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Changes

From Final Fantasy Inside

FF7/Battle/Battle Mechanics

1,508 bytes added, 00:34, 21 March 2014
Actor Battle Data
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" align="center" | Offset
! style="background:rgb(204,204,204)" colspan = 2 | Value
|-
| 0h
| colspan = 2 | Index
|-
| 4h
| colspan = 2 | Level
|-
| 8h
| colspan = 2 | Formation Entry (Enemy A, Enemy B, etc)
|-
| 0Ch
| colspan = 2 | Command Index
|-
| 10h
| colspan = 2 | Action Index
|-
| 14h
| colspan = 2 | Action Animation Base (for relative to absolute animation indexes)
|-
| 18h
| colspan = 2 | Allowed Targets (Active and targetable)
|-
| 1Ch
| colspan = 2 | Active Allies?
|-
| 20h
| colspan = 2 | Command Animation (player characters only)
|-
| 24h
| colspan = 2 | [[FF7/Battle/Attack Effect Id List|Attack Effect]]
|-
| 28h
| colspan = 2 | Command Index (again)
|-
| 2Ch
| colspan = 2 | Action Index (again)
|-
| 30h
| colspan = 2 | Self Mask
|-
| 38h
| colspan = 2 | MP Cost
|-
| 3Ch
| colspan = 2 | Action Accuracy
|-
| 40h
| colspan = 2 | [[FF7/Battle/Damage Calculation|Damage Calculation]]
|-
| 44h
| colspan = 2 | [[FF7/Battle/Elemental Data|Action's Element]]
|-
| 48h
| colspan = 2 | Action's Power
|-
| 4Ch
| colspan = 2 | Phys/Mag Attack Power
|-
| 50h
| colspan = 2 | Action's Target(s) Mask
|-
| 54h
| colspan = 2 | Normal Impact Sound
|-
| 58h
| colspan = 2 | Critical Impact Sound
|-
| 5Ch
| colspan = 2 | Miss Sound
|-
| 60h
| colspan = 2 | Single Target Camera
|-
| 64h
| colspan = 2 | Multi Target Camera
|-
| 68h
| colspan = 2 | Action Reaction Animation Index
|-
| 6Ch
| colspan = 2 | [[FF7/Battle/Attack_Special_Effects|Attack Special Effects]]
|-
| 78h
| colspan = 2 | Non-self target mask?
|-
| 80h
| colspan = 2 | [[FF7/Battle/Status Effects|Inflicting Status(es)]]
|-
| 84h
| colspan = 2 | [[FF7/Battle/Status Effects|Curing Status(es)]]
|-
| 88h
| colspan = 2 | [[FF7/Battle/Status Effects|Toggling Status(es)]]
|-
| 8Ch
| colspan = 2 | Chance to inflict Status
|-
| 90h
| colspan = 2 | Command Properties (details pending)
|-
| 94h
| colspan = 2 | Target Mask
|-
| 98h
| colspan = 2 | Attack Index position in scene data (enemy only)
|-
| A0h
| colspan = 2 | Action Accuracy function (upper nybble of [[FF7/Battle/Damage Calculation|Damage Calculation]])
|-
| A4h
| colspan = 2 | Action Damage function (lower nybble of [[FF7/Battle/Damage Calculation|Damage Calculation]])
|-
| ACh
| colspan = 2 | Quad Magic Count?
|-
| B0h
| colspan = 2 | Number of attack damage calculations?
|-
| B4h
| colspan = 2 | Follow-up action count (Tifa's Limits, Finishing Touch, etc)
|-
| B8h
| colspan = 2 | Number of Targets?
|-
| BCh
| colspan = 2 | [[FF7/Battle/Attack_Special_Effects|Attack Additional Effects]]
|-
| C0h
| colspan = 2 | Additional Effect Modifier
|-
| C4h
| colspan = 2 | Attack Power
|-
| C8h
| colspan = 2 | Actor's current status
|-
| D0h - D7h
| colspan = 2 | Follow-up Action(s)
|-
| D8h
| colspan = 2 | Actor's Strength
|-
| DCh
| colspan = 2 | Used during String display?
|-
| E0h
| colspan = 2 | Number of successful hits
|-
| F0h
| colspan = 2 | Character-specific action properties (mp absorb, hp absorb, etc)
|-
| F8h
| colspan = 2 | Related to enabled magic. Also ACh above.
|-
| FCh
| colspan = 2 | Multiple hit count
|-
| 100h - 1FFh
| colspan = 2 | large unused gap
|-
| 200h
| colspan = 2 | ???
|-
| 204h
| colspan = 2 | Character Map (players only)
|-
| 208h
| colspan = 2 | Current Target Index
|-
| 20Ch
| colspan = 2 | Formation Slot
|-
| 210h
| colspan = 2 | Target's Phys/Mag Def (whichever attack type is)
|-
| 214h
| colspan = 2 | Damage done to target
|-
| 218h
| colspan = 2 | Properties of attack |-| style="background:rgb(miss204, magic204, physical, steal, always hit, activate barriers, morph, etc255)" rowspan = 8 || 1| missed|-| 2| Physical if set; Magical if unset|-| 4| Attempt Steal|-| 20| Won't Miss|-| 4000| Physical Barrier|-| 8000| Magical Barrier|-| 40000| ???|-| 800000| ???
|-
| 220h
| colspan = 2 | More properties (heal, critical, damage MP, etc)
|-
| 224h
| colspan = 2 | Target's reaction animation
|-
| 228h
| colspan = 2 | Target's status
|-
| 22Ch
| colspan = 2 | Target's status immunities
|-
| 230h
| colspan = 2 | Damage level to current Action |-| style="background:rgb(double204, normal204, half, etc255)" rowspan = 8 || 1| Death (if not immune)|-| 2| Always hit?|-| 4| Double (Damage & Accuracy)|-| 8| Normal (Never checked)|-| 10| Half (Damage & Accuracy)|-| 20| Null (won't miss?)|-| 40| Absorb (won't miss?)|-| 80| Full-Heal
|-
| 234h
| colspan = 2 | Target condition flags (back exposed, multiple targets, etc)
|-
| 238h
| colspan = 2 | Status(es) to add to Target
|-
| 23Ch
| colspan = 2 | Status(es) to Cure from Target
|-
| 240h
| colspan = 2 | Status(es) to Toggle from Target
|-
| 244h
| colspan = 2 | All Target's statuses that will be affected from action
|-
| 248h
| colspan = 2 | Sound to play (determined from hit/critical/miss sounds above)
|-
| 24Ch
| colspan = 2 | Action Animation to use (varies from single/multiple targets)
|-
| 254h
| colspan = 2 | Target's Level
|-
| 258h
| colspan = 2 | Target's HP
|-
| 25Ch
| colspan = 2 | Target's MP
|-
| 260h
| colspan = 2 | Action's final Accuracy
|-}
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