[^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^]
 [ _________________________________________________________________________________ ]
 [ |                                                                               | ]
 [ | <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< | ]
 [ | <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>> | ]
 [ | <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>> | ]
 [ | >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> | ]
 [ |_______________________________________________________________________________| ]
 [                                                                                   ]
 [                                                                                   ] 
  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
       |                             |         -|-               -|-        -|-     
       |                      **     |                               -|-               
       |         **************      |      -|-       -|-     -|-              -|-            
       |      ****************       |                          
       |     ***       *****         |           -|-       -|-      -|-                
       |      **        ***          |                                     -|-  
       |       *       ***           |                                          
       |              ***            |_______/.====================\   -|-
       |------------ ***-------------|======Knight->>>--Avalon-->>>--> 
       |.....*******......|^^^^^^^\__====================/        -|-
       |            *******          |         <>    -|-
       |            ****             |                                              
       |           ***               |                 -|-       -|-           -|-
       |  *       ***                |     -|-                          -|-        
       | ***     ***                 |            -|-                          
       |  *********                  |      -|-                     -|-       -|-    
       |    ******                   |                     -|-     
       |     ***                     |     -|-       -|-                   -|-           

=========================================================================================

   <<<< Guide to hacking games by J-knight Avalon clan Avalon version 1.00 >>>>

=========================================================================================

(inspired by many others ->>Evie Moon, Soren Kanzaki, Hackman 22k, 
Ayu mika, mr T and Jlin sux android 22k)
I thank greatly to KoopaKid, cinderquil and Super Saiyan Vegeta for the art
and lastly i thank Soren Kanzaki again for teaching and starting my limited understanding on hacking games
  

===================================== [ Copyright ] =====================================

  This FAQ was solely intended for the public use on the www. It cannot be
  reproduced, retransmitted, or re-written in any other form except by the
  notice  of the author.  Any violation of this code will result in strict
  penalty---and high fines susceptible  by law.  If this legal document is
  portrayed  in any  commercial use,  you are therefor  stricten under the
  code of law----and will be---punished.

=========================================================================================

<<<>>>

=========================================================================================

Okay, a few words before we begin.  Why am I including this, and why 
here?  This is a little guide to memory, binary, hexidecimal, and how and why 
hacking codes work.

this information is probably covered in a much more professional manner 
in your local mathematics textbook and computer science course.  Of course, 
since a lot of gameplayers are in high-school, they may not have a decent 
computer science department.  Not to fret.

et's start by talking about numbers.  Most of us are familiar with this 
subject, but let's review a little, shall we?  Numbers are made up of 
numerals (the representations of numbers, which in the English alphabet are 
written as 0, 1, 2, 3, 4, 5, 6, 7, 8 and 9.  We could have just as well used 
different smiley faces, pictures of trees, or letters.)  While there is no 
problem when writing a number from 0 to 9, what happens when we want to write 
a 10?  Well, as you can see, we use the concept of digits.  The '1' in the 
number '10' is in the tens place.  In the number '42,375', the number 2 is in 
the thousands place, and so on.

You of course know this, otherwise ... well, you know all this(unless your leb or something).  But what 
we really mean when we write '42,375' is:

    "I want the number whose value equals 4 X 10,000 + 2 X 1,000 + 3 x 100 + 
7 x 10 + 5 x 1."  10 is, of course, 10 to the first power; 100 is 10 to the 
second power; 1000 is 10 to the third power, and so on and so forth.

    This system of representing numbers is known as decimal.  (From the Greek 
for 10.)  But what if we don't want to use decimal?

    To a computer, decimal is far to hard and inefficient.  Computers 
understand two basic things: On (electrons flowing) and Off (electrons not 
flowing).  If On = 1 and Off = 0, we can still represent any number we like.  
This is known as binary.  So, we can write '27' in binary as 11011.  (That's 
1 x 16 + 1 x 8 + 0 x 4 + 1 x 2 + 1 x 1.)  16 is 2 to fourth power, 8 is 2 to 
the third power, etc. etc.

