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FF7/Attack data

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== KERNEL.BIN - Section 2: Attack data format ==''(Note:This Akari and NFITC1 have some minor differences with respect to information has been provided by on this page. Most of this page comes from NFITC1's work on WallMarket)''  This section contains the data for Menu commandsthe different attacks. There are 32 entries of 8 Each record is 28 bytes in the following format:long.<TABLE border=1 CELLSPACING=1 Cellpadding=3 FRAME=VOID align{| class="centerwikitable" rules=all frame=box><TR style="background:#CCCCCC" align="center">|-<TD><b>! Offset</b></TD><TD><b>! Length</b></TD><TD colspan=2><b>Function</b></TD>! Description</TR><TR>|-<TD align="center">| 0x00</TD><TD>| 1 byte</TD><TD colspan=2>Initial Cursor Action (see below)</TD>| Attack %|-</TR>| 0x01<TR>| 1 byte<td style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="12"><| [[FF7/TD><TD align="center">00h&nbsp;<Battle/TD>Impact_Effect_Id_List|Impact Effect Id]]<TD>Perform command using target data</TD>|-</TR>| 0x02<TR>| 1 byte<TD align="center">01h&nbsp;</TD>| Target Hurt Action Index<TD>Magic Menu</TD>|-</TR>| 0x03<TR>| 1 byte<TD align="center">02h&nbsp;</TD>| Unknown<TD>Summon Menu</TD>|-</TR>| 0x04<TR>| 2 byte<TD align="center">03h&nbsp;</TD>| Casting cost<TD>Item Menu</TD>|-</TR>| 0x06<TR>| 2 bytes<TD align="center">04h&nbsp;<| [[FF7/Battle/TD>Sound_Effect_Id_List|Impact Sound]]<TD>E.Skill Menu</TD>|-</TR>| 0x08<TR>| 2 bytes<TD align="center">05h&nbsp;<| [[FF7/TD><TD>Throw Menu<Battle/TD>Camera_Movement_Id_List?redlink=1|Camera Movement Id]] for single target.</TR>|-<TR>| 0x0A<TD align="center">06h&nbsp;</TD>| 2 bytes<TD>Limit Menu (Character Specific)<| [[FF7/TD><Battle/TR>Camera_Movement_Id_List?redlink=1|Camera Movement Id]] for multiple targets.<TR>|-<TD align="center">07h&nbsp;</TD>| 0x0C<TD>Cursor moves to battle field and obeys target data</TD>| 1 byte<| [[FF7/TR><TR><TD align="center">08h&nbsp;<Battle/TD>Targeting_Data|Target Flags]]<TD>W|-Item</TD></TR>| 0x0D<TR>| 1 byte<TD align="center">09h&nbsp;<| [[FF7/Battle/TD>Attack_Effect_Id_List|Attack Effect Id]]<TD>W|-Magic</TD></TR>| 0x0E<TR>| 1 byte<TD align="center">0Ah&nbsp;<| [[FF7/Battle/TD>Damage_Calculation|Damage Calculation]]<TD>W|-Summon</TD></TR>| 0x0F<TR>| 1 byte<TD align="center">0Bh&nbsp;</TD>| Strength of attack for damage calculation<TD>Coin Menu</TD></TR><TR>|-<TD align="center">0x01</TD>| 0x10<TD>| 1 byte</TD><TD colspan=2>Force Targeting (see below)</TD>| Condition sub-menu</TR><TR>|-<td | style="background:rgb(204,204,255)" alignrowspan="center4" colspan="21" rowspanalign="8center"></TD>|<TD>01h&nbsp;</TD>| 00<TD>Enable Selection</TD>| Party HP</TR>|-<TR>| 01<TD>02h&nbsp;</TD>| Party MP<TD>Cursor Starts on Enemies</TD>|-</TR><TR>| 02<TD>04h&nbsp;</TD>| Party Status<TD>Multiple targets as default</TD>|-</TR><TR>| Other<TD>08h&nbsp;</TD>| None<TD>Toggle Multiple/single target(s)</TD>|-</TR>| 0x11<TR>| 1 byte<TD>10h&nbsp;</TD>| Status Effect Change<TD>One Row only</TD></TR><TR><TD>20h&nbsp;</TD><TD>Long range targets take normal damage to physical "elements"</TD></TR><TR>|-<TD>40h&nbsp;</TD><TD>Both Sides</TD></TR><TR><TD>80h&nbsp;</TD><TD>Random Target</TD></TR><TR | style="background:rgb(255204,204,255,204);" ><TD rowspan="3" colspan="1" align="center">0x02</TD>|| 3Fh<TD>2 bytes<| Chance to Inflict/TD><TD colspan=2>Unknown Heal status (Always FFhout of 63)<|-| 40h| Cure if inflicted|-| 80h| Cure if inflicted, Inflict if not|-| 0x12| 1 byte| [[FF7/Battle/TD>Attack_Special_Effects|Attack Additional Effects]]|-| 0x13| 1 byte| Additional Effects Modifier</TR><TR>|-<TD align="center">0x04</TD>| 0x14<TD>2 | 4 bytes<| [[FF7/TD><TD colspan=2>Single Target Camera Movement index<Battle/TD>Status_Effects|Status]]</TR><TR>|-<TD align="center">0x06</TD>| 0x18<TD>| 2 bytes<| [[FF7/TD><TD colspan=2>Multiple Targets Camera Movement index<Battle/TD>Elemental_Data|Element]]</TR>|-</TABLE>| 0x1A| 2 bytes<br | [[FF7/Battle/>Special_Attack_Flags|Special Attack Flags]]''Notes'': A menu (except the Coin menu?) will return only the index of the selection on that menu to the battle engine. Then battle engine then performs the action based on that index, not the object selected.(ie. if magic is edited to display the Summon menu and Titan (04h) is selected to be summoned, the character will perform Poisona (04h) instead because the battle engine knows that it was the magic command that gave that index.)|}