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Dragon Quest Monsters: Joker/Notes: Difference between revisions
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AbilityTbl table @ 0x0; | AbilityTbl table @ 0x0; | ||
</syntaxhighlight> | |||
===Save Files=== | |||
Save files consist of 5 sections: | |||
* Header - Magic and the checksum of the file. | |||
* Summary - Information displayed on the load game screen and some other misc. info. | |||
* Player info - The player's gold, ATM balance, number of monsters in their party, etc. (Exact dump of this info from RAM) | |||
* Monster info - Info on all the players' monsters (party/substitutes/storage). (Exact dump of this info from RAM) | |||
** Incarnus has both an entry as a monster in the player's party/substitutes/storage, and also a dedicated entry (presumably too keep track of their info when they temporarily leave the party). The dedicated entry is only populated with useful data once the Incarnus joins the player's party for the first time. | |||
* Other - Miscellaneous other info. | |||
====Checksum==== | |||
Every save file has a 32bit checksum value which is used by the game to determine if the save file has been corrupted. | |||
When the game loads a save file it recomputes the checksum based on the data stored in the save file and checks if the calculated checksum matches the checksum that is stored in the save file. If the checksum does not match, then the game will show a message indicating the the game’s save file may be corrupted and the game will clear out the save data, forcing the player to start a new game in order to play. | |||
The algorithm for the save data checksum is: | |||
Read 10,613 32bit unsigned integer values starting from index 0x70 in the save file data and sum those integers together, the resulting 32bit unsigned integer is the checksum value. | |||
====Format==== | |||
<syntaxhighlight lang="rust"> | |||
import std.io; | |||
fn format_playtime(u32 raw) { | |||
u32 remaining = raw & 0b111111; | |||
u32 seconds = (raw >> 6) & 0b111111; | |||
u32 minutes = (raw >> 12) & 0b111111; | |||
u32 hours = raw >> 18; | |||
return std::format("{}:{:0>2}:{:0>2} ({})", hours, minutes, seconds, remaining); | |||
}; | |||
struct name { | |||
u8 name[9]; | |||
u8 unknown_a[3]; | |||
}; | |||
struct player_info { | |||
name name; | |||
u32 gold; | |||
u32 atm_gold; | |||
u8 items_in_hand[16]; | |||
u8 item_in_bag_counts[256]; | |||
u8 num_darkonium_times_5; | |||
u8 unknown_b[3]; | |||
u32 playtime [[format("format_playtime")]]; | |||
u8 num_party_monsters; | |||
u8 num_monsters; | |||
u8 unknown_c[290]; | |||
u32 num_monsters_scouted; | |||
u8 unknown_d[8]; | |||
u32 num_battles_won; | |||
u32 num_times_synthesized; | |||
u8 unknown[640]; | |||
}; | |||
struct parent_monster { | |||
u16 species; | |||
u8 name[0x09]; | |||
u16 unknown; | |||
u8 scout_name[11]; | |||
}; | |||
struct monster { | |||
u8 monster_name[12]; | |||
u16 species; // Confirmed, but does not appear to auto update rank + traits + resistances, does update family | |||
u8 rank; // 1=F, 2=E, 3=D, 4=C, 5=B, 6=A, 7=S, 8=X, 9=??? | |||
u8 family; | |||
u8 sex; // 0=+, 1=-, 2=+- | |||
u8 unknown_d[3]; | |||
u8 synthesis_plus_number; | |||
u8 unknown_de[4]; | |||
u8 unknown_e[24]; | |||
u8 unknown_f[29]; | |||
u8 unknown_f2[2]; | |||
u8 unknown_g[29]; | |||
u8 unknown_g2[5]; | |||