    Hopefully, you understand binary now.  Hexidecimal is similar, except 
instead of using 10 or 2 as a base, we use 16.  In order to represent 10, 11, 
12, 13, 14, and 15 in a single symbol, we use A, B, C, D, E, and F 
respectively.  (16 in hexidecimal is, of course, 10.)  So 100 in decimal is 6 
x 16 + 4 or 64 in hexidecimal.

    Why even bother with hexidecimal?  Ahh ... well, historically, we group 8 
binary switches into a single unit known as a byte.  (10011011, for example.)  
Therefore, a byte can store values from 255 (1111111) to 0 (00000000).  It so 
happens that 255 is equivalent to FF in hexidecimal.  See where we're going 
with this?

    A two-digit hexidecimal value, then, can represent all the values that a 
byte can.  This is why we use hexidecimal extensively in computers.

    Okay, so now we know about hexidecimal and why we use it in computers.  
Memory addresses are written in hexidecimal.  Why?  Well, a computer needs to 
be able to manipulate that address and store it.  As a number.  How does a 
computer store numbers?  (If you said in binary, you are right.)  What's the 
way we write binary numbers?  (If you said in hexidecimal, you are again 
right.)

Now, we come to the interesting part or the part that you should only care about !!!.  How is data stored in memory?  
(Not physically, but conceptually.)  Well, we store all sorts of things in a 
game's memory.  If we want to store a number, we usually store it in a single 
byte (if it runs from 0-255), or 2 bytes (0-65535) or 4 bytes (basically 
anything bigger, up to 4,294,967,295.)  This is different if you want to 
store potentially negative values (and I won't get into it, we rarely run 
into negative numbers in game memory.)  Things like HP, EN, how many lives 
you have left, the number of shots in that rifle, etc. are usually stored in 
this manner.

We could also store it, instead of in true hexidecimal, as though it were 
decimal (since hexidecimal includes 0-9.  I believe this is referred to as 
Binary Coded Decimal.)  This tends to waste space (you ignore the power of A-
F), but sometimes this is done in games.  Not so much nowadays, though.  So, 
if I stored 142 in 2-bytes, in the 'value' I'm really storing is 1 in the 
first of those two bytes, and the decimal value of 66 in the second.  (I omit 
a discussion of byte-ordering until another time, simply because there are 
two different ways to store a multi-byte number.  Don't worry about it for 
the present.)

   We can also store a value that corresponds to something else (like a 
pilot's background data.)  If information is kept like this, the game knows 
(it's built-in) what, say, a 12 stands for.  We have to plug in values to 
figure out what each value stands for and make long lists.  Sometimes, in 
cases like these, a 0 is empty (doesn't correspond to something, like in 
Tactics Ogre: Knight of Lodis).  Sometimes (like in Super Robot Taisen A) it 
does stand for something (Pilot 0 is Lalah Sune.)

    Finally, we can use memory in a BINARY fashion.  Remember: FF is REALLY 
11111111.  Or 8 little switches in a row than can be ON or OFF.  So if we 
want to look at things that can be on or off (like the Emblem Toggle), we can 
cram 8 of those things into one byte, instead of using 8 bytes.  The 'Enable 
Bytes' are variations on this.  Basically, a 0 stands for Off, and anything 
else is On.  (The reason for this lies within the realm of assembly language, 
and will not be covered here.  Sufficed to say, the game has a way of quickly 
checking if something is on or off, and only 0 stands for off.)  This type of 
data, known as a bit field, is very commonly used for certain on-off 
purposes.

Now hopefully you can understnad what and how hex and binaries work if you don't too bad 
cause i can't bother explaining in more detail so suck ^^ :P sorry about that....
if you really couldn't understnad a word of that the examples below may help in your understanding of this. 

