If you have a character more than once, you'll have multiple clones of him during battle.
NOTE #2:
Only works in places where a random battle usually could occur.
NOTE #3:
This will modify how your character will look like in dungeons, towns etc. (doesn not work on the overworld map);
00 = invisible
01 = Cress
02 = Mint
03 = Amber
04 = Claus
05 = Chester
06 = Suzu
07 = Amber, possed by a friendly ghost
08 = elf
0C = Claus, alter. outfit
0F = an angel (no animation)
10 = floating / unconscious Cress
16 = looks like old swordsmaster guy
1E = scientist
19 = guy with shirt
1B = elf
26 = Cress altern. outfit
27 = Chester altern. outfit
28 = Mint altern. outfit
29 = Amber altern. outfit
2a = Claus altern. outfit
2c = cool looking bad guy
2d = other cool looking bad guy
2F = Baby Cress
30 = Baby Mint
31 = error
33 = wonder-cook (or whatever he's called)
35 = maid
36 = blue guy
41 = old man
48 = knight in old armor
49 = king (no animation)
4F = that thing that makes cat-noises but looks rather like a mouse in my opinion
50 = priest
51 = dark guy
5C = apple-man
[...]
6B = main villan (whatever he was called)
70 = seagull
90 = glowing bat?
b0 = light
c0 = lizard
d0 = a monitor?
e0 = large pictures (star-signs)
NOTE #4:
00 = null
01 = Cress
02 = Chester
03 = Mint
04 = Amber
05 = Claus
06 = Suzu
07 = Rhea (NPC, doesn't appear in battle)
08 = Brambert (NPC, doesn't appear in battle)
09 = bug? ("NPC", in battle: Cress-duplicate)
(above crashes)
During the fight, both character's status may differ,
after the battle, however, the other character's stats will be duplicates of the first characters' status.
NOTE #5:
Modifies the 5th attack you can choose from the skill menu during battles....... the effect is only temporary though.
Value 2F leads to a random attack, which rapidly switches through different possibilities... o_O
SPECIAL NOTE CONCERNING JOKERCOMMANDS:
Seeing that the Advance Game Port (the GBA-hackingdevice I'm using) does not appear to support jokercommands (also known as "activator codes"),
I myself am unable to confirm if the jokercommand-toggled codes work as intended.
If you don't know what jokercommands/activatorcodes are, well they let you activate/deactivate a code during the game by pressing a button.
Some codes need jokercommands or else they are either completely useless (a moonjump without a jokercommand can not be controlled) or they will crash the game.
If these jokercommand-codes do NOT work on your Action Replay Version 3, please inform me.