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Battle Level

1234567890num edited this page Nov 23, 2022 · 19 revisions

There are 3 types of battle levels. They follow the priority of World < Event < Enemy. All of them are independent of one another. Vanilla values can be seen here.

World Battle Level (BTLV)

The game originally have static values pointed by the bitmask. The bitmask is the values changed by the game as you progress, and it's the one changed by the GoA mod. The values themselves are static.

patch=1,EE,2032F254,extended,00000001 //This is the bitmask that's changed by the game as you progress
patch=1,EE,01D11291,extended,000000XX //World of Darkness
patch=1,EE,01D11292,extended,000000XX //Twilight Town
patch=1,EE,01D11293,extended,000000XX //Destiny Islands
patch=1,EE,01D11294,extended,000000XX //Hollow Bastion/Radiant Garden
patch=1,EE,01D11295,extended,000000XX //Beast's Castle
patch=1,EE,01D11296,extended,000000XX //Olympus Coliseum
patch=1,EE,01D11297,extended,000000XX //Agrabah
patch=1,EE,01D11298,extended,000000XX //The Land of Dragons
patch=1,EE,01D11299,extended,000000XX //100 Acre Wood
patch=1,EE,01D1129A,extended,000000XX //Pride Lands
patch=1,EE,01D1129B,extended,000000XX //Atlantica
patch=1,EE,01D1129C,extended,000000XX //Disney Castle
patch=1,EE,01D1129D,extended,000000XX //Timeless River
patch=1,EE,01D1129E,extended,000000XX //Halloween Town
patch=1,EE,01D1129F,extended,000000XX //World Map
patch=1,EE,01D112A0,extended,000000XX //Port Royal
patch=1,EE,01D112A1,extended,000000XX //Space Paranoids
patch=1,EE,01D112A2,extended,000000XX //The World that Never Was

//Universal Modifier
patch=1,EE,41D11290,extended,00050001
patch=1,EE,XXXXXXXX,extended,00000000

Notes:

  • Make sure to remove the codes that change the bitmask in GoA to ensure there's no conflict.
  • A battle level outside [1,99] range will cause glitches.
  • With a different bitmask values, you can put in many possibilities for battle levels (explanation below). You can also just use conditionals to change the values themselves, so eh.

Event Exceptions

patch=1,EE,01C59658,extended,000000XX //Vexen AS
patch=1,EE,01C55FB8,extended,000000XX //Lexaeus AS
patch=1,EE,01C59684,extended,000000XX //Zexion AS
patch=1,EE,01C58EDC,extended,000000XX //Marluxia AS
patch=1,EE,01C56004,extended,000000XX //Larxene AS
patch=1,EE,01C24188,extended,000000XX //Sephiroth
patch=1,EE,01C55694,extended,000000XX //Terra

patch=1,EE,01C597BC,extended,000000XX //Data Xemnas I
patch=1,EE,01C55800,extended,000000XX //Data Xemnas II
patch=1,EE,01C4A5B4,extended,000000XX //Data Xigbar
patch=1,EE,01C59F5C,extended,000000XX //Data Xaldin
patch=1,EE,01C5969C,extended,000000XX //Data Vexen
patch=1,EE,01C560A0,extended,000000XX //Data Lexaeus
patch=1,EE,01C596DC,extended,000000XX //Data Zexion
patch=1,EE,01C51AE8,extended,000000XX //Data Saix
patch=1,EE,01C5AE38,extended,000000XX //Data Axel
patch=1,EE,01C4CA78,extended,000000XX //Data Demyx
patch=1,EE,01C5320C,extended,000000XX //Data Luxord
patch=1,EE,01C58E84,extended,000000XX //Data Marluxia
patch=1,EE,01C55F60,extended,000000XX //Data Larxene
patch=1,EE,01C4EEB8,extended,000000XX //Data Roxas
patch=1,EE,01C55648,extended,000000XX //Terra Rematch

patch=1,EE,01C4B5D0,extended,000000XX //Pain & Panic Cup
patch=1,EE,01C4B948,extended,000000XX //Cerberus Cup
patch=1,EE,01C49340,extended,000000XX //Titan Cup
patch=1,EE,01C496B0,extended,000000XX //Goddess of Fate Cup
patch=1,EE,01C499EC,extended,000000XX //Pain & Panic Paradox Cup
patch=1,EE,01C49D04,extended,000000XX //Cerberus Paradox Cup
patch=1,EE,01C4A00C,extended,000000XX //Titan Paradox Cup
patch=1,EE,01C4A5D4,extended,000000XX //Hades Paradox Cup

patch=1,EE,01C58078,extended,000000XX //Depths (Spawn 0x01)
patch=1,EE,01C58098,extended,000000XX //Depths (Spawn 0x19)
patch=1,EE,01C580B4,extended,000000XX //Depths (Spawn 0x1A)

patch=1,EE,01C5B210,extended,000000XX //Mineshaft (Spawn 0x01)
patch=1,EE,01C5B254,extended,000000XX //Mineshaft (Spawn 0x02)

patch=1,EE,01C5960C,extended,000000XX //Engine Chamber (Spawn 0x01)
patch=1,EE,01C59634,extended,000000XX //Engine Chamber (Spawn 0x19)
patch=1,EE,01C59658,extended,000000XX //Engine Chamber (Spawn 0x1A)

patch=1,EE,01C58448,extended,000000XX //Transport to Remembrance (Spawn 0x01)
patch=1,EE,01C5848C,extended,000000XX //Transport to Remembrance (Spawn 0x02)
patch=1,EE,01C584D0,extended,000000XX //Transport to Remembrance (Spawn 0x03)
patch=1,EE,01C584F4,extended,000000XX //Transport to Remembrance (Spawn 0x04)

Notes:

  • A value of 0 will make the fight follow the world's battle level.
  • Make sure to use conditionals for the corresponding world and room (spawn ID is optional).
  • The spawn codes here refer to the Battle ID. It is unknown when each are used, so just apply all the codes from each room.

Enemy Exceptions (ENMP)

Some enemies have fixed battle levels. These are usually unnoticed because they usually appear in events with fixed battle levels.

PS2 Address PC Address Anchor Enemy
1D166FA 2AA51BA Btl0+3097A Data Xemnas
1D16B4A 2AA560A Btl0+30DCA Data Xigbar
1D1697E 2AA543E Btl0+30BFE Data Xaldin
1D16BA6 2AA5666 Btl0+30E26 Data Saix
1D16922 2AA53E2 Btl0+30BA2 Data Axel
1D16756 2AA5216 Btl0+309D6 Data Demyx
1D1686A 2AA532A Btl0+30AEA Data Luxord
1D1680E 2AA52CE Btl0+30A8E Data Roxas
1D168C6 2AA5386 Btl0+30B46 Terra
1D16642 2AA5102 Btl0+308C2 CoR Stalactite
1D1669E 2AA515E Btl0+3091E CoR Valves
1D167B2 2AA5272 Btl0+30A32 Data Clones

Notes:

  • No conditional is necessary for these codes.
  • A value of 0 will make the fight follow the world's or event's battle level.
  • You can find addresses for other enemies and change their battle levels too, but honestly I'd suggest just changing the world's battle level. If you insist though, see here for more details.