========================================================================================

<<<>>>

========================================================================================

Binary numbers in terms of bits for parts think of 
| 10 | 01 | 00 | 00 | and the lines representing the breaks in between the sequences

1 byte pair = 00 = 8  bits 
  " 11111111 " 
2 byte pair = 00 00 = 16 bits 
  " 1111111111111111 "
3 byte pair = 00 00 00 = 32 bits 
  " 11111111111111111111111111111111 "
4 byte pair = 00 00 00 00 = 64 bits 
  " 1111111111111111111111111111111111111111111111111111111111111111 "

<<<>>>                 
01-1

02-2

03-4

04-8

05-16

06-32

07-64

08-128

09-256

10-512

11-102,4

12-204,8

13-409,6

14-819,2

15-163,84

16-327,68

17-655,36

18-131,072

19-262,144

20-524,288

21-104,857,6

22-209,715,2

23-419,430,4

24-838,860,8

25-167,772,16

26-335,544,32

27-670,188,64

28-130,437,728

29-268,075,456

30-536,150,912

31-1,072,301,824

32-2,144,603,648

33-4,289,207,296

34-8,578,414,592

35-17,156,829,184

36-34,313,658,368

37-68,627,316,736

38-137,254,633,472

39-274,509,266,944

40-549,018,533,888

41-1,098,037,067,776

42-2,196,074,135,552

========================================================================================

<<<>>>

	                 **
	    **************
	 ****************                 *
	***     *                        ***     *
	**    ***                  *   *******  **      *    **
	 *    **         ** *    ****    ***      *   ****  *****
	     ***         *****   ** **   ***    **    ** ** **  **
	     **           * **   **      ***    **    **    **   *
	    ***            ***   **      ***    **    **     **
	    ***           * **   **      ***    **    **      **
	    ***          ** **   **      ***    **    **       **
	    ***          ** ***  **      ***    **    **        **
	    ***           ****   **  **  ***    **    **  ** *  **
	     ***       *   *     *****  *****   **    ***** ******
	      ****    **                 ***    **           ***
	       ********                   *      *           *
	        ****                                         ** *
	          **                                           **


			            **
			   **     ***
			 *****  ***
			**  *****             *    *   **
			 *   ***      ** **  ***  *** ** ***
			    **  **    *** ** *******  **  ***
			  **     **   ** **  ***      **  **
			 **       **  ** **  ***      *****        
			 **       **  ** **  ***      **
			  ***     **  *****  ***      **   *
			    ******     ****  ***      *****
			     ***        **  *****     ***
			               ****  ***
			             ****

========================================================================================

Here's the breakdown for Alphonse's (the main character) data.  He's the 
first character stored in data; additional soldiers are stored after him.  
Yes, there are a lot of unknown sections.  Also, the Byte numbering is not 
random (you'll see why, eventually).  The address listed in (parenthesis) 
indicates the memory address for Alphonse's data.

