I searched for a cheat for changing the equipment that was in the PS2 version and changing the strengthening material currently equipped, but it's difficult.
I found item durability, item id, and the material, but I don't know how to adjust it from there to make it stronger.
Looks like you can permanently edit equipment upgrade stats beyond limits, even on unupgradable gears like ring. Variable "ItemPf" controls the trade-off between 1st and 2nd stats (dmg vs DP on weapon, phys def vs magic def on armor), higher = more 1st stat and less 2nd. Variable "ItemSt" controls upgrade level for the 1st stat, appears as "+x" after equipment name (won't show if set too high). This variable is weird that it somehow ignores the least significant byte and only uses 3 bytes, but is signed. You can hit damage per hit cap (999999) this way, though it seems to be subject to overflow.
Massive weapon stats
Also, you can edit fist this way, affecting martial art damage. First is counted as weapon stored in the 5th position in "EqWpn" array. Positions 6 to 10 store unlocked magic schools, since each character can only use up to 5 magic schools due to mutual exclusive rule of spells in Saga franchise (e.g. Pyro or Hydro, not both).
Hello - I'm trying to get the force drop to work for materials but it doesn't seem to do anything? I just select the material I want and finish a fight but it doesn't drop. What am I doing wrong?
Edit: So I messed with it more and I guess what it does is add the selected material to the item drop you choose? So it'll come with that material already applied. Is there a way to just have the material itself drop? I don't see materials on the item drop list.
For example, if I want to get +2 of a weapon, I don't think I can do that? I can have it drop with the correct material to get it to +1, but now I don't have any way to add the next material to get it to +2. Does that make sense?
Not all items are droppable at this time. There seems to be a requirement to have some of the fields populated when an item drops or the entire item may get ignored. Problem is, when I attempt to populate those fields for items that DO drop, they get ignored (See "Not Working") and I just get a generic version of that item (if it's allowed). For example: I can drop a treasure map, but even if I have a preset value that supposedly forces the area, it gets ignored and a new random area is generated for the map. The field works though, because if I edit the same map in the inventory the expected area present. Why this occurs, I have not been able to determine.
Also, how the game handles offsets in the PS2 version is different from the PC version - it's similar, but not identical. As such, there is a field (maybe more) that is referenced in the PS2 version that doesn't exist in the PC version. Or perhaps it does exist, in one of the known fields, but how it's used is unknown to me. Because of how the PS2 version handled items, such as herbs or ores - you'd have a generic version of that item with a modifier that changes it's type.....and/or other fields. The generic item by itself may be meaningless without these fields properly populated. (Herb without a type, Ore without a type, Harmonius Weapon without a temper counter, etc.)
Finally, the list of items comes from the PS2 version of the game. It looks like it's correct, but I'll be honest in saying I didn't test it much and was expecting feedback. Unfortunately, this means a few things:
[*] I don't believe all the item codes were discovered, even in the original PS2 version of the game; and new items were added to the PC version -So Items might be missing.
[*] People will need to know HOW item generation works in PS2/PC version of the game. As indicated above, you don't just get x item. You get a generic x item and modifying fields are used to determine the exact item you have. The wrong combination of modifiers may look like an item doesn't exist, when it actually does.