u8 level; // Confirmed | |||
u8 level_limit; | |||
// Stats | |||
// | |||
// Stats are represented by two sets of values "base" stat values and | |||
// "adjusted" stat values. | |||
// | |||
// "base" stat values are the stat values without accounting for the | |||
// monster's current equipment. "adjusted" stat values are the stat | |||
// values after accounting for the effects of equipment. | |||
// | |||
// A monster will use its "adjusted" stat values. Once the monster's | |||
// equipment is removed, its "adjusted" stats values will be set back | |||
// to the corresponding "base" stat values. | |||
// | |||
// If you want to edit the stat values of a monster, be sure to change | |||
// both the "base" stat value and the corresponding "adjusted" stat | |||
// value. | |||
u16 base_max_hp; | |||
u16 base_max_mp; | |||
u16 base_attack; | |||
u16 base_defense; | |||
u16 base_agility; | |||
u16 base_wisdom; | |||
u16 current_hp; // This appears to be healed right after loading the game (at least at a centre) | |||
u16 adjusted_max_hp; | |||
u16 current_mp; // This appears to be healed right after loading the game (at least at a centre) | |||
u16 adjusted_max_mp; | |||
u16 adjusted_attack; | |||
u16 adjusted_defense; | |||
u16 adjusted_agility; | |||
u16 adjusted_wisdom; | |||
u32 exp; // TODO: confirm the size | |||
// Note: Exp to next level is not stored, it is re-calculated based on the monster's level | |||
u8 tactic; | |||
u8 unknown_17[0x6]; | |||
u8 unknown_18[0x4]; | |||
u8 equipment; | |||
// Skill sets // TODO: change to arrays of 3 elements | |||
u8 first_skill_set_id; | |||
u8 second_skill_set_id; | |||
u8 third_skill_set_id; | |||
u8 first_skill_set_points; | |||
u8 second_skill_set_points; | |||
u8 third_skill_set_points; | |||
u8 first_set_num_unlocked_skills; | |||
u8 second_set_num_unlocked_skills; | |||
u8 third_set_num_unlocked_skills; | |||
u8 unknown_20; | |||
u16 unallocated_skill_points; | |||
u8 skills[0x1E]; // TODO: confirm size | |||
u8 traits[0x1F]; // TODO: confirm size | |||
u8 unknown_21[10]; | |||
u8 level_when_hashed; | |||
u16 hash; | |||
u16 unknown_22; | |||
u8 scout_name[12]; | |||
parent_monster parents[2]; | |||
parent_monster grandparents[4]; // These have no name or scout name info | |||
}; | |||
struct header { | |||
u32 magic_1; | |||
u32 magic_2; | |||
u32 magic_3; | |||
u32 checksum; | |||
}; | |||
struct preview_name { | |||
u8 unknown[3]; | |||
u8 name[9]; | |||
}; | |||
struct monster_previews { | |||
preview_name names[3]; | |||
u8 unknown_a[3]; | |||
u16 species_ids[3]; | |||
u8 levels[3]; | |||
}; | |||
struct summary { | |||
u8 unknown_a[16]; | |||
u8 unknown_b[12]; | |||
u32 playtime [[format("format_playtime")]]; | |||
u8 num_party_monsters; | |||
u8 unknown_c; | |||
u8 player_name[9]; | |||
monster_previews party_monster_previews; | |||
u8 num_darkonium_times_5; | |||
u8 unknown_d[268]; | |||
}; | |||
struct other { | |||
u8 unknown_a[64]; | |||
u8 unknown_b[64]; | |||
u32 unknown_btl_enmy_prm_value; | |||
}; | |||
struct save_file { | |||
header header; | |||
summary summary; | |||
player_info player_info; | |||
monster player_monsters[100]; | |||
monster incarnus; | |||
other other; | |||
}; | |||
save_file save_file @ 0x0; | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 07:23, 1 October 2024
The following article is a Notes Page for Dragon Quest Monsters: Joker.
