Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Game Hacks, Trainers, Cheats

Moderator: Ralf@gc-forever

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Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Kaos622 » Mon May 13, 2019 3:01 am

Oh man Ralf you're awesome! Thanks a ton! I can't wait to try these out.
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Kaos622 » Mon May 13, 2019 11:50 am

Ralf@gc-forever wrote:
Sun May 12, 2019 7:49 am

Code: Select all


Double Pain Badge Has Also Double Pain P Effect [Ralf]
040F7CE0 4082013C
040F7E08 4082002C
040F7E20 4082FED4

Replace Double Pain Badge Effect With Double Pain P Effect [Ralf]
040F7E08 4082002C
040F7E20 408201E4
040F7FF0 4082FE2C

Super Appeal P Badge Has Also Double Pain P Effect [Ralf]
C20F8204 00000003
888302EA 38040001
980302EA 88830303
60000000 00000000

Replace Super Appeal P Badge Effect With Double Pain P Effect [Ralf]
040F8204 888302EA
040F820C 980302EA

Partner: Disable Automatic Use Of Life Shrooms [Ralf]
C20FF6DC 00000005
809E0000 2C040000
41820014 A084000A
2C040097 40820008
38600000 2C030000
60000000 00000000
C210FA70 00000002
7C7E1B78 38000000 
98030135 00000000

Hey Ralf I tested the double pain partner code and it works great. However the life shroom code isn't working for me. Partner's still use a life shroom when they hit 0 HP in battle.
Ralf@gc-forever
Posts: 2865
Joined: Sun Mar 16, 2014 9:31 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Mon May 13, 2019 4:58 pm

Oh sorry, I forgot to add a line of code. The revised Life Shroom code below should work now.

Code: Select all


Partner: Disable Automatic Use Of Life Shrooms [Ralf]
040FBA84 48000018
C20FF6DC 00000005
809E0000 2C040000
41820014 A084000A
2C040097 40820008
38600000 2C030000
60000000 00000000
C210FA70 00000002
7C7E1B78 38000000
98030135 00000000

Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Kaos622 » Tue May 14, 2019 11:08 am

Hey Ralf is it possible to have a code to allow swapping back to a partner who already has 0 HP while in battle? It's connected to using the life shroom code above so I can pick and choose which partner's I want to revive, since once I swap out the fainted partner for another, I can't swap back to them until the fight is over. This is rather annoying for boss fights so hence why I ask.
balmz
Posts: 24
Joined: Wed Jul 12, 2017 5:15 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by balmz » Tue May 14, 2019 3:27 pm

had a few thoughts

is it possible to have a code that if mario reaches 0 hp the game doesn;t end unless the partner is down as well?

can we have a code that alters the power of hammerman and jumpman?

is it possible to make a code that makes foes and mario and co move and act faster in battle?
Ralf@gc-forever
Posts: 2865
Joined: Sun Mar 16, 2014 9:31 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Wed May 15, 2019 9:13 pm

Code: Select all


Jumpman Badge Power Modifier [Ralf]
040F8290 380400xx

xx = Power (01 .. 63, Default: 01)

Hammerman Badge Power Modifier [Ralf]
040F82A8 380400xx

xx = Power (01 .. 63, Default: 01)

Able To Swap Back Fainted Partners [Ralf]
041234C4 4800000C

balmz
Posts: 24
Joined: Wed Jul 12, 2017 5:15 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by balmz » Wed May 15, 2019 9:34 pm

thanks, really nice
Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Kaos622 » Mon May 20, 2019 8:16 am

Hey was wondering if we can have a code that adds all recipes to the journal. Kind of surprised such a code can't be found anywhere and never was a fan of having to always look up a guide for the recipes.
Ralf@gc-forever
Posts: 2865
Joined: Sun Mar 16, 2014 9:31 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Wed May 22, 2019 8:31 am

Code: Select all


Journal: All Badges [Ralf]
023DADA0 0005FFFF
48000000 8041EC30
DE000000 80008180
14000E98 00000055
E0000000 80008000

Journal: All Recipes [Ralf]
023DAD98 0003FFFF
48000000 8041EC30
DE000000 80008180
14000F98 00000039
E0000000 80008000

Battle: Double Star Points [Ralf]
0410D9A0 1C800002

Battle: Triple Star Points [Ralf]
0410D9A0 1C800003

Battle: Star Points Modifier [Ralf]
0410D9A0 1C8000xx

xx = Star Points Multiplier (01 .. 63, Default: 01)

Kaos622
Posts: 23
Joined: Fri May 10, 2019 4:42 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Kaos622 » Wed May 22, 2019 6:17 pm

Thanks, appreciate it.
balmz
Posts: 24
Joined: Wed Jul 12, 2017 5:15 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by balmz » Thu May 30, 2019 9:55 pm

here's an idea i thought might be cool, flurrie's dodgy fog now affects both her and mario and smooch now affects mario and ms mowz
Ichiyanagi2
Posts: 106
Joined: Wed Jun 18, 2014 12:09 am

Re: Detailed Item Base Struct Breakdown

Post by Ichiyanagi2 » Sat Jun 01, 2019 3:56 pm

Lyren wrote:
Fri Oct 26, 2018 12:47 am
Ichiyanagi2 wrote:
Tue Jun 07, 2016 1:31 am
Ralf, feel free to correct me if I'm wrong on this one, but I'm confident that I am right... but, I've decided to construct a little chart for easier access...

Code: Select all

Item Base Struct Address = [ItemID * 0x28 + 0x803108CC]

Item BSA + 0x11 = FP Needed to Use (If Applicable)
e.g., Fire Drive [0xFC * 0x28 + 0x803108CC = 0x8031302C] = [0x80354E68] + 0x11 = 0x80354E79

Item BSA + 0x12 = SP Needed to use (If Applicable)
e.g., Supernova [0x803B5980] + 0x12 = 0x003B5992
Default SP Cost = 6

Item BSA + 0x23 = Base Item Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x23 = 0x80367B03
Default Base Damage = 3

Item BSA + 0x44-0x47 = Base FP Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x47 = 0x80367B27
Default Base FP Damage = 0

Item BSA + 0x6C = Element of Item/Attack
e.g., Fire Flower = [0x84 * 0x28 + 0x803108CC = 0x80311D6C] = [0x803666CC] + 0x6C = 0x80366738
Default Element = 1 (Fire)
0 = No Element
1 = Fire
2 = Ice
3 = Explosion
4 = Lightning

