Final Fantasy Pixel Remasters +10 (I, II, III, IV, V)
Posted: Mon Nov 15, 2021 2:50 am
Here's a slightly modded table based on panraven (here), and cray's (here) prior work .
Added drop scripts with IDs for Final Fantasy V inspired by asmoranomar's work (here).
Only tested in Final Fantasy V but these should work across all 5 remakes since they all use the same underlying systems that are targeted for each of these options.
What the AP drop means in Final Fantasy II is unknown to me but others should be straightforward job experience.
Has 10 main options:
Added drop scripts with IDs for Final Fantasy V inspired by asmoranomar's work (here).
Only tested in Final Fantasy V but these should work across all 5 remakes since they all use the same underlying systems that are targeted for each of these options.
What the AP drop means in Final Fantasy II is unknown to me but others should be straightforward job experience.
Has 10 main options:
- DropRate99WithWeightMod
This script alters drop rates for up to 8 possible drop slots a monster party can have.
A common weight adds to the drop rate of all slots equally.
A skew weight adds to the drop rate of each slot less and less from rarest to most common.
A skew weight of 128 means for each slot starting from the rarest gets:
128/64/32/16/8/4/2/1/0
The higher the weight, the more likely a drop will occur.
The weights are heavier the more common an item is. For a common drop in a slot, a weight of 100 almost guarantees a drop everytime the slot is calculated.
For the rarest drops, weights over 60000 give very little increases in chance of drop and even then the drops are about 50% per time it's calculated.
The drop calculations can be looped if the recalculate drops option is activated. It will loop the drop calculations as many times as specified in Loop Count.
The more times the drop calculations are looped the more possible items can be dropped.
A monster party capable of dropping 2 potions, when looped 8 times, can result in dropping 16 potions with big weights.
Most victory menus can only display values from 1-9 so 16 potions will show as a drop of 1 potion, but the inventory will increase by 16 correctly. - Force Item Drop By ID
This script overrides all monsters drop slots with the item ID supplied.
It does not alter drop rates so it does not guarantee monsters will drop the item.
All regular items were tested and work but some dummy items, commands and magics may break the end of battle (tested some and they seemed to mostly work fine for FF5).
Dropping blue magics will result in learning that magic.
Invalid items are removed from the possible ids you can choose in the dropdowns because they do break the end of battle (these are different IDs for the same item, like sasuke's katana or enhancer because the game treats these as multiple items to apply their special effects. Only their first version ID is actually valid.)
EDIT: I've adopted asmoranomar's ids for every FF in the Pixel Remaster (big thanks to them ) but do exercise care as they include every item (including glitched ones). - Battle Result Rates (Exp, Gil, AP)
This script alters the rate of EXP, GIL and or AP given at the end of a battle by individually altering each monster's drops in a monster party.
It either replaces outright the EXP, Gil and or AP each monster gives or multiplies it if the multiply option is enabled. - Minimum Gil on Spend
When gil is spent in a shop, inn or lost in mugging or gil throw, it will never go under the minimum gil.
- Minimum and Maximum Item Count
Makes all Items in inventory always have at least the Minimum count and less than the Maximum count.
EDIT: Due to the way the game calculates purchases, having this on all the time may result in the minimum count being added to your current count on purchases or drops. Use this with caution or only while messing with inventory. - Encounter Rate
Toggles affecting encounter rates.
The rates are relative to regular overworld walking encounter rate.
The 2 extremes are No Encounters and Always Encounter on every step. - Force Steal Slot
Most FFPR games have 2 different possible slots for item steals for each monster. One common steal and one rare steal.
Some monsters have one, some have both, some have none.
This script forces a steal to target one specific slot. If the monster does not contain the slot, a successful steal simply steals nothing but still counts as a successful steal, so subsequent steals may give nothing to steal message.
There are 2 more possible slots specifically included for FF3, where steals target different slots depending on the job level of the thief. - Force ID Steal
This script overrides the ID of the item that is stolen. Regardless of slot, it will always steal an item with the Steal Item ID.
If the monster targeted does not have any possible slots to steal, it will still result in a steal failure.
EDIT: Ids for all FFPR games now included thanks to asmoranomar's ids
- Infinite MP
This script sets MP to max MP at all times. Doesn't work with temporary gains caused by mixing and other buffs and will use the base max MP regardless.
EDIT: MP is pretty complicated in all games but for now since I only have FF5 to test against I can't guarantee a solution for FF3 and older games which use a different MP for each individual spell slot. - Infinite HP
This script sets HP to max HP at all times. Doesn't work with temporary gains caused by mixing and other buffs and will use the base max HP regardless.
- FF6 Veldt scripts courtesy of asmoranomar again
Allows manipulating groups encountered. May break with updates for now...
- FF5 Always Steal Script
Forces steals in FF5 to always succeed. Still subject to regular game rules. You can only steal once from each enemy.