File Formats
FPK Package Files
The game stores some files together into one package file. These package files have a file extension of ".bin" and begin with the magic letters "FPK".
struct file {
u8 name_info[0x20];
u32 offset;
u32 size;
u8 data[size] @ offset;
};
struct fpk {
u32 magic;
u32 num_files;
file files[num_files];
};
fpk fpk @ 0x0;
d16 Image Files
The game stores cutscene image files in the binary "d16" file format. Values are stored as little endian.
u32 magic @ 0x00; // "D16 " (44 31 36 00)
u16 width @ 0x04;
u16 height @ 0x06;
u16 pixels[width * height] @ 0x08; // 16bit colors, 0b1BBBBBGGGGGRRRRR
Event Files
The game stores events as binary files in the custom ".evt" file format. Event files consist of a data portion and an instructions portion.
Instructions are executed one by one in order. Instruction 0x0A will initiate a new separate thread of execution, which runs concurrently, but not in parallel, with the main execution thread of the event.
#include "std/mem.pat"
u32 magic @ 0x00;
u8 data[0x1000] @ 0x04;
struct instruction {
u32 type;
u32 length;
u8 arguments[length - 8];
};
// Instruction from end of data section to end of file
instruction instructions[while(!std::mem::eof())] @ 0x1004;
In the European release of the game, many event files are stored as FPK package files. The package files contain 5 event files, one for each language the game supports:
- ".evD" - German
- ".evE" - English
- ".evF" - French
- ".evI" - Italian
- ".evS" - Spanish
Binary files
Overview
Dir | Name | File extension | Category | Description |
---|---|---|---|---|
./ | arm7.bin | bin | Exectuable | |
./ | arm9.bin | bin | Exectuable | The exectuable with most of the game's code. |
./ | banner.bin | bin | ||
./ | header.bin | bin | ||
./ | y7.bin | bin | ||
./ | y9.bin | bin | ||
overlay | overlay_0000.bin | bin | Exectuable | |
overlay | overlay_0001.bin | bin | Exectuable | |
overlay | overlay_0002.bin | bin | Exectuable | |
data | AI_ActionTBL.bin | bin | ||
data | AI_CorrectTbl.bin | bin | ||
data | AI_IntelTBL.bin | bin | ||
data | AI_PatternTbl.bin | bin | ||
data | AI_TargetSelectAllyTbl.bin | bin | ||
data | AI_TargetSelectEnemyTbl.bin | bin | ||
data | AI_TargetSelectItemTbl.bin | bin | ||
data | AbilityTbl.bin | bin | Data table | Table of stat increase per-level categories |
data | BtlChrTbl.bin | bin | ||
data | BtlChrTimeTbl.bin | bin | ||
data | BtlEfcTbl.bin | bin | ||
data | BtlEfcTblWhip.bin | bin | ||
data | BtlEnmyPrm.bin | bin | Data table | |
data | BtlMstrPrm.bin | bin | ||
data | ChgContentTbl.bin | bin | ||
data | ChgMnstrTbl.bin | bin | ||
data | DamageItemTbl.bin | bin | ||
data | DamageTbl.bin | bin | ||
data | DemoChrTbl.bin | bin | ||
data | EnmyKindTbl.bin | bin | Data table | Table of monster species |
data | EnmyPtnTbl.bin | bin | ||
data | ExperienceTbl.bin | bin | ||
data | FldChrTbl.bin | bin | ||
data | FldEnmyPrm.bin | bin | ||
data | FldMstrPrm.bin | bin | ||
data | ItemTbl.bin | bin | Data table | Table of items and equipment |
data | ModelTbl.bin | bin | ||
data | MotionTbl.bin | bin | ||
data | MstrPtnTbl.bin | bin | ||
data | SkillPointTbl.bin | bin | ||
data | SkillTbl.bin | bin | Data table | Table of skill sets |
data | TokugiDataTbl.bin | bin | ||
data | ViewChrTbl.bin | bin | ||
data | btl_data.bin | bin | ||
data | console_data.bin | bin | ||
data | field_data.bin | bin | ||
data | infomation_data.bin | bin | ||
data | island_data.bin | bin | ||
data | joker_00.bin | bin | ||
data | keybord_data.bin | bin | ||
data | omiaitbl.bin | bin | ||
data | sd_data.bin | bin | ||
data | shop_data.bin | bin | ||
data | shop_vram.bin | bin | ||
data | start_data.bin | bin | ||
data | status_data.bin | bin | ||
data | wall_bank.bin | bin | ||
data | wall_base.bin | bin | ||
data | wall_combi.bin | bin | ||
data | wall_gpinfo.bin | bin | ||
data | wall_itemshop.bin | bin | ||
data | wall_keep.bin | bin | ||
data | wall_skillpoint.bin | bin |
AbilityTbl.bin
The ability table stores level-up stat increase patterns, which determine how many stat points a monster will get when leveling up. Each pattern includes 99 unsigned integers which represent stat value increases for each level (1-99). There are 32 different patterns in total.
