Skip to content

Battle modifications

Tirlititi edited this page Jul 3, 2023 · 4 revisions

This is a list of the settings that can be adjusted under the [Battle] section in Memoria.ini. To enable these settings, you must set Enabled = 1 under the [Battle] section.

Speed

This setting changes how the Active Time Battle (ATB) and the battle flow behaves in the game. Please note that this setting is not directly related to the speed of how quickly an ATB gauge charges from nothing to full.

Value Type Description
0 Default The default system from the game. When the ATB gauge has finished charging up, the character gets a turn, and when the character has performed an action, the ATB gauge slowly charges up again.
1 Fast If none of your characters have a turn ready, the battle time instantly fast-forwards until one of your characters gets a turn. The effects happened during the ATB charging happen right after fast-forwarding as if you had waited for the ATB gauge to charge.

Example: Zidane is the only character alive. He performs a move, and then he gets hit by a Doom countdown. With the setting Speed = 0, Zidane's ATB gauge takes, say, 5 seconds to charge up, and he has 5 seconds left in his Doom counter when he gets a turn. With the setting Speed = 1, Zidane's ATB gauge fills up instantly (since no-one else has a turn ready), and the Doom countdown lowers from 10 to 5, to simulate the effect of waiting for the ATB gauge to fill up.
2 Turn-based Same as Fast ATB (setting Speed = 1), except ATB is stopped when a character has a turn. Time remains stopped while characters have a turn ready, and when you have given them orders and nobody has a turn ready, time is instantly fast-forwarded until someone else has a turn ready, and similar to Speed = 1, each effect that should have happened during the fast-forwarding occur when the fast-forwarding is done. This effectively works similar to the Conditional Turn-Based (CTB) system from Final Fantasy X.

N.b. You can press the L2 button or its keyboard equivalent ("F" by default) to have a character remain on standby, and time is fast-forwarded until the next character gets a turn. This only works with the Speed = 2 setting.
3 Simultaneous type 1 The ATB gauges charge up as the default behaviour (setting Speed = 0) but characters and enemies can attack simultaneously. A character or an enemy performs a command as soon as it is given, except when:
‣ it is currently using another command and that command has not reached its idling point,
‣ it is currently targeted by another command,
‣ the command has been queued after another command that is currently blocked.

This setting automatically sets SFXRework = 1.
4 Simultaneous type 2 The ATB gauges charge up as the default behaviour (setting Speed = 0) but characters and enemies can attack simultaneously. A character or an enemy performs a command as soon as it is given, except when:
‣ it is currently using another command and that command has not reached its idling point,
‣ it is currently targeted by another command.

This setting automatically sets SFXRework = 1.
5 Simultaneous type 3 The ATB gauges charge up as the default behaviour (setting Speed = 0) but characters and enemies can attack simultaneously. A character or an enemy performs a command as soon as it is given, except when:
‣ it is currently using another command and that command has not reached its idling point.

This setting automatically sets SFXRework = 1.
This effectively works similar to the battle system from Final Fantasy X-2.