Item BSA + 0x77 = Defense Piercing Check
e.g., Piercing Blow [0xFA * 0x28 + 0x803108CC = 0x80312FDC] = [0x80354CE8] + 0x77 = 0x80354D5F
40/47 = Gulp Piercing
C7 = Pierces Defense

Item BSA + 0x80/0x81 = Sleepiness Chance & Duration
e.g., Sleepy Sheep [0x00368B2C]
Default Chance of Sleepiness = 5F (95)
Default Duration of Sleepiness = 3 Turns

Item BSA + 0x82/0x83 = Immobilization Chance & Duration
e.g., Stopwatch [0x8C * 0x28 + 0x803108CC = 0x80311EAC] = [0x80368F00] + 0x82 = 0x80368F82
Default Chance of Immobilization = 5F (95)
Default Duration of Immobilization =  3 Turns

Item BSA + 0x84/0x85 = Dizziness Chance & Duration
e.g., Tease [0x80381E70 + 0x84] = 0x80381EF4
Default Chance of Dizziness = 64 (100)
Default Duration of Dizziness = 3 Turns

Item BSA + 0x86/0x87/0x88 = Poisoning Chance/Duration/Damage Dealt At The End of Each Turn
e.g., Poison Shroom [0xD5 * 0x28 + 0x803108CC = 0x80312A14] = [0x8036CA2C] + 0x86 = 0x8036CAB2
Default Chance of Poisoning = 64 (100)
Default Duration of Poisoning = 3 Turns
Default D.D.A.T.E.O.F.E.T = 1

Item BSA + 0x89/0x8A = Confusion Chance & Duration
e.g., Head Rattle [0x80354DA8 + 0x89] = 0x80354E31
Default Chance of Confusion = 64 (100)
Default Duration of Confusion = 3 Turns

Item BSA + 0x8B/0x8C = Electrification Chance & Duration
e.g., Volt Shroom [0x80368694 + 0x8B] = 0x8036871F
Default Chance of Electrification = 64 (100)
Default Duration of Electrification = 5 Turns

Item BSA + 0x8D/0x8E = Dodgy Chance & Duration

Item BSA + 0x8F/0x90 = Chance & Duration of being Burnt

Item BSA + 0x91/0x92 = Chance & Duration of being Frozen

Item BSA + 0x93/0x94/0x95 = Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
e.g., Power Punch [0x8E * 0x28 + 0x803108CC = 0x80311EFC] = [0x8036910C] + 0x93
Default Hugeness Chance = 64 (100)
Default Duration of Hugeness = 3 Turns
Default Strength Increase = 2

Item BSA + 0x96/0x97/0x98 = Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration

Item BSA + 0x99/0x9A/0x9B = Defense Up/Down Chance and Duration (01-7F = Defense Up, 80-FF = Defense Down)

Item BSA + 0x9C/0x9D = Allergic Chance &d Duration
 
Item BSA + 0x9E = OHKO (Showstopper)

Item BSA + 0x9F = Charge Value
e.g., Charge [0x100 * 0x28 + 0x803108CC = 0x803130CC] = [0x803550A8] + 0x9F = 0x80355147
Default Charge = 2

Item BSA + 0xA0/0xA1 = Fast Chance & Duration
e.g., Rally Wink [0x803940E8 + 0xA0] = 0x80394188
Default Chance of Fast = 64 (100)
Default Duration of Fastness = 2 Turns

Item BSA + 0xA2/0xA3 = Slow Chance & Duration
e.g., Koopa Curse [0xb2 * 0x28) + 0x803108CC = 0x8031249C] = [0x8036AC3C] + 0xA2 = 0x8036ACDE
Default Chance of Slow = 64 (100)
Default Duration of Slowness = 3 Turns

0xA4 - Fright

0xA5 - Gale Force

0xA6 - Payback

0xA7 - Payback (Hold Fast Version)

0x00A8 - Invisibility

0xAA - HP Regen Duration
0xAB - HP Regen Value

0xAC - FP Regen Duration
0xAD - FP Regen Value

0xAE - Showstopper

0xAF - Unknown
UPDATE (9/11/2017): Now, I know what everything does. It only took me years to figure that out; turns out 9E was actually the byte for Showstopper.
UPDATE (8/25/2018): I know where the SP Cost is for Crystal Star attacks, now, and the Base FP Damage
This information is really helpful. at least if i has all the information to use it properly...

these formula's and values are extremely helpful and useful, at least if i knew ItemID's it would. something which i could not find just by googling or on here. at the same time use usage from this is pretty unclear, at least it is for me as somebody brand new into this. regardless, a little bit of extra information on how to use this data would be nice. i might be misunderstanding this, this list applies to both Item Effects like Thunder Rage and So on, and Abilities like Mario's Jump/Hammer moves or Ms. Mowz's Love Slap. or is it only for Items? just a double check. if it's only for items the information to modify Abilities would be nice, im not sure where one would be finding this information but help in having the information to make my ideas listed in my previous post a reality would be very helpful.
These are the item IDs:

Code: Select all

0000 - Invalid Item (thunderbolt)
0001 - Strange Sack
0002 - Invalid Item (Integral sign)
0003 - Invalid Item (spiral)
0004 - Invalid Item (paper airplane)
0005 - Invalid Item (boat)
0006 - Boots
0007 - Super Boots
0008 - Ultra Boots
0009 - Hammer
000A - Super Hammer
000B - Ultra Hammer
000C - Castle Key
000D - Castle Key
000E - Castle Key
000F - Castle Key
0010 - Red Key
0011 - Blue Key
0012 - Storage Key
0013 - Storage Key
0014 - Grotto Key
0015 - Shop Key
0016 - Steeple Key
0017 - Steeple Key
0018 - Station Key
0019 - Station Key
001A - Card Key
001B - Elevator Key
001C - Elevator Key
001D - Card Key
001E - Card Key
001F - Card Key
0020 - Card Key
0021 - Black Key
0022 - Black Key
0023 - Black Key
0024 - Black Key
0025 - Star Key
0026 - Palace Key
0027 - Palace Key
0028 - Palace Key
0029 - Palace Key
002A - Palace Key
002B - Palace Key
002C - Palace Key
002D - Palace Key
002E - Palace Key
002F - Palace Key
0030 - Palace Key
0031 - House Key
0032 - Magical Map
0033 - Contact Lens
0034 - Blimp Ticket
0035 - Train Ticket
0036 - Mailbox SP
0037 - Super Luigi
0038 - Super Luigi 2
0039 - Super Luigi 3
003A - Super Luigi 4
003B - Super Luigi 5
003C - Cookbook
003D - Moon Stone
003E - Sun Stone
003F - Necklace
0040 - Puni Orb
0041 - Champ's Belt
0042 - Poisoned Cake
0043 - Superbombomb
0044 - The Letter "p"
0045 - Old Letter
0046 - Chuckola Cola
0047 - Skull Gem
0048 - Gate Handle
0049 - Wedding Ring
004A - Galley Pot
004B - Gold Ring
004C - Shell Earrings
004D - Autograph
004E - Ragged Diary
004F - Blanket
0050 - Vital Paper
0051 - Briefcase
0052 - Goldbob Guide
0053 - Invalid Item (paper w/ award)
0054 - Invalid Item (paper w/ award)
0055 - Cog
0056 - Data Disk
0057 - Shine Sprite
0058 - Ultra Stone
0059 - Invalid Item (Bowser's upgrade meat)
005A - Invalid Item (Poster w/ Mario)
005B - Special Card
005C - Platinum Card
005D - Gold Card
005E - Silver Card
005F - Box
0060 - Magical Map (Bigger?)
0061 - Dubious Paper
0062 - Routing Slip
0063 - Wrestling Mag
0064 - Present
0065 - Blue Potion
0066 - Red Potion
0067 - Orange Potion
0068 - Green Potion
0069 - fn0ow (star?)
006A - Lottery Pick
006B - Battle Trunks
006C - Up Arrow
006D - Package
006E - Attack FX B
006F - Invalid Item (Lightning Bolt Badge)
0070 - Invalid Item (Lightning Bolt Badge)
0071 - Invalid Item (Lightning Bolt Badge)
0072 - Diamond Star
0073 - Emerald Star
0074 - Gold Star
0075 - Ruby Star
0076 - Sapphire Star
0077 - Garnet Star
0078 - Crystal Star
0079 - Coin
007A - Pianta
007B - Invalid Item (Heart pickup after defeating enemy)
007C - Invalid Item (Flower pickup after defeating enemy)
007D - Star Piece
007E - Gold Bar
007F - Gold Bar x 3
0080 - Thunder Bolt
0081 - Thunder Rage
0082 - Shooting Star
0083 - Ice Storm
0084 - Fire Flower
0085 - Earth Quake
0086 - Boo's Sheet
0087 - Volt Shroom
0088 - Repel Cape
0089 - Ruin Powder
008A - Sleepy Sheep
008B - POW Block
008C - Stopwatch
008D - Dizzy Dial
008E - Power Punch
008F - Courage Shell
0090 - HP Drain
0091 - Trade Off
0092 - Mini Mr. Mini
0093 - Mr. Softener
0094 - Mushroom
0095 - Super Shroom
0096 - Ultra Shroom
0097 - Life Shroom
0098 - Dried Shroom
0099 - Tasty Tonic
009A - Honey Syrup
009B - Maple Syrup
009C - Jammin' Jelly
009D - Slow Shroom
009E - Gradual Syrup
009F - Hot Dog
00A0 - Cake
00A1 - Point Swap
00A2 - Fright Mask
00A3 - Mystery
00A4 - Inn Coupon
00A5 - Whacka Bump
00A6 - Coconut
00A7 - Dried Bouquet
00A8 - Mystic Egg
00A9 - Golden Leaf
00AA - Keel Mango
00AB - Fresh Pasta
00AC - Cake Mix
00AD - Hot Sauce
00AE - Turtley Leaf
00AF - Horsetail
00B0 - Peachy Peach
00B1 - Spite Pouch
00B2 - Koopa Curse
00B3 - Shroom Fry
00B4 - Shroom Roast
00B5 - Shroom Steak
00B6 - Mistake
00B7 - Honey Shroom
00B8 - Maple Shroom
00B9 - Jelly Shroom
00BA - Honey Super
00BB - Maple Super
00BC - Jelly Super
00BD - Honey Ultra
00BE - Maple Ultra
00BF - Jelly Ultra
00C0 - Spicy Soup
00C1 - Zess Dinner
00C2 - Zess Special
00C3 - Zess Deluxe
00C4 - Zess Dynamite
00C5 - Zess Tea
00C6 - Space Food
00C7 - Icicle Pop
00C8 - Zess Frappe
00C9 - Snow Bunny
00CA - Coconut Bomb
00CB - Courage Meal
00CC - Shroom Cake
00CD - Shroom Crepe
00CE - Mousse Cake
00CF - Fried Egg
00D0 - Fruit Parfait
00D1 - Egg Bomb
00D2 - Ink Pasta
00D3 - Spaghetti
00D4 - Shroom Broth
00D5 - Poison Shroom
00D6 - Choco Cake
00D7 - Mango Delight
00D8 - Love Pudding
00D9 - Meteor Meal
00DA - Trial Stew
00DB - Couple's Cake
00DC - Inky Sauce
00DD - Omelette meal
00DE - Koopa Tea
00DF - Koopasta
00E0 - Spicy Pasta
00E1 - Heartful Cake
00E2 - Peach Tart
00E3 - Electro Pop
00E4 - Fire Pop
00E5 - Honey Candy
00E6 - Coco Candy
00E7 - Jelly Candy
00E8 - Zess Cookie
00E9 - Healthy Salad
00EA - Koopa Bun
00EB - Fresh Juice
00EC - Invalid Item (Can audience throws at you)
00ED - Invalid Item (Rock)
00EE - Invalid Item (Bone)
00EF - Invalid Item (Hammer)
00F0 - Power Jump
00F1 - Multibounce
00F2 - Power Bounce
00F3 - Tornado Jump
00F4 - Shrink Stomp
00F5 - Sleepy Stomp
00F6 - Soft Stomp
00F7 - Power Smash
00F8 - Quake Hammer
00F9 - Hammer Throw
00FA - Piercing Blow
00FB - Head Rattle
00FC - Fire Drive
00FD - Ice Smash
00FE - Double Dip
00FF - Double Dip P
0100 - Charge
0101 - Charge P
0102 - Super Appeal
0103 - Super Appeal P
0104 - Power Plus
0105 - Power Plus P
0106 - P-Up, D-Down
0107 - P-Up, D-Down P
0108 - All or Nothing
0109 - All or Nothing P
010A - Mega Rush
010B - Mega Rush P
010C - Power Rush
010D - Power Rush P
010E - P-Down, D-Up
010F - P-Down, D-Up P
0110 - Last Stand
0111 - Last Stand P
0112 - Defend Plus
0113 - Defend Plus P
0114 - Damage Dodge
0115 - Damage Dodge P
0116 - HP Plus
0117 - HP Plus P
0118 - FP Plus
0119 - Flower Saver
011A - Flower Saver P
011B - Ice Power
011C - Spike Shield
011D - Feeling Fine
011E - Feeling Fine P
011F - Zap Tap
0120 - Double Pain
0121 - Jumpman
0122 - Hammerman
0123 - Return Postage
0124 - Happy Heart
0125 - Happy Heart P
0126 - Happy Flower
0127 - HP Drain
0128 - HP Drain P
0129 - FP Drain
012A - FP Drain P
012B - Close Call
012C - Close Call P
012D - Pretty Lucky
012E - Pretty Lucky P
012F - Lucky Day
0130 - Lucky Day P
0131 - Refund
0132 - Pity Flower
0133 - Pity Flower P
0134 - Quick Change
0135 - Peekaboo
0136 - Timing Tutor
0137 - Heart Finder
0138 - Flower Finder
0139 - Money Money
013A - Item Hog
013B - Attack FX R
013C - Attack FX B
013D - Attack FX G
013E - Attack FX Y
013F - Attack FX P
0140 - Chill Out
0141 - First Attack
0142 - Bump Attack
0143 - Slow Go
0144 - Simplifier
0145 - Unsimplifier
0146 - Lucky Start
0147 - L Emblem
0148 - W Emblem
0149 - Triple Dip
014A - Invalid Item (Square w/ Sun inside)
014B - Invalid Item (Round w/ Lightning inside) (Debug Badge)
014C - Invalid Item (Shoe with Spikes) (attacks one enemy)
014D - Invalid Item (Spiked Hammer) (attacks one enemy)
014E - Invalid Item (Some kind of Hammer) (attacks all enemies from distance)
014F - Invalid Item (Square w/ Diamond inside)
0150 - Invalid Item (Square w/ Diamond inside) P
0151 - Invalid Item (Hexagon w/ C inside) (Super Charge)
0152 - Invalid Item (Hexagon w/ C inside) P (Super Charge P)
0153 - Freezes
0154 - Negative BP Badge (Gives 36 more BP)
Trisbit
Posts: 4
Joined: Fri Jan 18, 2019 1:56 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Trisbit » Thu Jun 13, 2019 7:02 am