Each monster species is given 24 stat increase patterns. 6 groups corresponding to the different monster stats: max hp, max mp, attack, defense, agility, and wisdom. Each of the six groups has 4 patterns which apply to different level ranges: level 1 to 9, 10 to 39, 40 to 50, and 51 to 99.
struct ability {
// One byte for each level
u8 increase[99];
};
struct AbilityTbl {
ability abilities[32];
};
AbilityTbl table @ 0x0;
Save Files
Save files consist of 5 sections:
- Header - Magic and the checksum of the file.
- Summary - Information displayed on the load game screen and some other misc. info.
- Player info - The player's gold, ATM balance, number of monsters in their party, etc. (Exact dump of this info from RAM)
- Monster info - Info on all the players' monsters (party/substitutes/storage). (Exact dump of this info from RAM)
- Incarnus has both an entry as a monster in the player's party/substitutes/storage, and also a dedicated entry (presumably too keep track of their info when they temporarily leave the party). The dedicated entry is only populated with useful data once the Incarnus joins the player's party for the first time.
- Other - Miscellaneous other info.
Checksum
Every save file has a 32bit checksum value which is used by the game to determine if the save file has been corrupted.
When the game loads a save file it recomputes the checksum based on the data stored in the save file and checks if the calculated checksum matches the checksum that is stored in the save file. If the checksum does not match, then the game will show a message indicating the the game’s save file may be corrupted and the game will clear out the save data, forcing the player to start a new game in order to play.
The algorithm for the save data checksum is:
Read 10,613 32bit unsigned integer values starting from index 0x70 in the save file data and sum those integers together, the resulting 32bit unsigned integer is the checksum value.
Format
import std.io;
fn format_playtime(u32 raw) {
u32 remaining = raw & 0b111111;
u32 seconds = (raw >> 6) & 0b111111;
u32 minutes = (raw >> 12) & 0b111111;
u32 hours = raw >> 18;
return std::format("{}:{:0>2}:{:0>2} ({})", hours, minutes, seconds, remaining);
};
struct name {
u8 name[9];
u8 unknown_a[3];
};
struct player_info {
name name;
u32 gold;
u32 atm_gold;
u8 items_in_hand[16];
u8 item_in_bag_counts[256];
u8 num_darkonium_times_5;
u8 unknown_b[3];
u32 playtime [[format("format_playtime")]];
u8 num_party_monsters;
u8 num_monsters;
u8 unknown_c[290];
u32 num_monsters_scouted;
u8 unknown_d[8];
u32 num_battles_won;
u32 num_times_synthesized;
u8 unknown[640];
};
struct parent_monster {
u16 species;
u8 name[0x09];
u16 unknown;
u8 scout_name[11];
};
struct monster {
u8 monster_name[12];
u16 species; // Confirmed, but does not appear to auto update rank + traits + resistances, does update family
u8 rank; // 1=F, 2=E, 3=D, 4=C, 5=B, 6=A, 7=S, 8=X, 9=???
u8 family;
u8 sex; // 0=+, 1=-, 2=+-
u8 unknown_d[3];
u8 synthesis_plus_number;
u8 unknown_de[4];
u8 unknown_e[24];
u8 unknown_f[29];
u8 unknown_f2[2];
u8 unknown_g[29];
u8 unknown_g2[5];
u8 level; // Confirmed
u8 level_limit;
// Stats
//
// Stats are represented by two sets of values "base" stat values and
// "adjusted" stat values.