Bytes 0-3    (2000030): Unknown
Byte 4       (2000034): Class Completion Medals, Block I (see below)
Byte 5       (2000035): Class Completion Medals, Block II (see below)
Byte 6       (2000036): Class Completion Medals, Block III (see below)
Byte 7       (2000037): Unknown
Byte 8       (2000038): Emblems, Block I (see below)
Byte 9       (2000039): Emblems, Block II (see below)
Byte 10      (200003a): Emblems, Block III (see below)
Byte 11      (200003b): Emblems, Block IV (see below)
Bytes 12-16  (200003c - 2000040): Unknown
Byte 17      (2000041): Special Holy Kills
Byte 18      (2000042): Lancer Success Toggle*
Byte 19      (2000043): Philosopher's Stone Success Toggle*
Byte 20      (2000044): Self Preservation Success Toggle*
Byte 21      (2000045): Berserk Success Toggle*
Byte 22      (2000046): Successful Persuasions (for Arbitration)
Byte 23      (2000047): Unsuccessful Female Persuasions (if male)
                          OR Successful Male Persuasions (if female)
Byte 24      (2000048): War God Success Toggle*
Byte 25      (2000049): Frontal or Side Attacks Made
Byte 26      (200004a): Successfully Dodged or Blocked Attacks in a Row
Byte 27      (200004b): Miracle Success Toggle*
Byte 28      (200004c): Successful Ranged Attacks in a Row
Byte 29      (200004d): Fist Fight Success Toggle*
Byte 30      (200004e): Successful Heals Cast in Combat
Byte 31      (200004f): Don Quixote Success Toggle*
Byte 32      (2000050): Treasures Opened
Byte 33      (2000051): Archangel's Feather Toggle*
Bytes 34-43  (2000052 - 200005b): Unknown
Byte 44      (200005c): Total Kills
Byte 45      (200005d): Dragon Kills
Byte 46      (200005e): Beast Kills
Byte 47      (200005f): Exorcisms Performed
Bytes 48-63  (2000060): Character's Name
Bytes 64-65  (2000070): Character's Current HP
Bytes 66-67  (2000072): Character's Maximum HP
Bytes 68-69  (2000074): Character's Current MP/SP
Bytes 70-71  (2000076): Character's Maximum MP/SP
Bytes 72-73  (2000078): Character's Strength
Bytes 74-75  (200007a): Character's Intelligence
Bytes 76-77  (200007c): Character's Agility
Byte 78      (200007e): Character's Picture
Byte 79      (200007f): Character's Class
Byte 80      (2000080): Alternate Character's Class (see below)
Byte 81      (2000081): Character's Number
Byte 82      (2000082): Character's Level
Byte 83      (2000083): Character's Experience
Byte 84      (2000084): Character's Element
Byte 85      (2000085): Character's Alignment
Byte 86      (2000086): Character's Birth Month
Byte 87      (2000087): Character's Birth Day
Byte 88      (2000088): Biorhythm Set 1 [Definitely Amplitude]
Byte 89      (2000089): Biorhythm Set 2 [Probably Period]
Bytes 90-91  (200008a): Biorhythm Set 3 [Probably Offset]
Byte 92      (200008c): Biorhythm Set 4 [Definitely Altitude]
Byte 93      (200008d): Character's Allegiance (see below)
Byte 94      (200008e): Character's Sex
Byte 95      (200008f): Unknown
Byte 96      (2000090): Equipped Item Slot 1
Byte 97      (2000091): Equipped Item Slot 2
Byte 98      (2000092): Equipped Item Slot 3
Byte 99      (2000093): Equipped Item Slot 4
Byte 100     (2000094): Skill Slot 1
Byte 101     (2000095): Skill Slot 2
Byte 102     (2000096): Skill Slot 3
Byte 103     (2000097): Skill Slot 4

========================================================================================

<<<>>>

========================================================================================

0 - 25: A - Z (capital letters)
26 - 51: a - z (lowercase letters)
52 - 61: 0 - 9
62: ! (exclamation mark)
63: ? (question mark)
64: . (period)
65: , (comma)
66: : (colon)
67: & (ampersand)
68: _ (underscore)
69: % (percent sign)
70: ' (apostrophe)
71: ( (starting parenthesis)
72: ) (closing parenthesis)
73: < (less than, but narrow)
74: > (greater than, but narrow)
75: + (plus)
76: - (minus)
77: * (asterisk, multiplication)
78: / (division, slash)
79: = (equals)
80: Deneb's Cat's Paw (in the Witch Deneb's class)
81: Opening Double Quotation Marks
82: Ellipsis
83: Some graphical mark
84: Like 83, only the mirror-image
85: Small Space
86: Full Space
87: Full Space
88 - 254: Nothing (not even a space; the game skips this character)
255 - End of Word (after this, no characters will be placed into the name)

========================================================================================

<<<>>>

========================================================================================

2001420 - Friendly Character Deployed #1
2001488 - Friendly Character Deployed #2

2001770 - Enemy Character Deployed #1
20017c8 - Enemy Character Deployed #2

(Yes, I know there's only 2 and 2 ... I'll be adding more later.  I've been 
busy ^^)

<<<>>>

Okay, this section introduces a different type of data system called a 
bit field.  (Thanks to Rob Coley for sending in the real name!)  What this 
means is, the computer looks at these bytes not as whole bytes, but as 8 bits 
in a row.  Each bit has a function, and can be on or off.

