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FF7/DamageFormula

11,246 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:
{| 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:_Physical_Accuracy_Check|Physical Accuracy]], [[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 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. (Unknown effect)</pre>
0xA1===X1:===''0x5DE5DF''<pre>If Attack Property "Always Critical" is Set Set Critical Damage FlagEnd If
Prepare Function 0x0x = ( Actor's Level * Actor's (M)Attack ) / 32y = ( 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
Prepare Function 0x2If Critical Damage Flag is set Damage = Damage * 2End If
If Actor's Statuses include Berserk Damage Function 0x1= Damage * 3 / 2End If
if current hp less then max hp / 4 then damage Long_Range = damage * 2.0If Target is in Back Row Set Long_Range = 1End If
if attacker If Attack is Short Range OR Command is Enemy Attack If Actor is in death sentence then damage Back Row Long_Range = damage * 4.1 End IfElse Long_Range = 0End If
If Long_Range != 0
Damage = Damage / 2
End If
If Target is Defending
Damage = Damage / 2
End If
0xA3:If Target's Back is exposed Damage = Damage * ( Target's Back Attack Modifier / 8 )End If
Prepare Function 0x0If Actor's Statuses includes Frog Damage = Damage / 4End If
Prepare Function 0x2Damage = Sadness( Damage )Damage = Split( Damage, 0 )Damage = Barrier( Damage ) If Actor's Statuses include Mini Damage = 0End IfDamage = Variance( Damage )</pre>
power_modifier = total_level_of_all_enemy_target ==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( Damage, multiNoSplit )Damage = Barrier( Damage )Damage = Variance( Damage )</ number_of_enemy_target.pre>
(this only use enemy units from 4 to 10 that includes in target mask after all preparation)===X3:===''0x5DEA6D''<pre>If Attack Properties Damage MP is clear Damage = Target's HPElse Damage = Target's MPEnd If
Damage Function 0x1= Damage * Attack's Power / 32
If ActionData[AC] != 0 (?)
Damage = Damage / 2
End If</pre>
===X4:===
''0x5DEAF7''
<pre>If Attack Properties Damage MP is clear
Damage = Target's MHP
Else
Damage = Target's MMP
End If
0xA4:Damage = Damage * Attack's Power / 32
Prepare Function 0x0If ActionData[AC] != 0 (?) Damage = Damage / 2End If</pre>
Prepare Function 0x2===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>
power_modifier = 1 + (((current_hp ==X6:===''0x5DEBE5''<pre>Damage = Attack's Power * 3) 20</ max_hp) * power_modifier).pre>
===X7:===''0x5DEC0A''<pre>Damage Function 0x1= ( ( 512 - Target's Def ) * Attack's Power / 32 )Damage = Variance( Damage )</pre>
===X8:===
''0x5DEC52''
<pre>
If ActionData[0x230] AND 40h
ActionData[0x230] = 1
Else
ActionData[0x230] = 80h
End 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 * 2
Use Damage X1 with adjusted stat
</pre>
0xA5===XA:===''0x5DECAA''<pre>Damage = ( Attack's Power + Number of Targets - 1 ) / Number of Targets</pre>
Prepare Function 0x0==Additional Checks=====Sadness( Damage )===''0x5DE958''<pre>If Target's Status includes Sadness Damage = Damage - (Damage * 3 / 10)End IfReturn Damage</pre>
Prepare Function 0x2===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
power_modifier If ActionData[0xAC] = 1 + (((current_mp = 0 Damage = Damage / 2Else If multiNoSplit == 0 Damage = Damage * 3) / max_mp) * power_modifier).2 End IfEnd IfReturn Damage</pre>
===Barrier( Damage Function 0x1)===''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 / 2
End If
If attack is Magic and EnabledMagic[7] == 0 (?)
Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 )
End If
Return Damage
</pre>
0xA6===Variance( Damage ):===''0x5DE988''<pre>Damage = Damage ([0..255] + 3841) >> 12 //from RNGLUT in KERNEL.BIN//Again, we have another chance for overflow.
Prepare Function 0x0If Damage == 0 Damage == 1End IfReturn Damage</pre>
Prepare Function 0x2==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
power_modifier If Dice_Count < 2 then Dice_Count = 1 + (((total_ap / 10000) * power_modifier) / 16).2Elseif Dice_Count > 6 Dice_Count = 6End If
total_dice_roll = 0For (total_ap is no more than ap needed for max star, so underwater materia won't workd_loop = 0; d_loop < Dice_Count; d_loop++ ) die = [0..5] all_dice[d_loop] = die total_dice_roll += die + 1
Damage Function 0x1 set die visualization based on rollLoop
value_repeat = 0
For ( 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
0xA7: If repeat_count > value_repeat then value_repeat = repeat_count End If
Prepare Function 0x0Loop
Prepare Function 0x2Damage = 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>
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16)Accuracy Functions=The point of these is to set the "attack will miss" flag in the current action memory structure.
Damage Function 0x1===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;
0xA8:If "Always connect" flag set then HitChance = 255;
Prepare Function 0x0If 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
Prepare Function 0x2If action is flagged as "always hit" then HitChance = 255;
power_modifier Physical Chance = 1 (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 = ((limit_bar_value * (limit_level Target's Dex >> 2) + 1) / 16) * power_modifier) / 16).Target's Physical evadeEnd If
Damage Function 0x1If 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.
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