//
// "base" stat values are the stat values without accounting for the
// monster's current equipment. "adjusted" stat values are the stat
// values after accounting for the effects of equipment.
//
// A monster will use its "adjusted" stat values. Once the monster's
// equipment is removed, its "adjusted" stats values will be set back
// to the corresponding "base" stat values.
//
// If you want to edit the stat values of a monster, be sure to change
// both the "base" stat value and the corresponding "adjusted" stat
// value.
u16 base_max_hp;
u16 base_max_mp;
u16 base_attack;
u16 base_defense;
u16 base_agility;
u16 base_wisdom;
u16 current_hp; // This appears to be healed right after loading the game (at least at a centre)
u16 adjusted_max_hp;
u16 current_mp; // This appears to be healed right after loading the game (at least at a centre)
u16 adjusted_max_mp;
u16 adjusted_attack;
u16 adjusted_defense;
u16 adjusted_agility;
u16 adjusted_wisdom;
u32 exp; // TODO: confirm the size
// Note: Exp to next level is not stored, it is re-calculated based on the monster's level
u8 tactic;
u8 unknown_17[0x6];
u8 unknown_18[0x4];
u8 equipment;
// Skill sets // TODO: change to arrays of 3 elements
u8 first_skill_set_id;
u8 second_skill_set_id;
u8 third_skill_set_id;
u8 first_skill_set_points;
u8 second_skill_set_points;
u8 third_skill_set_points;
u8 first_set_num_unlocked_skills;
u8 second_set_num_unlocked_skills;
u8 third_set_num_unlocked_skills;
u8 unknown_20;
u16 unallocated_skill_points;
u8 skills[0x1E]; // TODO: confirm size
u8 traits[0x1F]; // TODO: confirm size
u8 unknown_21[10];
u8 level_when_hashed;
u16 hash;
u16 unknown_22;
u8 scout_name[12];
parent_monster parents[2];
parent_monster grandparents[4]; // These have no name or scout name info
};
struct header {
u32 magic_1;
u32 magic_2;
u32 magic_3;
u32 checksum;
};
struct preview_name {
u8 unknown[3];
u8 name[9];
};
struct monster_previews {
preview_name names[3];
u8 unknown_a[3];
u16 species_ids[3];
u8 levels[3];
};
struct summary {
u8 unknown_a[16];
u8 unknown_b[12];
u32 playtime [[format("format_playtime")]];
u8 num_party_monsters;
u8 unknown_c;
u8 player_name[9];
monster_previews party_monster_previews;
u8 num_darkonium_times_5;
u8 unknown_d[268];
};
struct other {
u8 unknown_a[64];
u8 unknown_b[64];
u32 unknown_btl_enmy_prm_value;
};
struct save_file {
header header;
summary summary;
player_info player_info;
monster player_monsters[100];
monster incarnus;
other other;
};
save_file save_file @ 0x0;
IDs
Monster IDs
ID Monster -- ------- 0 1 slime 2 bubble slime 3 shell slime 4 healslime 5 drake slime 6 metal slime 7 slime knight 8 wild slime 9 liquid metal slime 10 angel slime 11 king slime 12 king bubble slime 13 metal king slime 14 grandpa slime 15 gem slime 16 trode 17 she-slime 18 snail slime 19 cureslime 20 behemoth slime 21 beshemoth slime 22 dragon slime 23 metal slime knight 24 metal kaiser slime 25 dark slime knight 26 dark slime 27 king cureslime 28 darkonium slime 