    What does this mean in practical terms?  This means you must compute the 
value you want on the fly!  (Since you can't enter cheats in binary for the 
most part.)

o calculate the value to place in a bit field byte, look up the 'to-add' 
values given.  Let's say you want to give a character the medals for Soldier, 
Ninja, Swordmaster, and Dragoon.  We add: +1, +2, +64, +128 = 195.  
Therefore, you would put 195 into the appropriate memory address.  See how 
that works?  People who understand binary should see why these values are the 
way they are immediately,"and yes i know that this is easy for you 22k people but its important".

Class Completion Medals, Block I:
+1 = Soldier
+2 = Ninja
+4 = Archer
+8 = Wizard
+16 = Cleric
+32 = Knight
+64 = Swordmaster (Male Only)
+128 = Dragoon (Male Only)

Class Completion Medals, Block II:
+1 = Valkyrie (Female Only)
+2 = Siren (Female Only)
+4 = Warlock (Male Only)
+8 = Witch (Female Only)
+16 = Priest
+32 = Dragon Tamer (Female Only)
+64 = Beast Tamer (Male Only)
+128 = Lich

Class Completion Medals, Block III:
+1 = Angel Knight
+2 = Ghost
+4 = Unknown (possibly no function/special class only)
+8 = Unknown (possibly no function/special class only)
+16 = Unknown (possibly no function/special class only)
+32 = Unknown (possibly no function/special class only)
+64 = Unknown (possibly no function/special class only)
+128 = Unknown (possibly no function/special class only)

========================================================================================

<<<>>>

========================================================================================

Emblems, Block I:
+1 = Blood Reign
+2 = Dragon's Scale
+4 = Animal Hunter
+8 = Exorcist
+16 = The Pen and the Sword
+32 = Gibe of Fallen Angel
+64 = Lancer
+128 = Philosopher's Stone

Emblems, Block II:
+1 = Self Preservation
+2 = Berserk
+4 = Arbitration
+8 = Broken Heart / Vixen's Whisper
+16 = War God
+32 = Knight's Certificate
+64 = Book of Initiation
+128 = Miracle

Emblems, Block III:
+1 = Sniper
+2 = Fist Fight
+4 = Heavenly Spirit
+8 = Don Quixote
+16 = Embodiment of Desires
+32 = Archangel's Feather
+64 = The Cycle of Life
+128 = Mark of the Elite

Emblems, Block IV:
+1 = Centurion
+2 = Charisma
+4 = Bullpen Ace
+8 = Bogus Hero
+16 = Lucky Soldier
+32 = Mark of Valor
+64 = Veteran Soldier
+128 = Relix's Emblem / Ripple's Emblem

.....Im so sorry that i haven't put anything else but im kinda busy so yeah if you really need help add this address to your msn Mystic_light@hotmail.com and hopefully she will help you other wise....add these 2 emails divine_knight88@hotmail.com and Ayase_kanzaki_87@hotmail.com and hopefuly one of them will help you.

========================================================================================

<<<>>>

                                         ____________  
                                      __/  ________  \__ 
                                    _/____/        \__  \_
 __________  ________  __  ______ _/ /___ \           \_  \_
/   ____   \/ __     \/  \/      \\ //   \/             \_  \_
|  / __ \    /_ |        ___  _  _  | \     ___ __   _  _ \   |
\ / /  \/  __ | |  /\_  /__ \/ |/ \ |  \_  /_ //_ | / |/ \ |  |
/ | |  __ /  \| |  >  \||__\/| /\  \ \_  \_ / | | | | /\  \|  |
| | | /_ | /\ | | / /| | __| | | \ /   \_  \| | | | | | \ /|  |
\ |  \ | | \/ | |_| \/ | \_/\| | //      \ ||  \| |_| | // |  |
|  \  \| |\__/|___/\__/ \___/|_///       | | \__/\_/|_///  |  |
/   \__  |     The Lost Age         /\___//              _/  _/
|      |/                           \____/             _/  _/
\___________/\____/\_________/\____   \__          __/  _/
                                    \__   \________/  __/
                                       \_____________/