Hey Ralf, I was wondering if it was at all possible to make a code that would permanently disable Mario's Jump command. So kind of like Hammerman, but without increasing his Hammer power and without interfering with the Hammerman badge itself. Thanks in advance! :D
Ralf@gc-forever
Posts: 2865
Joined: Sun Mar 16, 2014 9:31 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Ralf@gc-forever » Sun Jun 16, 2019 8:31 am

Code: Select all


Mario: Disable Jump Command [Ralf]
04124E7C 60000000

Mario: Disable Hammer Command [Ralf]
04125058 60000000

Get Much More Coins After Battle [Ralf]
04046F74 48000014

Defeat All Enemies By Touching Them [Ralf]
04046B78 48000020

PieCreeper12
Posts: 3
Joined: Thu Jun 21, 2018 10:40 pm
Contact:

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by PieCreeper12 » Sun Jun 23, 2019 5:39 am

Hey, I have some ideas for Gecko codes:

- Modifier of how much FP each badge uses
- Modifier of how much damage each item deals
- Modifier of what status effect each item gives
- Modifier of how much HP/FP each item heals
- Modifier of how much SP each star power uses
- Modifier of the damage Zap Tap causes
- Code to make superguards use up an amount of FP/SP.

I am not sure if all of these codes are possible to make but these are just all my ideas.
King Borf
Posts: 1
Joined: Sat Jul 27, 2019 7:45 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by King Borf » Sat Jul 27, 2019 7:48 pm

Can someone make a code to change the Npc that follows you in some chapters (Frankly, Punio, Egg, and the illustrious Flavio)
NomGeneric
Posts: 12
Joined: Mon Dec 04, 2017 12:52 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by NomGeneric » Fri Aug 02, 2019 2:51 pm

Hey Ralf, I was wondering if you have figure out how recipe works? or a code that can change the recipe so we can make new ones! That would be really awesome!
User avatar
Inf-ToonLink
Posts: 40
Joined: Thu Aug 15, 2019 8:01 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Thu Aug 15, 2019 8:59 pm

Whats the status effects id? I tried to discover how to add effects to power bounce but i dont find anything.

Dont know how exactly you can add effects to the attacks

A power bounce with random effects would be cool

edit: never mind

i made it, i finally created a crazy power bounce (random negative status ailments)

missed status: paralyze and showstopper if you find the ids let me know

edit2: added showstopper effect, paralyze/stop status was already in my mistake there lol.

Crazy power bounce
00354528 00000032
00354529 00000003
0035452a 00000032
0035452b 00000003
0035452c 00000032
0035452d 00000007
0035452e 00000032
0035452f 00000009
00354530 00000002
00354531 00000032
00354532 00000006
00354537 00000032
00354538 00000006
00354539 00000032
0035453a 00000002
0035453e 00000032
0035453f 00000004
00354540 000000fd
00354541 00000032
00354542 00000003
00354543 000000fd
00354546 00000032
0035454a 00000032
0035454b 00000002
Last edited by Inf-ToonLink on Fri Aug 23, 2019 9:35 pm, edited 2 times in total.
User avatar
Inf-ToonLink
Posts: 40
Joined: Thu Aug 15, 2019 8:01 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Sat Aug 17, 2019 3:10 am

you will want to try this one:

Savior Charge (Mario and partner)
0035513e 00000064
0035513f 00000003
00355140 00000002
00355141 00000064
00355142 00000003
00355143 00000002
00355147 00000004
00355148 00000064
00355149 00000002
0035514e 00000002
0035514f 00000002
00355152 00000005
00355153 00000005
00355154 00000005
00355155 00000005
00355156 00000005
003551fe 00000064
003551ff 00000003
00355200 00000002
00355201 00000064
00355202 00000003
00355203 00000002
00355207 00000004
00355208 00000064
00355209 00000002
0035520e 00000002
0035520f 00000002
00355212 00000005
00355213 00000005
00355214 00000005
00355215 00000005
00355216 00000005
User avatar
Inf-ToonLink
Posts: 40
Joined: Thu Aug 15, 2019 8:01 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Sun Aug 18, 2019 11:41 am

Burning shrink stomp
00354777 00000064
00354778 00000006

Confuse soft stomp
003548f1 00000064
003548f2 00000005
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by DarkRosalina » Thu Aug 22, 2019 12:52 am

Inf-ToonLink wrote:
Thu Aug 15, 2019 8:59 pm
Whats the status effects id? I tried to discover how to add effects to power bounce but i dont find anything.