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 DUMMY M30 49 komodo 50 DUMMY M32 51 argon lizard 52 DUMMY M34 53 green dragon 54 DUMMY M36 55 jargon 56 metal dragon 57 DUMMY M39 58 hacksaurus 59 red dragon 60 dragurn 61 great argon lizard 62 DUMMY M3E 63 mechan-o’-wyrm 64 great dragon 65 drakulard 66 dragonlord 67 DUMMY M43 68 Dragovian lord 69 DUMMY M45 70 skelegon 71 dragonthorn 72 nardragon 73 frou-fry 74 sea dragon 75 seasaur 76 snapdragon 77 drakularge 78 tyrantosaurus 79 black dragon 80 frou-frou 81 abyss diver 82 megalodon 83 alabast dragon 84 great dragon 85 86 87 88 89 90 91 92 93 94 95 96 platypunk 97 great sabrecub 98 scissor beatle 99 stark raven 100 jailcat 101 khalamari kid 102 capsichum 103 hell hornet 104 chimaera 105 Hades condor 106 frogface 107 crabid 108 bullfinch 109 DUMMY M6D 110 giant moth 111 treeface 112 yabby 113 gorerilla 114 scorpion 115 heligator 116 great sabrecat 117 garuda 118 DUMMY M76 119 firebird 120 DUMMY M78 121 king squid 122 khalamari 123 leopold 124 empyrea 125 spiked hare 126 powie yowie 127 wild boarfish 128 eveel 129 riptide 130 beetlebully 131 132 133 134 135 136 137 138 139 140 141 142 143 144 mischievous mole 145 bodkin archer 146 hammerhood 147 satyr 148 jumping jackal 149 DUMMY M95 150 chainine 151 puppeteer 152 beetleboy 153 orc 154 headhunter 155 fallen priest 156 fencing fox 157 pan piper 158 DUMMY M9E 159 gargoyle 160 weartiger 161 mandrake major 162 gigantes 163 cockateer 164 stone guardian 165 notso macho 166 DUMMY MA6 167 boss troll 168 atlas 169 don mole 170 robbin’ hood 171 dhoulmagus 172 rhapthorne 173 rhapthorne 174 Ace of Spades 175 brownie 176 orc 177 Ace of Spades 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 bag o’ laughs 193 wax murderer 194 firespirit 195 mecha-mynah 196 mud mannequin 197 dingaling 198 goodybag 199 shadow 200 cannibox 201 spitnik 202 hunter mech 203 rockbomb 204 mum 205 golem 206 boh 207 dancing flame 208 jum 209 frostburn 210 boe 211 king kelp 212 mimic 213 diemon 214 DUMMY MD6 215 gold golem 216 living statue 217 trap box 218 killing machine 219 mumboh-jumboe 220 ruin 221 psaro 222 estark 223 anchorman 224 golem 225 estark 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 dracky 241 lips 242 winky 243 imp 244 lump wizard 245 night emperor 246 dancing devil 247 DUMMY MF7 248 merman 249 lesser demon 250 gryphon 251 DUMMY MFB 252 octavian sentry 253 silvapithecus 254 DUMMY MFE 255 archdemon 256 moosifer 257 buffalogre 258 jamirus 259 mohawker 260 pazuzu 261 gracos 262 belial 263 night clubber 264 malroth 265 zoma 266 nimzo 267 mortamor 268 orgodemir 269 see urchin 270 dessert demon 271 lethal armour 272 great dracky 273 wrecktor 274 demon-at-arms 275 moosifer 276 buffalogre 277 mohawker 278 gracos 279 belial 280 demon-at-arms 281 282 283 284 285 286 287 288 DUMMY M120 289 ghost 290 stump chump 291 drooling ghoul 292 muddy hand 293 DUMMY M125 294 funghoul 295 DUMMY M127 296 walking corpse 297 demonrider 298 skeleton 299 restless armour 300 grim rider 301 mummy