General settings

Name Type Default Description
NoAutoTrance Boolean 0 When enabled, the player is able to choose when the characters enter Trance. When a character's Trance bar is full, their "Change" command (the command to change from the front row to the back row, and vice versa) is replaced by a "Trance" command. Whenever the character has a turn, the player can use the "Trance" command for making the character go into Trance immediately. Entering Trance drains their ATB gauge, i.e. they won't be able to execute commands until their ATB has filled up again. If the player does not make the character enter Trance, they will remain with a filled Trance bar until the Trance command is selected, so it is possible to save Trance for future battles.
EncounterInterval Integer 960 Change the rate of random encounter checks: the higher this value is, the longer it takes for random encounter checks to trigger and the fewer there are random encounters.
EncounterInitial Integer -1440 A negative number gives a couple of seconds of safe movement when entering a field during which there cannot be any random encounter triggered. A positive number activates the first random encounter check sooner than usual.
PersistentDangerValue Boolean 0 When enabled, the "danger value" for random encounters doesn't reset between fields. The higher the danger value is, the higher is the probability to trigger a random encounter. Danger value can be visualised in Lil Gecko's commented Tool-Assisted Speedruns. When this option is enabled, the "EncounterInitial" value is only ever used once when starting the game.
PSXEncounterMethod Boolean 0 When disabled, the "danger value" for random encounters increases the same whether the character is running or walking, which reduces a lot the encounter rate compared to the PSX version of the game. Enabling this option fixes this bug, effectively increasing the random encounter rate back.
AutoPotionOverhealLimit Integer -1 Between 0 and 100, a Potion or Hi-Potion will not be used by the Auto-Potion supporting ability if it would overheal by that factor. For examples, using AutoPotionOverhealLimit = 0 will prevent to use any Auto-Potion that would heal more than the missing HP. Using AutoPotionOverhealLimit = 50, a potion restoring 150 HP may only be used if at least 75 HP are missing. Using AutoPotionOverhealLimit = 100, Auto-Potion will always trigger but will use the best potion in priority instead of the worst potion (which is the default behaviour, AutoPotionOverhealLimit = -1).
GarnetConcentrate Boolean 0 When enabled, Garnet will never fail to execute a command because of her trauma.
SelectBestTarget Boolean 0 When enabled, the default target selection will point to the best target as computed with IEstimateBattleScript.
BreakDamageLimit Boolean 0 When enabled, damage/heals can exceed the 9999 limit, and MP damage/heals can exceed the 999 limit.
ViviAutoAttack Boolean 0 When enabled and when the auto-attack booster is turned on, Vivi will likely use one of his basic spells instead of a physical attack. The effectiveness of the spells against the selected enemy will be evaluated. If one of the base spells is effective, it will be applied instead of attack. Applying this spell doesn't waste MP. Against enemies reflecting spells, magic will only be applied if Vivi can ignore reflection. Magic is never used against allies.
CountersBetterTarget Boolean 0 When enabled, Return Magic is multi-target if the original spell was multi-target and Counter's target gets re-targeted if the attacker gets untargetable.
LockEquippedAbilities Integer 0 1: Supporting abilities cannot be enabled or disabled by the player: they are locked to be enabled when they are taught by a weapon or armor that is currently equipped by characters.
2: Active abilities cannot be learnt: they are available only when they are taught by a weapon or armor that is currently equipped by characters.
3: Lock both supporting and active abilities.
SummonPriorityCount Integer 0 0: Summons have no priority over other commands.
-1: Summon commands are queued with priority over usual commands.
Positive number N: The first N Summon commands used in each battle have priority over usual commands.
CurseUseWeaponElement Boolean 0 When enabled, Curse weakens against the element of Amarant's weapon instead of weakening against a random element (it is still random if Amarant's weapon has no element).
FloatEvadeBonus Integer 0 Give a bonus evasion with float against non-floating attacks. Also visually changes the Miss repositioning of enemies having Auto-Float (only when the bonus is positive).
AccessMenus Integer 0 0: The player cannot access to the menu when in battle.
1: It is possible to access to individual menus on each character's turn in battles. Doing something in menus uses up the character's turn.
2: It is possible to access to individual menus on each character's turn in battles.
3: It is possible to access a party-wide menu at any point in battles.
AvailableMenus Menu List "Equip", "SupportingAbility" The list of sub-menus that can be accessed in battles. Sub-menus should be amongst these:
"Item", "ActiveAbility", "SupportingAbility", "Ability", "Equip", "Status", "Order", "Card", "Config"
Keeping the option empty will enable all of them.
StatusDurationFormula Formula See description Formula for the duration of statuses that are not permanent.
Default: ContiCnt * (IsNegativeStatus ? 60 - 8 * TargetSpirit : 8 * TargetSpirit)
StatusTickFormula Formula See description Formula for the delay between each tick of Poison, Venom and Regen.
Default: OprCnt * (IsNegativeStatus ? 60 - 4 * TargetSpirit : 4 * TargetSpirit)
SpeedStatFormula Formula See description Formula for the progression of player character speed.
Default: Min(50, SpeedBase + Level / 10 + (SpeedBonus / 32))
StrengthStatFormula Formula See description Formula for the progression of player character strength.
Default: Min(99, StrengthBase + Level * 3 / 10 + (StrengthBonus / 32))
MagicStatFormula Formula See description Formula for the progression of player character magic.
Default: Min(99, MagicBase + Level * 3 / 10 + (MagicBonus / 32))
SpiritStatFormula Formula See description Formula for the progression of player character spirit.
Default: Min(50, SpiritBase + Level * 3 / 20 + (SpiritBonus / 32))
MagicStoneStockFormula Formula See description Formula for the progression of player character Magic Stones max capacity.
Default: Min(99, MagicStoneBase + Level * 4 / 10 + (MagicStoneBonus / 32))
TranceDecreaseFormula Formula See description Formula for the decrease of the trance gauge when spending a turn in Trance.
Default: (300 - Level) / Spirit * 10
Note: the original formula was rather ((300 - Level) / Spirit * 10) % 256, which leads to a bug in which Quina can legitimately stay up to 64 turns in trance in low levels. This bug is fixed now unless the "modulus 256" operation is put back in the formula.
SFXRework Boolean 1 When enabled, the spell sequence and resource files are used instead of the internal binary spell sequences. More globally, it uses the reworked spell effect system instead of the original system.
CustomBattleFlagsMeaning Integer 0 For modders
0: Default, unused data flags are ignored.
1: Alternate Fantasy usage (Abilities have "Contact attack", "Use weapon's properties" and "Can critical" flags ; enemies have a "10000 HP script trigger" flag).