Phantom Items

0807AE9C to 0807AEFA = code that determines a phantom’s item.
r0 = summoner’s level, r7 = random number 0-100

Summoner level 1-5
Iron Axe 101/101

Summoner level 6-10
Devil Axe 6/101, Iron Axe 95/101

Summoner level 11-15
Devil Axe 6/101, Killer Axe 20/101, Iron Axe 75/101

Summoner level 16-20
Devil Axe 6/101, Killer Axe 20/101, Tomahawk 11/101, Iron Axe 64/101

Summoner level > 20
No item (jumps pass the instruction that stores an item in memory)

The game doesn’t use the routine at 08000C64 to generate a RN 0-99, but instead generates a RN 0-100 by using mod 101 on some number. This is why the chances are x/101 instead of a nice x/100.

Here’s a Nightmare module to edit the items and the level requirements for each item set. Modifying the probabilities wouldn’t be difficult, but it’s not really suited for Nightmare edits.

[spoiler=Phantom Item Editor]1
Phantom Item Editor
0x07AE9C
1
93
NULL
NULL

Set A / default item
92
1
NDHU
Item List.txt

Set B if summoner level > X
0
1
NEDU
NULL

Set B (6/101)
12
1
NDHU
Item List.txt

Set C if summoner level > X
4
1
NEDU
NULL

Set C (6/101)
32
1
NDHU
Item List.txt

Set C (20/101)
46
1
NDHU
Item List.txt

Set D if summoner level > X
24
1
NEDU
NULL

Set D (6/101)
58
1
NDHU
Item List.txt

Set D (20/101)
72
1
NDHU
Item List.txt

Set D (11/101)
88
1
NDHU
Item List.txt

No item if summoner level > X
50
1
NEDU
NULL[/spoiler]

The phantom’s weapon rank is also tied to the summoner’s level.
0807AF80 to 0807AFBE
r0 = summoner’s level

Summoner level 1-5: Axe D
Summoner level 6-10: Axe C
Summoner level 11-15: Axe B
Summoner level 16-20: Axe A
Summoner level > 20: No rank (jumps pass the instruction that stores rank in memory)

Nightmare module to edit phantom’s weapon rank:

[spoiler=Phantom Weapon Rank Editor]1
Phantom Weapon Rank Editor
0x07AF80
1
61
NULL
NULL

Weapon Type
6
1
NDHU
Weapon Type.txt

Weapon Rank
8
1
NDHU
Weapon Rank.txt

If summoner level > X
0
1
NEDU
NULL

Weapon Type
34
1
NDHU
Weapon Type.txt

Weapon Rank
36
1
NDHU
Weapon Rank.txt

If summoner level > X
28
1
NEDU
NULL

Weapon Type
46
1
NDHU
Weapon Type.txt

Weapon Rank
48
1
NDHU
Weapon Rank.txt

If summoner level > X
40
1
NEDU
NULL

Weapon Type
58
1
NDHU
Weapon Type.txt

Weapon Rank
60
1
NDHU
Weapon Rank.txt

No rank if summoner level > X
52
1
NEDU
NULL[/spoiler]
[spoiler=Weapon Type]8
0x28 Sword
0x29 Lance
0x2A Axe
0x2B Bow
0x2C Staff
0x2D Anima
0x2E Light
0x2F Dark[/spoiler]
[spoiler=Weapon Rank]6
0x01 E
0x1F D
0x47 C
0x79 B
0xB5 A
0xFB S[/spoiler]

If you set rank to S, it will reset back to A after battle if the phantom class doesn’t have the promoted ability.

3 Likes

Interesting. In other news, Brendor is working on a custom summon system. It will allow the developer to have multiple weapon lists to pull from, but the catch is that the weapons will be based on simple probability, not weapon levels. Also, you’ll be able to specify multiple summons for multiple summoners, and you can make the summons different for the same character within a class, so one could have a regular axe phantom as a summoner and gain swords too as a necromancer. Just an example.

That being said, if you want to edit the original summoner data, this is very useful. I particularly like that now we can finally edit the original system to the fullest extent possible. Good work.

That’s really cool! I was actually hoping that it would be possible to summon different units with different characters, considering there are plenty of different monster types that you can summon in FE8 and in vanilla you’re stuck summoning the pretty underwhelming phantom units.

I’m excited to try this out when it’s available!