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FF7/DamageFormula

10,698 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)
|}
0x11=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>
Prepare Function 0x0===X1:===''0x5DE5DF''<pre>If Attack Property "Always Critical" is Set Set Critical Damage FlagEnd If
Prepare Function 0x2x = ( 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
If Critical Damage Function 0x1Flag is set Damage = Damage * 2End If
If Actor's Statuses include Berserk
Damage = Damage * 3 / 2
End If
Long_Range = 0
If Target is in Back Row
Set Long_Range = 1
End If
0xA0: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
Prepare Function 0x0If Long_Range != 0 Damage = Damage / 2End If
Prepare Function 0x2If Target is Defending Damage = Damage / 2End If
If Target's Back is exposed Damage Function 0x1= Damage * ( Target's Back Attack Modifier / 8 )End If
damage If Actor's Statuses includes Frog Damage = damage * (1 + number_of_status1 + 2 * number_of_status2).Damage / 4End If
number_of_status1 are calculated as sum of attacker statuses darknessDamage = Sadness( Damage )Damage = Split( Damage, slow, silence, sadness, poison, near death.0 )Damage = Barrier( Damage ) If Actor's Statuses include Mini Damage = 0End IfDamage = Variance( Damage )</pre>
number_of_status2 are calculated as sum of attacker statuses death sentence===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, slow-numb.multiNoSplit )Damage = Barrier( Damage )Damage = Variance( Damage )</pre>
===X3:===
''0x5DEA6D''
<pre>
If Attack Properties Damage MP is clear
Damage = Target's HP
Else
Damage = Target's MP
End If
Damage = Damage * Attack's Power / 32
0xA1:If ActionData[AC] != 0 (?) Damage = Damage / 2End If</pre>
Prepare Function 0x0===X4:===''0x5DEAF7''<pre>If Attack Properties Damage MP is clear Damage = Target's MHPElse Damage = Target's MMPEnd If
Prepare Function 0x2Damage = Damage * Attack's Power / 32
If ActionData[AC] != 0 (?) Damage Function 0x1= Damage / 2End If</pre>
if current hp less then max hp / 4 then damage = damage ==X5:===''0x5DEB81''<pre>Damage = (Actor's (M)Attack + Actor's Level) * 2.6 + (Attack's Power * 22)Damage = SplitDamage( Damage )Damage = Barrier( Damage )Damage = Variance( Damage )</pre>
if attacker in death sentence then damage = damage ==X6:===''0x5DEBE5''<pre>Damage = Attack's Power * 4.20</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] = 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>
0xA2===X9:===''0x5DEC8A''<pre>Actor's Attack = Actor's Strength * 2Use Damage X1 with adjusted stat</pre>
Prepare Function 0x0===XA:===''0x5DECAA''<pre>Damage = ( Attack's Power + Number of Targets - 1 ) / Number of Targets</pre>
Prepare Function 0x2==Additional Checks=====Sadness( Damage )===''0x5DE958''<pre>If Target's Status includes Sadness Damage = Damage - (Damage * 3 / 10)End IfReturn Damage</pre>
===SplitDamage( Damage Function 0x1, 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
damage If ActionData[0xAC] = damage = 0 Damage = Damage / 2Else If multiNoSplit == 0 Damage = Damage * (1 + number_of_dead_player_units).3 / 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 If
Else
If Target's Statuses include Barrier
Set ActionData "Barrier Active" flag
End If
End If
If ActionData "MBarrier Active" or "Barrier Active" flags are set
Damage = Damage / 2
End If
0xA3:If attack is Magic and EnabledMagic[7] == 0 (?) Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 )End IfReturn Damage</pre>
Prepare Function 0x0===Variance( Damage ):===''0x5DE988''<pre>Damage = Damage ([0..255] + 3841) >> 12 //from RNGLUT in KERNEL.BIN//Again, we have another chance for overflow.
Prepare Function 0x2If Damage == 0 Damage == 1End IfReturn Damage</pre>
power_modifier = total_level_of_all_enemy_target =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 / number_of_enemy_target.10
(this only use enemy units from 4 to 10 that includes in target mask after all preparation)If Dice_Count < 2 then Dice_Count = 2Elseif Dice_Count > 6 Dice_Count = 6End If
Damage Function 0x1total_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 roll
Loop
value_repeat = 0
For ( d_value = 0; d_value < 6; d_value++ )
0xA4: repeat_count = 0 For ( d_loop = 0; d_loop < Dice_Count; d_loop++ )
Prepare Function 0x0 If all_dice[d_loop] = d_value then repeat_count++ End If Loop
Prepare Function 0x2 If repeat_count > value_repeat then value_repeat = repeat_count End If
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).Loop
Damage Function 0x1= 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.
0xA5:Check_For_Cover()
Prepare Function 0x0HitChance = -1;
Prepare Function 0x2If "Always connect" flag set then HitChance = 255;
power_modifier = 1 + ((If target has one of the following statuses (current_mp * 3Death, Sleep, Confu, Stop, Petrify, Manipulate, Paralysis) / max_mp) * power_modifier).then Remove Sleep status Remove Confu status Remove Manipulate status HitChance = 255End If
Damage Function 0x1If action is flagged as "always hit" then HitChance = 255;
Physical Chance = (Actor's Dex >> 2) + action physical hit rate
If Actor is enemy then
Actor's evade = Actor's Physical evade
else
Actor's evade = (Actor's Dex >> 2) + Actor's Physical evade
End If
If Target is enemy then
Target's evade = Target's Physical evade
Else
Target's evade = (Target's Dex >> 2) + Target's Physical evade
End If
If HitChance = -1 Then
HitChance = Physical Chance + Actor's evade - Target's evade
HitChance = FuryAdjust(HitChance)
End If
0xA6:If HitChance = 0 then HitChance = 1
Prepare Function 0x0Luck 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
Prepare Function 0x2Miss Chance = (([0..65535] * 99) / 65535) + 1 ;essentially [1..100]if HitChance < Miss Chance then Set Miss flagEnd If</pre>
power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16)===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(total_ap HitChance)====<pre> If HitChance < 255 then If Actor is no more than ap needed for max star, so underwater materia won't workin Fury Status HitChance = HitChance - ((HitChance * 3) / 10) End If End If return HitChance </pre>
Damage Function 0x1===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 if
end 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 if
end if
If ManipSuccess == 1 then
Set actor's manipulated enemy to target
Display String 5Ah {"Manipulated <Enemy>"}
Clear Actor's 0xE4 value //unknown
else
Set attack missed
end if
</pre>
This doesn't actually place the target in the manipulate status. That happens elsewhere.
0xA7===7:Level-based Accuracy===''0x5DE08A''Prepare Function 0x0<pre>If Action's Accuracy > 0 thenPrepare Function 0x2 power_modifier = 10 + If the remainder of (((number_of_kills Target's level / 128Action accuracy ) * power_modifier) / 16).is non-zero then Set attack missedDamage Function 0x1 end ifend if</pre> 0xA8: Prepare Function 0x0 Prepare Function 0x2 power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16)So if the accuracy IS 0, then it will always hit. This is to prevent a divide by zero errorDamage Function 0x1
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