Dont know how exactly you can add effects to the attacks

A power bounce with random effects would be cool

edit: never mind

i made it, i finally created a crazy power bounce (random negative status ailments)

missed status: paralyze and showstopper if you find the ids let me know

Crazy power bounce
00354528 00000032
00354529 00000003
0035452a 00000032
0035452b 00000003
0035452c 00000032
0035452d 00000007
0035452e 00000032
0035452f 00000009
00354530 00000002
00354531 00000032
00354532 00000006
00354537 00000032
00354538 00000006
00354539 00000032
0035453a 00000002
0035453e 00000032
0035453f 00000004
00354540 000000fd
00354541 00000032
00354542 00000003
00354543 000000fd
0035454a 00000032
0035454b 00000002
Awesome code, can't wait to try it! For the stop and showstopper status I think Ichiyanagi2's Detailed Item Base Struct Breakdown might help. I'll post it below. But please make a version 2 of the code if you're going to add the showstopper status.
Ichiyanagi2 wrote:
Tue Jun 07, 2016 1:31 am
Ralf, feel free to correct me if I'm wrong on this one, but I'm confident that I am right... but, I've decided to construct a little chart for easier access...

Code: Select all

Item Base Struct Address = [ItemID * 0x28 + 0x803108CC]

Item BSA + 0x11 = FP Needed to Use (If Applicable)
e.g., Fire Drive [0xFC * 0x28 + 0x803108CC = 0x8031302C] = [0x80354E68] + 0x11 = 0x80354E79

Item BSA + 0x12 = SP Needed to use (If Applicable)
e.g., Supernova [0x803B5980] + 0x12 = 0x003B5992
Default SP Cost = 6

Item BSA + 0x23 = Base Item Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x23 = 0x80367B03
Default Base Damage = 3

Item BSA + 0x44-0x47 = Base FP Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x47 = 0x80367B27
Default Base FP Damage = 0

Item BSA + 0x6C = Element of Item/Attack
e.g., Fire Flower = [0x84 * 0x28 + 0x803108CC = 0x80311D6C] = [0x803666CC] + 0x6C = 0x80366738
Default Element = 1 (Fire)
0 = No Element
1 = Fire
2 = Ice
3 = Explosion
4 = Lightning

Item BSA + 0x77 = Defense Piercing Check
e.g., Piercing Blow [0xFA * 0x28 + 0x803108CC = 0x80312FDC] = [0x80354CE8] + 0x77 = 0x80354D5F
40/47 = Gulp Piercing
C7 = Pierces Defense

Item BSA + 0x80/0x81 = Sleepiness Chance & Duration
e.g., Sleepy Sheep [0x00368B2C]
Default Chance of Sleepiness = 5F (95)
Default Duration of Sleepiness = 3 Turns

Item BSA + 0x82/0x83 = Immobilization Chance & Duration
e.g., Stopwatch [0x8C * 0x28 + 0x803108CC = 0x80311EAC] = [0x80368F00] + 0x82 = 0x80368F82
Default Chance of Immobilization = 5F (95)
Default Duration of Immobilization =  3 Turns

Item BSA + 0x84/0x85 = Dizziness Chance & Duration
e.g., Tease [0x80381E70 + 0x84] = 0x80381EF4
Default Chance of Dizziness = 64 (100)
Default Duration of Dizziness = 3 Turns

Item BSA + 0x86/0x87/0x88 = Poisoning Chance/Duration/Damage Dealt At The End of Each Turn
e.g., Poison Shroom [0xD5 * 0x28 + 0x803108CC = 0x80312A14] = [0x8036CA2C] + 0x86 = 0x8036CAB2
Default Chance of Poisoning = 64 (100)
Default Duration of Poisoning = 3 Turns
Default D.D.A.T.E.O.F.E.T = 1

Item BSA + 0x89/0x8A = Confusion Chance & Duration
e.g., Head Rattle [0x80354DA8 + 0x89] = 0x80354E31
Default Chance of Confusion = 64 (100)
Default Duration of Confusion = 3 Turns

Item BSA + 0x8B/0x8C = Electrification Chance & Duration
e.g., Volt Shroom [0x80368694 + 0x8B] = 0x8036871F
Default Chance of Electrification = 64 (100)
Default Duration of Electrification = 5 Turns

Item BSA + 0x8D/0x8E = Dodgy Chance & Duration

Item BSA + 0x8F/0x90 = Chance & Duration of being Burnt

Item BSA + 0x91/0x92 = Chance & Duration of being Frozen

Item BSA + 0x93/0x94/0x95 = Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
e.g., Power Punch [0x8E * 0x28 + 0x803108CC = 0x80311EFC] = [0x8036910C] + 0x93
Default Hugeness Chance = 64 (100)
Default Duration of Hugeness = 3 Turns
Default Strength Increase = 2

Item BSA + 0x96/0x97/0x98 = Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration

Item BSA + 0x99/0x9A/0x9B = Defense Up/Down Chance and Duration (01-7F = Defense Up, 80-FF = Defense Down)

Item BSA + 0x9C/0x9D = Allergic Chance &d Duration
 
Item BSA + 0x9E = OHKO (Showstopper)

Item BSA + 0x9F = Charge Value
e.g., Charge [0x100 * 0x28 + 0x803108CC = 0x803130CC] = [0x803550A8] + 0x9F = 0x80355147
Default Charge = 2

Item BSA + 0xA0/0xA1 = Fast Chance & Duration
e.g., Rally Wink [0x803940E8 + 0xA0] = 0x80394188
Default Chance of Fast = 64 (100)
Default Duration of Fastness = 2 Turns

Item BSA + 0xA2/0xA3 = Slow Chance & Duration
e.g., Koopa Curse [0xb2 * 0x28) + 0x803108CC = 0x8031249C] = [0x8036AC3C] + 0xA2 = 0x8036ACDE
Default Chance of Slow = 64 (100)
Default Duration of Slowness = 3 Turns