========================================================================================

1-02000cd0 i think its this basically the same as above just with a few parenthisis variations like skill tree's and sprites now i know i haven't done much for this game but i thought i might do a bit on psy items for gsun since its quite important cause sometimes even when you eguip the character with the skill they'll lose it after one battle if the item is not there so here are all the psy gems.

========================================================================================

<<<>>>

========================================================================================

Gem         Psynergy        What it Does           Found In     PP        

Scoop Gem    Scoop       Shovels up sand to        Yampi        1
                         reveal hidden holes       Desert
                             and items

Lash         Lash       Picks up the rope and      Kandorean    1
Pebble                  extends it to the nail     Temple

Pound Cube   Pound      Pounds down a pointed       Dehkan      2
                             pillar down            Plateau

No Gem       Reveal      Reveal hidden truths       Sheba       1
                                                    learns 
                                                   at Air's
                                                     Rock

Hover        Hover       Levitate into the air      Shaman      2
Jade                                                Village

No Gem       Burrow      Burrow underneath sand     Felix       2
                                                    learns 
                                                    at Gaia 
                                                     Rock

Lift Gem      Lift        Lift up boulders          Garet       2
                                                    has it

Catch Beads   Catch       Pick up items from         Ivan       1
                                  afar              has it

Freeze Gem    Freeze      Freeze water puddles      Piers       5
                             into ice pillars       learns, 
                                                    Mia has 
                                                      it

Douse Gem     Douse       Make rain pour from       Piers       5
                                  above             learns,
                                                    Mia has 
                                                      it

No Gem        Parch        Make water pools dry     Piers       2
                                                    learns 
                                                    at Aqua
                                                     Rock

Tremor Bit    Tremor       Shake items to make       Madra      1
                                them fall           Catacomb

Cyclone       Cyclone      Use a whirlwind to        Madra      2
Chip                         blow away grass

Burst          Brooch         Blow up walls         Tundaria    2
Brooch                                               Tower

Grindstone     Grind        Pull down large           Felix     2
                            rocks into water         learns 
                                                       at 
                                                     Lemuria

Teleport      Teleport      Transport you from        Mars      ?
Lapis                         place to place        Lighthouse

Carry          Carry         Lift and move           Isaac      2
Stone                          obstacles             has it


========================================================================================

<<<>>>
 ______ _             _   ______          _
|  ____(_)           | | |  ____|        | |
| |__   _ _ __   __ _| | | |__ __ _ _ __ | |_ __ _ ___ _   _
|  __| | | '_ \ / _` | | |  __/ _` | '_ \| __/ _` / __| | | |
| |    | | | | | (_| | | | | | (_| | | | | || (_| \__ \ |_| |
|_|    |_|_| |_|\__,_|_| |_|  \__,_|_| |_|\__\__,_|___/\__, |
                                                        __/ |
                                                       |___/
 _______         _   _                        _
|__   __|       | | (_)              /\      | |
   | | __ _  ___| |_ _  ___ ___     /  \   __| |_   ____ _ _ __   ___ ___
   | |/ _` |/ __| __| |/ __/ __|   / /\ \ / _` \ \ / / _` | '_ \ / __/ _ \
   | | (_| | (__| |_| | (__\__ \  / ____ \ (_| |\ V / (_| | | | | (_|  __/
   |_|\__,_|\___|\__|_|\___|___/ /_/    \_\__,_| \_/ \__,_|_| |_|\___\___|


========================================================================================

