Changes

Jump to navigation Jump to search

FF7/DamageFormula

12,361 bytes added, 16:16, 20 May 2021
m
0: Physical Accuracy Check: There is an enemy check on the Dex bonus that I didn't notice before. Physical Chance is unaffected.
== Damage Formula's description Accuracy Function considerations==Each of the upper nybble of the damage calculation determines what checks are done to accuracy of the action and whether or not it will connect, be critical or miss. Here are the functions in order processed based on the upper nybble:
0xA4{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"! style="background:rgb(204,204,204)" | Upper Nybble! style="background:rgb(204,204,204)" | Functions|-| 0| None (always hits)|-| 1| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]|-| 2| [[FF7/DamageFormula#1:_Magical_Accuracy_Check|Magical Accuracy]]|-| 3| Dummy [3] (always hits)|-| 4| Dummy [4] (always hits)|-| 5| Dummy [5] (always hits)|-| 6| [[FF7/DamageFormula#0: Prepare Function 0x0_Physical_Accuracy_Check|Physical Accuracy]], Prepare Function 0x2[[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]|-| 7| [[FF7/DamageFormula#1:_Magical_Accuracy_Check|Magical Accuracy]]|-| 8| [[FF7/DamageFormula#7:_Level-based_Accuracy|Level-based Accuracy]]|-| 9| [[FF7/DamageFormula#6:_Manipulate_Accuracy_.28intended_solely_for_playable_characters.29|Manipulate]]|-| A| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]|-| B| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]]|-| C| None (always hits)|-| D| None (always hits)|-| E| None (always hits)|-| F| None (always hits)|} =Damage Function Calculations=These are the damage functions according to an unmodded FF7-ENG 1.02 (1998)==Standard Formulae=====X0:===''0x5DE5C0''<pre>Sets Target's 02h flag to 1. Additionaly(Unknown effect)</pre> ===X1: ===''0x5DE5DF''<pre>If Attack Property "Always Critical" is Set Set Critical Damage FlagEnd If x = ( Actor's Level * Actor's (M)Attack ) / 32y = (power_modifier Actor's Level + Actor's (M)Attack ) / 32z = Actor's (M)Attack + ( x * y )z = z * ( 512 - target's defense ) * Attack's PowerDamage = z >> 13//This is a bit-shift left by 13 which is mathematically equivalent to dividing by 8192, but it's important to note that it doesn't actually divide as this is the source of the damage overflow glitch If Critical Damage Flag is set Damage = Damage * 2End If If Actor's Statuses include Berserk Damage = Damage * 3 / 2End If Long_Range = 0If Target is in Back Row Set Long_Range = 1End If If Attack is Short Range OR Command is Enemy Attack If Actor is in Back Row Long_Range = 1 End IfElse Long_Range = 0End If If Long_Range != 0 Damage = Damage / 2End If If Target is Defending Damage = Damage / 2End If If Target's Back is exposed Damage = Damage * ( Target's Back Attack Modifier / 8 )End If If Actor's Statuses includes Frog Damage = Damage / 4End If Damage = Sadness( Damage )Damage = Split( Damage, 0 )Damage = Barrier( Damage ) If Actor's Statuses include Mini Damage = 0End IfDamage = Variance( Damage )</pre> ===X2:===''0x5DE9B8''<pre>multiNoSplit = ( ( ( Attack's Target Flags AND Ch ) - 4 ) == 0 ? 1 : 0 )Base = (Actor's Attack + Actor's Level) * 6Damage = (512 - Target's Defense) * Base * Attack's Power / 8192Damage = Sadness(Damage )Damage = SplitDamage(current_hp Damage, multiNoSplit )Damage = Barrier( Damage )Damage = Variance( Damage )</pre> ===X3:===''0x5DEA6D''<pre>If Attack Properties Damage MP is clear Damage = Target's HPElse Damage = Target's MPEnd If Damage = Damage * Attack's Power / 32 If ActionData[AC] != 0 (?) Damage = Damage / 2End If</pre> ===X4:===''0x5DEAF7''<pre>If Attack Properties Damage MP is clear Damage = Target's MHPElse Damage = Target's MMPEnd If Damage = Damage * Attack's Power / 32 If ActionData[AC] != 0 (?) Damage = Damage / 2End If</pre> ===X5:===''0x5DEB81''<pre>Damage = (Actor's (M)Attack + Actor's Level) * 6 + (Attack's Power * 22)Damage = SplitDamage( Damage )Damage = Barrier( Damage )Damage = Variance( Damage )</pre> ===X6:===''0x5DEBE5''<pre>Damage = Attack's Power * 20</pre> ===X7:===''0x5DEC0A''<pre>Damage = ( ( 512 - Target's Def ) * Attack's Power / 32 )Damage = Variance( Damage )</pre> ===X8:===''0x5DEC52''<pre>If ActionData[0x230] AND 40h ActionData[0x230] = 1Else ActionData[0x230] = 80hEnd If//presumably this checks if the target heals from restore element and will either recover or kill based on the result</pre> ===X9:===''0x5DEC8A''<pre>Actor's Attack = Actor's Strength * 2Use Damage X1 with adjusted stat</pre> ===XA:===''0x5DECAA''<pre>Damage = ( Attack's Power + Number of Targets - 1 ) / Number of Targets</pre> ==Additional Checks=====Sadness( Damage )===''0x5DE958''<pre>If Target's Status includes Sadness Damage = Damage - (Damage * 3/ 10) End IfReturn Damage</ max_hppre> ===SplitDamage( Damage, multiNoSplit ) ===''0x5DE8F4''<pre>If multiNoSplit == 0 If No. of Attack's Targets >= 2 Set Attack's split damage Target Flag Else Set multiNoSplit == 1 End IfEnd If If ActionData[0xAC] == 0 Damage = Damage / 2Else If multiNoSplit == 0 Damage = Damage * power_modifier3 / 2 End IfEnd IfReturn Damage</pre> ===Barrier( Damage )===''0x5DE82C''<pre>If Attack Property "Physical" is 0 If Target's Statuses include MBarrier Set ActionData "MBarrier Active" flag End IfElse If Target's Statuses include Barrier Set ActionData "Barrier Active" flag End IfEnd If If ActionData "MBarrier Active" or "Barrier Active" flags are set Damage = Damage / 2End If If attack is Magic and EnabledMagic[7] == 0 (?) Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 )End IfReturn Damage</pre> ===Variance( Damage ):===''0x5DE988''<pre>Damage = Damage ([0..255] + 3841) >> 12 //from RNGLUT in KERNEL.BIN//Again, we have another chance for overflow. If Damage == 0 Damage == 1End IfReturn Damage</pre> ==Secondary Damage Formulae=====X0:===''0x5DECFB''<pre>Damage = Attacker's HP</pre>===X1:===''5DED1E''<pre>Damage = Attacker's MHP - Attacker's HP</pre>===X8:===''0x5DED73''<pre>Dice_Count = Attacker's Level / 10 If Dice_Count < 2 then Dice_Count = 2Elseif Dice_Count > 6 Dice_Count = 6End If total_dice_roll = 0For ( d_loop = 0; d_loop < Dice_Count; d_loop++ ) die = [0..5] all_dice[d_loop] = die total_dice_roll += die + 1  set die visualization based on rollLoop value_repeat = 0For ( d_value = 0; d_value < 6; d_value++ )  repeat_count = 0 For ( d_loop = 0; d_loop < Dice_Count; d_loop++ )  If all_dice[d_loop] = d_value then repeat_count++ End If Loop  If repeat_count > value_repeat then value_repeat = repeat_count End If Loop Damage = value_repeat * 100 * total_dice_roll</pre>===X9===''0x5DEEEF''<pre>Damage = Number of Successful Escapes</pre>===XA===''0x5DEF1D''<pre>Damage = Target's HP - 1</pre>===XB===''0x5DEF44''<pre>Damage = (Game Time Hours * 100) + (Game Time Minutes)</pre>===XC===''0x5DEF88''<pre>Damage = Target's Kill Count * 10//This is intended to be used only on players//This will cause a memory leak if done on enemies</pre>===XD===''0x5DEFDD''<pre>If target is playable character MateriaCount = 0; For ( MateriaLoop = 0; MateriaLoop < 8; MateriaLoop++ ) If target has materia in weapon slot [MateriaLoop] then MateriaCount++ If target has materia in armor slot [MateriaLoop] then MateriaCount++ Loop Damage = MateriaCount * 1111End If</pre> =Accuracy Functions=The point of these is to set the "attack will miss" flag in the current action memory structure. ===0: Physical Accuracy Check===''0x5DDBB0''<pre>;For the purposes of this code, "Dex" means the adjusted Dexterity of the actor/target if any in-battle dex bonuses have been granted.;Same holds for the Physical Evade. Physical Hit rate has no in-game bonus opportunities. Check_For_Cover() HitChance = -1; If "Always connect" flag set then HitChance = 255; If target has one of the following statuses (Death, Sleep, Confu, Stop, Petrify, Manipulate, Paralysis) then Remove Sleep status Remove Confu status Remove Manipulate status HitChance = 255End If If action is flagged as "always hit" then HitChance = 255; Physical