boy 302 soulspawn 303 wailin’ weed 304 phantom fencer 305 roseguardin 306 bone baron 307 dullahan 308 tortured soul 309 Captain Crow 310 Dr Snapped 311 skipper 312 flyguy 313 hellhound 314 skeleton soldier 315 phantom swordsman 316 wight king 317 Captain Crow 318 Dr Snapped 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 wulfspade 337 hawkhart 338 cluboon 339 diamagon 340 wulfspade ace 341 hawkhart ace 342 cluboon ace 343 diamagon ace 344 Wildcard 345 346 347 348 349 350 351
Item IDs
ID Item -- ---- 0 1 medicinal herb 2 strong medicine 3 special medicine 4 multi medicine 5 Yggdrasil dew 6 magic elixir 7 sage’s elixir 8 elfin elixir 9 Yggdrasil leaf 10 antidotal herb 11 moonwort bulb 12 panacea 13 antimagic powder 14 Oomph powder 15 wizard’s penny 16 wizard’s shilling 17 Insulade 18 jumbo Insulade 19 seed of skill 20 seed of life 21 seed of magic 22 seed of strength 23 seed of defence 24 seed of agility 25 seed of wisdom 26 chimaera wing 27 exodust 28 loyalty card 29 gold nugget 30 ‘Positive Puller’ 31 ‘Think Negative’ 32 ‘Neutral Ground’ 33 lunar tablet 34 solar tablet 35 baryon sphere 36 ‘How to Zoom’ 37 ‘The Joy of Evac’ 38 ‘Whistling For Dummies’ 39 ‘The Art of Vanishing’ 40 brass key 41 darkonium 42 metal ticket 43 44 45 46 47 48 Book of Wulfspade 49 Book of Hawkhart 50 Book of Diamagon 51 Book of Cluboon 52 warrior’s scroll 53 mage’s scroll 54 priest’s scroll 55 martial artist’s scroll 56 sage’s scroll 57 thief’s scroll 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 copper sword 81 divine dagger 82 rapier 83 steel broadsword 84 zombiesbane 85 dragonsbane 86 obsidian sword 87 silver broadsword 88 zombiesblight 89 dragonsblight 90 giant’s sword 91 zombie slayer 92 dragon slayer 93 lost katana 94 metal king sword 95 iron lance 96 pitchfork 97 sacred spear 98 partisan 99 holy lance 100 hunting spear 101 dragon lance 102 halberd 103 hero spear 104 Gáe Bolg 105 stone axe 106 woodcutter’s axe 107 iron axe 108 woodsman’s axe 109 headsman’s axe 110 battleaxe 111 forester’s axe 112 king axe 113 ranger’s axe 114 executioner’s axe 115 oaken club 116 sludgehammer 117 iron hammer 118 war hammer 119 miracle mallet 120 giant wrench 121 sledgehammer 122 marauder’s maul 123 warlord’s hammer 124 miracle mace 125 leather whip 126 battle whip 127 thorn whip 128 sidewinder 129 snakeskin whip 130 chain whip 131 dragontail whip 132 spiked steel whip 133 scourge whip 134 Gringham whip 135 stone claws 136 metal claws 137 iron claws 138 sacred claws 139 razor claws 140 steel claws 141 metal talons 142 gryphon talons 143 sacred talons 144 orichalcum claws 145 cypress staff 146 rune staff 147 phoenix sceptre 148 DUMMY SCEPTRE 149 Plus sceptre 150 Minus sceptre 151 crystal staff 152 staff of darkness 153 sage’s staff 154 royal rod 155 156 157 158 159
Skill Set IDs
