in battle.
==Animal value==
Animal party members have these bytes set.<br>
Salsa has a value of 0x06 and Boney has a value of 0x07.<br>
It's unknown what these bytes do and if they're used or not. (There is evidence that suggests this value was used in some bugged, or outdated, [[Mother 3/Game logic|Game logic]] when talking to a mouse in Osohe Castle)


==PSI learning table==
==PSI learning table==
Line 76: Line 84:
The table contains 32 entries, each consisting of four bytes:
The table contains 32 entries, each consisting of four bytes:


* <tt>00-01 (02)</tt> = [[MOTHER_3:PSI_data|PSI entry number]]
* <tt>00-01 (02)</tt> = [[Mother 3/PSI data|PSI entry number]]
* <tt>02-03 (02)</tt> = Level learned (use 100, or 0x64, if the ability uses event-based learning)
* <tt>02-03 (02)</tt> = Level learned (use 100, or 0x64, if the ability uses event-based learning)


==Attack sound pointer==
==Attack sound pointer==
These bytes point to the sound of the characters's attacks.
These bytes point to the sound of the characters's attacks.
These numbers correspond to the [[MOTHER_3:Song_pointer_table|song pointer table]], and ''not'' to the sound player songlist.
These numbers correspond to the [[Mother 3/Song pointer table|song pointer table]], and ''not'' to the sound player songlist.


[[Category:MOTHER 3|Level-up stats]]
[[Category:Mother 3|Level-up stats]]

Latest revision as of 02:30, 20 May 2024

This is a sub-page of Mother 3.

Level-up ability table
Game Mother 3
Start Address 0xCC4E8
End Address 0xCD927
# of Entries 16 (0x10)
Entry Length 324 bytes (0x144)
Total Length 5184 bytes (0x1440)
Back to the ROM map

Overview

This table contains various level-up information, including the PSI abilities learned at each respective level. This does not contain level-up experience data. The entries in this table correspond to the party character names.

Format

Each entry in the table uses 324 bytes.

Field listing

Table view

        00   01   02   03   04   05   06   07   08   09   0A   0B   0C   0D   0E   0F
     +--------------------------------------------------------------------------------
000  | [   A   ] [   B   ] [                  C                  ] [        D       ->
010  | <-                            D                           ] [        E       ->
020  | <-                                     E                                     ->
030  | <-                                     E                                     ->
040  | <-                                     E                                     ->
050  | <-                                     E                                     ->
060  | <-                                     E                                     ->
070  | <-                                     E                                     ->
080  | <-                                     E                                     ->
090  | <-                                     E                                     ->
0A0  | <-                                     E                                     ->
0B0  | <-                            E                           ] [ F] [ G] [   H   ]
0C0  | [                                      I                                     ->
0D0  | <-                                     I                                     ->
0E0  | <-                                     I                                     ->
0F0  | <-                                     I                                     ->
100  | <-                                     I                                     ->
110  | <-                                     I                                     ->
120  | <-                                     I                                     ->
130  | <-                                     I                                      ]
140  | [        G        ]

Starting equipment

Every two bytes, there's the value of one of the equipped items of a character when you first use it. These items are not considered by the game, since the inventory is set by Game logic when you add a character to the group.
However, if you go to the Debug Room before the end of the Prologue, the inventory isn't set and the game uses these items.

Stats

There are 11 stats entries: one for the starting/base stats, and then ten entries used for extrapolating a stats curve (one point at every tenth level). Each entry has 16 bytes:

  • 00-03 (04) = HP target
  • 04-07 (04) = PP target
  • 08-08 (01) = Offense target
  • 09-09 (01) = Defense target
  • 0A-0A (01) = IQ target
  • 0B-0B (01) = Speed target
  • 0C-0F (04) = Kindness target

The game will try to meet these targets, but it adds some randomness to it as well, so the exact values aren't usually met.

Playable

If byte BC is not 00, it won't be possible to see the Status of the character and their inventory. If byte BD is not 01, the character won't be playable in battle.

Animal value

Animal party members have these bytes set.
Salsa has a value of 0x06 and Boney has a value of 0x07.
It's unknown what these bytes do and if they're used or not. (There is evidence that suggests this value was used in some bugged, or outdated, Game logic when talking to a mouse in Osohe Castle)

PSI learning table

This table is only ever considered for Lucas and Kumatora; everyone else's tables are empty and never get read.

The table contains 32 entries, each consisting of four bytes:

  • 00-01 (02) = PSI entry number
  • 02-03 (02) = Level learned (use 100, or 0x64, if the ability uses event-based learning)

Attack sound pointer

These bytes point to the sound of the characters's attacks. These numbers correspond to the song pointer table, and not to the sound player songlist.