Chance = (Actor's Dex >> 2) + action physical hit rateIf Actor is enemy then Actor's evade = Actor's Physical evadeelse Actor's evade = (Actor's Dex >> 2) + Actor's Physical evadeEnd IfIf Target is enemy then Target's evade = Target's Physical evadeElse Target's evade = (Target's Dex >> 2) + Target's Physical evadeEnd If If HitChance = -1 Then HitChance = Physical Chance + Actor's evade - Target's evade HitChance = FuryAdjust(HitChance)End If If HitChance = 0 then HitChance = 1 Luck Chance = [0..99]If (Actor's Luck / 4) > Luck Chance Then HitChance = 255 ;Lucky HitElse If Actor is Player Character targetting an enemy Then If (Target's Luck / 4) > Luck Chance HitChance = 0 ;Lucky Dodge End If End IfEnd If Miss Chance = (([0..65535] * 99) / 65535) + 1 ;essentially [1..100]if HitChance < Miss Chance then Set Miss flagEnd If</pre> ====Check_For_Cover==== This is where the game checks if the target is covered under a "cover"ing ally. It only applies to Player Characters It might be more complicated than I'm seeing, but that is definitely ONE of its functions ====FuryAdjust(HitChance)====<pre> If HitChance < 255 then If Actor is in Fury Status HitChance = HitChance - ((HitChance * 3) / 10) End If End If return HitChance </pre> ===1: Magical Accuracy Check===''0x5DDE5E''<pre>acc = Action's Accuracytar_save = level / 2; //rounded downacc_bonus = actor's level - tar_saverand_0 = [0..99]rand_1 = [0..99]if acc < 255 then if target does not have instant-death, null, or heal properties to current attack then if attack is not (reflectable and target in reflect status) then if attack does not inflict statuses or inflicting status include: Death, Sleep, Confu, Stop, Petrify, or Paralysis then acc = Fury_Adj( acc ); if target's M_Evade > rand_0 OR acc + acc_bonus < rand_1 then Set action miss flag end if end if end if end ifend if</pre> ===2: Critical Hit Check===''0x5DDF8E''<pre>If attack does not miss then if actor in lucky girl status then critical_chance = 255 else critical_chance = ((actor's luck + actor's level) - target's level ) >> 2; if actor is playable character then critical_chance += weapon's critical bonus //? end if Critical_random = ( ( [0..65535] * 99 ) / 65535 ) + 1; if critical_chance > critical_random then attack set to critical end if end ifend if</pre> 3, 4, and 5 don't exist. Since they don't set miss they will always hit. ===6: Manipulate Accuracy (intended solely for playable characters)===''0x5DE0D0''<pre>int ally_loop;ManipSuccess = 0;for ( ally_loop = 0; ally_loop < 3; ally_loop++ ){ if target is currently under manipulation by an actor then break; end if}if target is not currently being manipulated AND target is not a playable character AND target is an enemy AND actor is not currently manipulating an enemy AND target is not under manipulate status AND target's timer bar is running AND //like they're not stopped, petrified, etc target's attack resistance is "always-hit" then //? Manip_Chance = actor's level + 50 - target's level; //no less than 0 if target count > 1 then Manip_Chance = ( Manip_Chance << 2 ) / 5; end if if actor's [0xAC] == 0 then Manip_Chance >> 1; end if if target's attack resistance is "always-hit" then Manip_Chance = 255; end if if actor's accessory property == 5 //"Increase manip rate" property on Hypnocrown if Manip_Chance < 100 then Manip_Chance = 100; end if end if If Manip_Chance > [0..99] then ManipSuccess = 1; end ifend ifIf ManipSuccess == 1 then Set actor's manipulated enemy to target Display String 5Ah {"Manipulated <Enemy>"} Clear Actor's 0xE4 value //unknownelse Set attack missedend if</pre>This doesn't actually place the target in the manipulate status. That happens elsewhere. ===7: Level-based Accuracy===''0x5DE08A''<pre>If Action's Accuracy > 0 then If the remainder of ( Target's level / Action accuracy ) is non-zero then Set attack missed end ifend if</pre>So if the accuracy IS 0, then it will always hit. This is to prevent a divide by zero error.
6
edits

Navigation menu