0xA4 - Fright

0xA5 - Gale Force

0xA6 - Payback

0xA7 - Payback (Hold Fast Version)

0x00A8 - Invisibility

0xAA - HP Regen Duration
0xAB - HP Regen Value

0xAC - FP Regen Duration
0xAD - FP Regen Value

0xAE - Showstopper

0xAF - Unknown
UPDATE (9/11/2017): Now, I know what everything does. It only took me years to figure that out; turns out 9E was actually the byte for Showstopper.
UPDATE (8/25/2018): I know where the SP Cost is for Crystal Star attacks, now, and the Base FP Damage
Also would it be possible if you could make a Mystery Stomp that would inflict a random negative status every time it's used? Put it over the default stomp if you could.
User avatar
Inf-ToonLink
Posts: 40
Joined: Thu Aug 15, 2019 8:01 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Fri Aug 23, 2019 9:18 pm

DarkRosalina wrote:
Thu Aug 22, 2019 12:52 am
Inf-ToonLink wrote:
Thu Aug 15, 2019 8:59 pm
Whats the status effects id? I tried to discover how to add effects to power bounce but i dont find anything.

Dont know how exactly you can add effects to the attacks

A power bounce with random effects would be cool

edit: never mind

i made it, i finally created a crazy power bounce (random negative status ailments)

missed status: paralyze and showstopper if you find the ids let me know

Crazy power bounce
00354528 00000032
00354529 00000003
0035452a 00000032
0035452b 00000003
0035452c 00000032
0035452d 00000007
0035452e 00000032
0035452f 00000009
00354530 00000002
00354531 00000032
00354532 00000006
00354537 00000032
00354538 00000006
00354539 00000032
0035453a 00000002
0035453e 00000032
0035453f 00000004
00354540 000000fd
00354541 00000032
00354542 00000003
00354543 000000fd
0035454a 00000032
0035454b 00000002
Awesome code, can't wait to try it! For the stop and showstopper status I think Ichiyanagi2's Detailed Item Base Struct Breakdown might help. I'll post it below. But please make a version 2 of the code if you're going to add the showstopper status.
Ichiyanagi2 wrote:
Tue Jun 07, 2016 1:31 am
Ralf, feel free to correct me if I'm wrong on this one, but I'm confident that I am right... but, I've decided to construct a little chart for easier access...

Code: Select all

Item Base Struct Address = [ItemID * 0x28 + 0x803108CC]

Item BSA + 0x11 = FP Needed to Use (If Applicable)
e.g., Fire Drive [0xFC * 0x28 + 0x803108CC = 0x8031302C] = [0x80354E68] + 0x11 = 0x80354E79

Item BSA + 0x12 = SP Needed to use (If Applicable)
e.g., Supernova [0x803B5980] + 0x12 = 0x003B5992
Default SP Cost = 6

Item BSA + 0x23 = Base Item Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x23 = 0x80367B03
Default Base Damage = 3

Item BSA + 0x44-0x47 = Base FP Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x47 = 0x80367B27
Default Base FP Damage = 0

Item BSA + 0x6C = Element of Item/Attack
e.g., Fire Flower = [0x84 * 0x28 + 0x803108CC = 0x80311D6C] = [0x803666CC] + 0x6C = 0x80366738
Default Element = 1 (Fire)
0 = No Element
1 = Fire
2 = Ice
3 = Explosion
4 = Lightning

Item BSA + 0x77 = Defense Piercing Check
e.g., Piercing Blow [0xFA * 0x28 + 0x803108CC = 0x80312FDC] = [0x80354CE8] + 0x77 = 0x80354D5F
40/47 = Gulp Piercing
C7 = Pierces Defense

Item BSA + 0x80/0x81 = Sleepiness Chance & Duration
e.g., Sleepy Sheep [0x00368B2C]
Default Chance of Sleepiness = 5F (95)
Default Duration of Sleepiness = 3 Turns

Item BSA + 0x82/0x83 = Immobilization Chance & Duration
e.g., Stopwatch [0x8C * 0x28 + 0x803108CC = 0x80311EAC] = [0x80368F00] + 0x82 = 0x80368F82
Default Chance of Immobilization = 5F (95)
Default Duration of Immobilization =  3 Turns

Item BSA + 0x84/0x85 = Dizziness Chance & Duration
e.g., Tease [0x80381E70 + 0x84] = 0x80381EF4
Default Chance of Dizziness = 64 (100)
Default Duration of Dizziness = 3 Turns

Item BSA + 0x86/0x87/0x88 = Poisoning Chance/Duration/Damage Dealt At The End of Each Turn
e.g., Poison Shroom [0xD5 * 0x28 + 0x803108CC = 0x80312A14] = [0x8036CA2C] + 0x86 = 0x8036CAB2
Default Chance of Poisoning = 64 (100)
Default Duration of Poisoning = 3 Turns
Default D.D.A.T.E.O.F.E.T = 1

Item BSA + 0x89/0x8A = Confusion Chance & Duration
e.g., Head Rattle [0x80354DA8 + 0x89] = 0x80354E31
Default Chance of Confusion = 64 (100)
Default Duration of Confusion = 3 Turns

Item BSA + 0x8B/0x8C = Electrification Chance & Duration
e.g., Volt Shroom [0x80368694 + 0x8B] = 0x8036871F
Default Chance of Electrification = 64 (100)
Default Duration of Electrification = 5 Turns

Item BSA + 0x8D/0x8E = Dodgy Chance & Duration

Item BSA + 0x8F/0x90 = Chance & Duration of being Burnt

Item BSA + 0x91/0x92 = Chance & Duration of being Frozen

Item BSA + 0x93/0x94/0x95 = Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
e.g., Power Punch [0x8E * 0x28 + 0x803108CC = 0x80311EFC] = [0x8036910C] + 0x93
Default Hugeness Chance = 64 (100)
Default Duration of Hugeness = 3 Turns
Default Strength Increase = 2

Item BSA + 0x96/0x97/0x98 = Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration

Item BSA + 0x99/0x9A/0x9B = Defense Up/Down Chance and Duration (01-7F = Defense Up, 80-FF = Defense Down)

Item BSA + 0x9C/0x9D = Allergic Chance &d Duration
 
Item BSA + 0x9E = OHKO (Showstopper)

Item BSA + 0x9F = Charge Value
e.g., Charge [0x100 * 0x28 + 0x803108CC = 0x803130CC] = [0x803550A8] + 0x9F = 0x80355147
Default Charge = 2