ID Name -- ---- 0 1 Frizz & Bang 2 Frizz & Bang II 3 Frizz & Bang III 4 Frizz & Woosh 5 Frizz & Woosh II 6 Frizz & Woosh III 7 Frizz & Zap 8 Frizz & Zap II 9 Frizz & Zap III 10 Frizz & Zam 11 Frizz & Zam II 12 Frizz & Zam III 13 Bang & Woosh 14 Bang & Woosh II 15 Bang & Woosh III 16 Bang & Crack 17 Bang & Crack II 18 Bang & Crack III 19 Bang & Zap 20 Bang & Zap II 21 Bang & Zap III 22 Bang & Zam 23 Bang & Zam II 24 Bang & Zam III 25 Woosh & Crack 26 Woosh & Crack II 27 Woosh & Crack III 28 Woosh & Zap 29 Woosh & Zap II 30 Woosh & Zap III 31 Woosh & Zam 32 Woosh & Zam II 33 Woosh & Zam III 34 Crack & Zap 35 Crack & Zap II 36 Crack & Zap III 37 Crack & Zam 38 Crack & Zam II 39 Crack & Zam III 40 Fire 41 Fire II 42 Fire III 43 Ice 44 Ice II 45 Ice III 46 Breath 47 Breath II 48 Breath III 49 Firewind Slashes 50 Thunderwind Slashes 51 Iceplosion Slashes 52 Darklight Slashes 53 Fire Fighter 54 Boom Boxer 55 Wind Blower 56 Icemeister 57 White Knight 58 Dark Knight 59 Healer 60 Cure-all 61 Cleanser 62 Champion 63 Defender 64 Speedster 65 Mage Aid 66 Fortifier 67 Enfeebler 68 Saboteur 69 Antimagic 70 Antimagic II 71 Anti-dragon 72 Anti-metal 73 Bolsterer 74 Barricade 75 Seal 76 Hypnotist 77 Toxifier 78 Fear-monger 79 Bad Breath 80 Diminisher 81 Guerrilla 82 Assassin 83 Huntsman 84 Bounty Hunter 85 Crusader 86 Cursader 87 Muspell 88 Niflheim 89 Dancer 90 Bombardier 91 Toughie 92 Berserker 93 Martyr 94 Reaper 95 Nightmare 96 Cold Sleep 97 Cleric 98 Aquapothecary 99 All-Rounder 100 Mime 101 Trickster 102 Slimer 103 Naturalist 104 Graveheart 105 Diabolist 106 Dragon Lore 107 Bird Brain 108 Green Finger 109 Hive Mind 110 Materialist 111 Wulfspade 112 Wulfspade II 113 Hawkhart 114 Hawkhart II 115 Diamagon 116 Diamagon II 117 Cluboon 118 Cluboon II 119 Dragonlord 120 Dragovian Lord 121 Leopold 122 Dhoulmagus 123 Rhapthorne 124 Rhapthorne II 125 Estark 126 Nimzo 127 Mortamor 128 Captain Crow 129 Über Dark Dynamiter 130 Über Blessed Blizzardier 131 Über Mage 132 Über Breath 133 Über Knight 134 Über Healer 135 Über Helpful 136 Über Charmer 137 Wulfspade III 138 Diamagon III 139 Hawkhart III 140 Cluboon III 141 Dr Snapped 142 Attack Boost 143 Attack Boost II 144 Attack Boost III 145 Defence Boost 146 Defence Boost II 147 Defence Boost III 148 Agility Boost 149 Agility Boost II 150 Agility Boost III 151 Wisdom Boost 152 Wisdom Boost II 153 Wisdom Boost III 154 Frizz Ward 155 Bang Ward 156 Woosh Ward 157 Crack Ward 158 Zap Ward 159 Zam Ward 160 Water Ward 161 Thunder Ward 162 Fire Ward 163 Earth Ward 164 Fire Breath Ward 165 Ice Breath Ward 166 Whack Ward 167 Dazzle Ward 168 Poison Ward 169 Drain Magic Ward 170 Antimagic Ward 171 Gobstopper Ward 172 Ban Dance Ward 173 Confusion Ward 174 Inaction Ward 175 Paralysis Ward 176 Sleep Ward 177 Über Health Boost 178 Über Magic Boost 179 Über Attack Boost 180 Über Defence Boost 181 Über Agility Boost 182 Über Wisdom Boost 183 Über Heat Ward 184 Über Cold Ward 185 Über Windblast Ward 186 Über Darklight Ward 187 Warrior 188 Mage 189 Priest 190 Martial Artist 191 Sage 192 Thief 193 DUMMY SKILLNAME C1
External links
Internal Data for Dragon Quest Monsters: Joker
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