FINAL FANTASY TACTICS >> 

Final Fantasy tactics uses a different platform of game play to tactics ogre Its a @#!$!@##!$ more annoying because if you want to change the layout and numbering of the characters you have to count from the top the number of 00ff since the characters always start 0000 after the 00ff in the beginning, so say you want to change your ritz and babus around you propably have to take screen shots of both characters then retype them in their spaces and thus the pissy layout. Another problem with their layout is that it really gives hackers a hard time trying to figure out how to change names and basically i gave up on the names because you had to know the original code eg Ritz's codes is 12ad 0885 for the name part and there is no connection in those letters that would make you think that it's Ritz other then the fact that it starts with a R = 12 =18. 
Anyways enough with this blabbering here is the codes for the characters.

CHARACTER 1 02000000    

SPEED AFFECTED - EQUIPED ITEMS >> 02000150


JUMP AND MOVE(i think this is also for equiped items) >>  020000B0 

CHARACTER 2 020001A0

ITEM'S  >> NORMAL >> 02001940
        >> MSIC   >> 02001EE0

CLANS >> INFO NAME AND LEVEL TITLE >> 02002B0

MISSION ITEMS >> 02002bf0

MONSTERS CAUGHT >> 0200E60 


========================================================================================

<<<>>>:( unfortunately i only did a bit of this and is still has many errors

========================================================================================

Tactics Ogre Knights Of Lodis >> Biorythm Faq 

Your luck, unlike your fortune which is merely an indicator of your luck,
is a number from 0 to 100.  It is worked out slightly differently from
Fortune because this time, both Altitude and Amplitude are factored into the
number, rather than just giving you a different series of tables.

  The formula to work out luck is as follows.  First, we calculate the Luck
value like we did in the previous section, but with a few differences:

     First, work out what Day of the year it is.  Then...

     Day = (Day + Offset) Mod Period

     Luck = Day * 360 / Period


  We thus have a value from 0 to 360, which starts its period at 0.  Using
this revised Luck value, we perform the following calculation:

    Luck = [Altitude + Amplitude * Sin(Luck)]


  And this gives us the final Luck value.  Keep in mind that Sin is indeed
the triogmetric function (I did warn you in the forward that this was
maths-intensive), and uses degrees, not radians.  Also, the [] brackets
means that we take the integer portion of this number.  For example, [36.5]
is 36.


  As a small example, we shall again the Alphonse from the previous section.
As you may recall, it was Day 276 of the year, and Alphonse's Biorhythm
stats were Period 40, Offset 319, Altitude 50, Amplitude 10.

  Thus:

     Day = (Day + Offset) Mod Period
         = (276 +  319  ) Mod   40
         = 595 Mod 40
         = 35


  Then:

     Luck = (Day * 360 / Period)
          = ( 35 * 360 /   40  )
          = 315


  Finally:

     Luck = [Altitude + Amplitude * Sin(Luck)]
          = [   50    +     10    * Sin(315 )]
          = [   50    +     10    * -0.707106]
          = [   50    +       -7.07106       ]
          = [42.92894]
          = 42


Therefore, Assasin's current Luck is 42.

You may wonder what this Luck value affects.  One of the easiest things
to demonstrate Luck having an effect is in buried treasure.  A lot of the
buried treasure you find in the game is selected from three groups of random
lists, where the group you get depends on which treasure spot you've found.
However, these lists are further subdivided into three more groups, and the
group you get depends on your Luck.

  If your Luck is 40 or less, you get the 'bad' group.

  If your Luck is between 41 and 60 inclusive, you get the 'medium' group.

  If your Luck is 61 or more, you get the 'good' group.



  Returning to your Fortune, we can see that it is very much a *very* rough
approximation of your Luck.  Because of this, we shall not try to determine
what values of Luck goes with each Fortune, since any attempt to do so would
be misleading.





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If you use any of the codes from this FAQ you use them at your own risk. I
will not be held responsible for anything that may go wrong with your system,
game, or save file if you choose to use them.

    Source: geocities.com/jlin88knight