Item BSA + 0xA0/0xA1 = Fast Chance & Duration
e.g., Rally Wink [0x803940E8 + 0xA0] = 0x80394188
Default Chance of Fast = 64 (100)
Default Duration of Fastness = 2 Turns

Item BSA + 0xA2/0xA3 = Slow Chance & Duration
e.g., Koopa Curse [0xb2 * 0x28) + 0x803108CC = 0x8031249C] = [0x8036AC3C] + 0xA2 = 0x8036ACDE
Default Chance of Slow = 64 (100)
Default Duration of Slowness = 3 Turns

0xA4 - Fright

0xA5 - Gale Force

0xA6 - Payback

0xA7 - Payback (Hold Fast Version)

0x00A8 - Invisibility

0xAA - HP Regen Duration
0xAB - HP Regen Value

0xAC - FP Regen Duration
0xAD - FP Regen Value

0xAE - Showstopper

0xAF - Unknown
UPDATE (9/11/2017): Now, I know what everything does. It only took me years to figure that out; turns out 9E was actually the byte for Showstopper.
UPDATE (8/25/2018): I know where the SP Cost is for Crystal Star attacks, now, and the Base FP Damage
Also would it be possible if you could make a Mystery Stomp that would inflict a random negative status every time it's used? Put it over the default stomp if you could.
Sure, i can try it with mystery stomp you mean a random status sleepy stomp right?

edit: also can you make a code for an electrified defend(the defend option in tactics menu)? i wanted to give electrified effect to my savior charge code, but for some reason it doesnt work or just doesnt stack with the others status at the same time.
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by DarkRosalina » Fri Aug 23, 2019 11:20 pm

Inf-ToonLink wrote:
Fri Aug 23, 2019 9:18 pm
DarkRosalina wrote:
Thu Aug 22, 2019 12:52 am
Inf-ToonLink wrote:
Thu Aug 15, 2019 8:59 pm
Whats the status effects id? I tried to discover how to add effects to power bounce but i dont find anything.

Dont know how exactly you can add effects to the attacks

A power bounce with random effects would be cool

edit: never mind

i made it, i finally created a crazy power bounce (random negative status ailments)

missed status: paralyze and showstopper if you find the ids let me know

Crazy power bounce
00354528 00000032
00354529 00000003
0035452a 00000032
0035452b 00000003
0035452c 00000032
0035452d 00000007
0035452e 00000032
0035452f 00000009
00354530 00000002
00354531 00000032
00354532 00000006
00354537 00000032
00354538 00000006
00354539 00000032
0035453a 00000002
0035453e 00000032
0035453f 00000004
00354540 000000fd
00354541 00000032
00354542 00000003
00354543 000000fd
0035454a 00000032
0035454b 00000002
Awesome code, can't wait to try it! For the stop and showstopper status I think Ichiyanagi2's Detailed Item Base Struct Breakdown might help. I'll post it below. But please make a version 2 of the code if you're going to add the showstopper status.
Ichiyanagi2 wrote:
Tue Jun 07, 2016 1:31 am
Ralf, feel free to correct me if I'm wrong on this one, but I'm confident that I am right... but, I've decided to construct a little chart for easier access...

Code: Select all

Item Base Struct Address = [ItemID * 0x28 + 0x803108CC]

Item BSA + 0x11 = FP Needed to Use (If Applicable)
e.g., Fire Drive [0xFC * 0x28 + 0x803108CC = 0x8031302C] = [0x80354E68] + 0x11 = 0x80354E79

Item BSA + 0x12 = SP Needed to use (If Applicable)
e.g., Supernova [0x803B5980] + 0x12 = 0x003B5992
Default SP Cost = 6

Item BSA + 0x23 = Base Item Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x23 = 0x80367B03
Default Base Damage = 3

Item BSA + 0x44-0x47 = Base FP Damage
e.g., Ice Storm = [0x83 * 0x28 + 0x803108CC = 0x80311D44] = [0x80367AE0] + 0x47 = 0x80367B27
Default Base FP Damage = 0

Item BSA + 0x6C = Element of Item/Attack
e.g., Fire Flower = [0x84 * 0x28 + 0x803108CC = 0x80311D6C] = [0x803666CC] + 0x6C = 0x80366738
Default Element = 1 (Fire)
0 = No Element
1 = Fire
2 = Ice
3 = Explosion
4 = Lightning

Item BSA + 0x77 = Defense Piercing Check
e.g., Piercing Blow [0xFA * 0x28 + 0x803108CC = 0x80312FDC] = [0x80354CE8] + 0x77 = 0x80354D5F
40/47 = Gulp Piercing
C7 = Pierces Defense

Item BSA + 0x80/0x81 = Sleepiness Chance & Duration
e.g., Sleepy Sheep [0x00368B2C]
Default Chance of Sleepiness = 5F (95)
Default Duration of Sleepiness = 3 Turns

Item BSA + 0x82/0x83 = Immobilization Chance & Duration
e.g., Stopwatch [0x8C * 0x28 + 0x803108CC = 0x80311EAC] = [0x80368F00] + 0x82 = 0x80368F82
Default Chance of Immobilization = 5F (95)
Default Duration of Immobilization =  3 Turns

Item BSA + 0x84/0x85 = Dizziness Chance & Duration
e.g., Tease [0x80381E70 + 0x84] = 0x80381EF4
Default Chance of Dizziness = 64 (100)
Default Duration of Dizziness = 3 Turns

Item BSA + 0x86/0x87/0x88 = Poisoning Chance/Duration/Damage Dealt At The End of Each Turn
e.g., Poison Shroom [0xD5 * 0x28 + 0x803108CC = 0x80312A14] = [0x8036CA2C] + 0x86 = 0x8036CAB2
Default Chance of Poisoning = 64 (100)
Default Duration of Poisoning = 3 Turns
Default D.D.A.T.E.O.F.E.T = 1

Item BSA + 0x89/0x8A = Confusion Chance & Duration
e.g., Head Rattle [0x80354DA8 + 0x89] = 0x80354E31
Default Chance of Confusion = 64 (100)
Default Duration of Confusion = 3 Turns

Item BSA + 0x8B/0x8C = Electrification Chance & Duration
e.g., Volt Shroom [0x80368694 + 0x8B] = 0x8036871F
Default Chance of Electrification = 64 (100)
Default Duration of Electrification = 5 Turns

Item BSA + 0x8D/0x8E = Dodgy Chance & Duration

Item BSA + 0x8F/0x90 = Chance & Duration of being Burnt

Item BSA + 0x91/0x92 = Chance & Duration of being Frozen

Item BSA + 0x93/0x94/0x95 = Hugeness/Smallness Chance/Duration/Strength Increase/Decrease #
e.g., Power Punch [0x8E * 0x28 + 0x803108CC = 0x80311EFC] = [0x8036910C] + 0x93
Default Hugeness Chance = 64 (100)
Default Duration of Hugeness = 3 Turns
Default Strength Increase = 2

Item BSA + 0x96/0x97/0x98 = Anger/Fear, Power Up/Down Modifier (01-7F = Power Up, 80-FF = Power Down), Chance and Duration

Item BSA + 0x99/0x9A/0x9B = Defense Up/Down Chance and Duration (01-7F = Defense Up, 80-FF = Defense Down)

Item BSA + 0x9C/0x9D = Allergic Chance &d Duration
 
Item BSA + 0x9E = OHKO (Showstopper)

Item BSA + 0x9F = Charge Value
e.g., Charge [0x100 * 0x28 + 0x803108CC = 0x803130CC] = [0x803550A8] + 0x9F = 0x80355147
Default Charge = 2

Item BSA + 0xA0/0xA1 = Fast Chance & Duration
e.g., Rally Wink [0x803940E8 + 0xA0] = 0x80394188
Default Chance of Fast = 64 (100)
Default Duration of Fastness = 2 Turns

Item BSA + 0xA2/0xA3 = Slow Chance & Duration
e.g., Koopa Curse [0xb2 * 0x28) + 0x803108CC = 0x8031249C] = [0x8036AC3C] + 0xA2 = 0x8036ACDE
Default Chance of Slow = 64 (100)
Default Duration of Slowness = 3 Turns

0xA4 - Fright

0xA5 - Gale Force

0xA6 - Payback

0xA7 - Payback (Hold Fast Version)

0x00A8 - Invisibility

0xAA - HP Regen Duration
0xAB - HP Regen Value

0xAC - FP Regen Duration
0xAD - FP Regen Value

0xAE - Showstopper

0xAF - Unknown
UPDATE (9/11/2017): Now, I know what everything does. It only took me years to figure that out; turns out 9E was actually the byte for Showstopper.
UPDATE (8/25/2018): I know where the SP Cost is for Crystal Star attacks, now, and the Base FP Damage
Also would it be possible if you could make a Mystery Stomp that would inflict a random negative status every time it's used? Put it over the default stomp if you could.
Sure, i can try it with mystery stomp you mean a random status sleepy stomp right?

edit: also can you make a code for an electrified defend(the defend option in tactics menu)? i wanted to give electrified effect to my savior charge code, but for some reason it doesnt work or just doesnt stack with the others status at the same time.
Awesome a version 2 of the power bonce code! Oh I meant making Mario's jump inflict a random status, but sleepy stomp works too. Also thanks man!
User avatar
Inf-ToonLink
Posts: 40
Joined: Thu Aug 15, 2019 8:01 pm

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by Inf-ToonLink » Sat Aug 24, 2019 12:52 am

DarkRosalina wrote:
Fri Aug 23, 2019 11:20 pm
Inf-ToonLink wrote:
Fri Aug 23, 2019 9:18 pm
DarkRosalina wrote:
Thu Aug 22, 2019 12:52 am

Awesome code, can't wait to try it! For the stop and showstopper status I think Ichiyanagi2's Detailed Item Base Struct Breakdown might help. I'll post it below. But please make a version 2 of the code if you're going to add the showstopper status.

Also would it be possible if you could make a Mystery Stomp that would inflict a random negative status every time it's used? Put it over the default stomp if you could.
Sure, i can try it with mystery stomp you mean a random status sleepy stomp right?

edit: also can you make a code for an electrified defend(the defend option in tactics menu)? i wanted to give electrified effect to my savior charge code, but for some reason it doesnt work or just doesnt stack with the others status at the same time.
Awesome a version 2 of the power bonce code! Oh I meant making Mario's jump inflict a random status, but sleepy stomp works too. Also thanks man!
now mario will have random status effect on normal jumps
Crazy mario jump
00353928 00000032
00353929 00000002
0035392a 00000032
0035392b 00000002
0035392c 00000032
0035392d 00000003
0035392e 00000032
0035392f 00000005
00353930 00000001
00353931 00000032
00353932 00000005
00353937 00000032
00353938 00000004
00353939 00000032
0035393a 00000002
0035393e 00000032
0035393f 00000004
00353940 000000fd
00353941 00000032
00353942 00000004
00353943 000000fd
00353946 00000032
0035394a 00000032
0035394b 00000005

edit: i forgot to say, i added the showstopper effect to the power bounce code above :)
DarkRosalina
Posts: 25
Joined: Sat Sep 02, 2017 4:16 am

Re: Paper Mario: The Thousand Year Door (GCN/WIIRD/NTSC-U)

Post by DarkRosalina » Sat Aug 24, 2019 1:19 am

Inf-ToonLink wrote:
Sat Aug 24, 2019 12:52 am
DarkRosalina wrote:
Fri Aug 23, 2019 11:20 pm
Inf-ToonLink wrote:
Fri Aug 23, 2019 9:18 pm

Sure, i can try it with mystery stomp you mean a random status sleepy stomp right?

edit: also can you make a code for an electrified defend(the defend option in tactics menu)? i wanted to give electrified effect to my savior charge code, but for some reason it doesnt work or just doesnt stack with the others status at the same time.
Awesome a version 2 of the power bonce code! Oh I meant making Mario's jump inflict a random status, but sleepy stomp works too. Also thanks man!
now mario will have random status effect on normal jumps
Crazy mario jump
00353928 00000032
00353929 00000002
0035392a 00000032
0035392b 00000002
0035392c 00000032
0035392d 00000003
0035392e 00000032
0035392f 00000005
00353930 00000001
00353931 00000032
00353932 00000005
00353937 00000032
00353938 00000004
00353939 00000032
0035393a 00000002
0035393e 00000032
0035393f 00000004
00353940 000000fd
00353941 00000032
00353942 00000004
00353943 000000fd
00353946 00000032
0035394a 00000032
0035394b 00000005

edit: i forgot to say, i added the showstopper effect to the power bounce code above :)
Awesome, thanks! Yeah I noticed right away when you replied.
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