Difference between revisions of "FF7/Attack data"
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my_wiki>Akari (→KERNEL.BIN - Section 2: Attack data format) |
my_wiki>Akari (→KERNEL.BIN - Section 2: Attack data format) |
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Line 16: | Line 16: | ||
|style="background:rgb(255,255,255)" align="center" | 0x01 | |style="background:rgb(255,255,255)" align="center" | 0x01 | ||
|style="background:rgb(255,255,255)" | 1 byte | |style="background:rgb(255,255,255)" | 1 byte | ||
− | |style="background:rgb(255,255,255)" colspan="2" | Impact Effect | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Impact Effect Id List|Impact Effect Id]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x02 | |style="background:rgb(255,255,255)" align="center" | 0x02 | ||
Line 32: | Line 32: | ||
|style="background:rgb(255,255,255)" align="center" | 0x06 | |style="background:rgb(255,255,255)" align="center" | 0x06 | ||
|style="background:rgb(255,255,255)" | 2 bytes | |style="background:rgb(255,255,255)" | 2 bytes | ||
− | |style="background:rgb(255,255,255)" colspan="2" | Impact Sound | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Sound Effect Id List|Impact Sound]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x08 | |style="background:rgb(255,255,255)" align="center" | 0x08 | ||
|style="background:rgb(255,255,255)" | 2 bytes | |style="background:rgb(255,255,255)" | 2 bytes | ||
− | |style="background:rgb(255,255,255)" colspan="2" | | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Camera Movement Id List|Camera Movement Id]] for single target. |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x0A | |style="background:rgb(255,255,255)" align="center" | 0x0A | ||
|style="background:rgb(255,255,255)" | 2 bytes | |style="background:rgb(255,255,255)" | 2 bytes | ||
− | |style="background:rgb(255,255,255)" colspan="2" | | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Camera Movement Id List|Camera Movement Id]] for multiple targets. |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x0C | |style="background:rgb(255,255,255)" align="center" | 0x0C | ||
|style="background:rgb(255,255,255)" | 1 byte | |style="background:rgb(255,255,255)" | 1 byte | ||
− | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Targeting Data| | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Targeting Data|Target Flags]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x0D | |style="background:rgb(255,255,255)" align="center" | 0x0D | ||
|style="background:rgb(255,255,255)" | 1 byte | |style="background:rgb(255,255,255)" | 1 byte | ||
− | |style="background:rgb(255,255,255)" colspan="2" | Attack Effect | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Attack Effect Id List|Attack Effect Id]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x0E | |style="background:rgb(255,255,255)" align="center" | 0x0E | ||
|style="background:rgb(255,255,255)" | 1 byte | |style="background:rgb(255,255,255)" | 1 byte | ||
− | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/ | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Damage Calculation|Damage Calculation]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x0F | |style="background:rgb(255,255,255)" align="center" | 0x0F | ||
|style="background:rgb(255,255,255)" | 1 byte | |style="background:rgb(255,255,255)" | 1 byte | ||
− | |style="background:rgb(255,255,255)" colspan="2" | | + | |style="background:rgb(255,255,255)" colspan="2" | Strength of attack for damage calculation |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x10 | |style="background:rgb(255,255,255)" align="center" | 0x10 | ||
Line 92: | Line 92: | ||
|style="background:rgb(255,255,255)" align="center" | 0x12 | |style="background:rgb(255,255,255)" align="center" | 0x12 | ||
|style="background:rgb(255,255,255)" | 1 byte | |style="background:rgb(255,255,255)" | 1 byte | ||
− | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/ | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Attack Additional Effects|Attack Additional Effects]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x13 | |style="background:rgb(255,255,255)" align="center" | 0x13 | ||
Line 100: | Line 100: | ||
|style="background:rgb(255,255,255)" align="center" | 0x14 | |style="background:rgb(255,255,255)" align="center" | 0x14 | ||
|style="background:rgb(255,255,255)" | 4 bytes | |style="background:rgb(255,255,255)" | 4 bytes | ||
− | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/ | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Status Effects|Status]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x18 | |style="background:rgb(255,255,255)" align="center" | 0x18 | ||
|style="background:rgb(255,255,255)" | 2 bytes | |style="background:rgb(255,255,255)" | 2 bytes | ||
− | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/ | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Elemental Data|lement]] |
|- | |- | ||
|style="background:rgb(255,255,255)" align="center" | 0x1A | |style="background:rgb(255,255,255)" align="center" | 0x1A | ||
|style="background:rgb(255,255,255)" | 2 bytes | |style="background:rgb(255,255,255)" | 2 bytes | ||
− | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/ | + | |style="background:rgb(255,255,255)" colspan="2" | [[FF7/Battle/Special Attack Flags|Special Attack Flags]] |
|} | |} |
Revision as of 12:59, 11 August 2009
KERNEL.BIN - Section 2: Attack data format
(Note: Akari and NFITC1 have some minor differences with respect to information on this page. Most of this page comes from NFITC1's work on WallMarket)
This section contains the data for the different attacks. Each record is 28 bytes long.
Offset | Length | Description | |
---|---|---|---|
0x00 | 1 byte | Attack % | |
0x01 | 1 byte | Impact Effect Id | |
0x02 | 1 byte | Target Hurt Action Index | |
0x03 | 1 byte | Unknown | |
0x04 | 2 byte | Casting cost | |
0x06 | 2 bytes | Impact Sound | |
0x08 | 2 bytes | Camera Movement Id for single target. | |
0x0A | 2 bytes | Camera Movement Id for multiple targets. | |
0x0C | 1 byte | Target Flags | |
0x0D | 1 byte | Attack Effect Id | |
0x0E | 1 byte | Damage Calculation | |
0x0F | 1 byte | Strength of attack for damage calculation | |
0x10 | 1 byte | Restore type | |
0x00 | Restore HP | ||
0x01 | Restore MP | ||
0x02 | Restore Ailment | ||
0xFF | None | ||
0x11 | 1 byte | Status Effect Change | |
3Fh | Chance to Inflict/Heal status (out of 63) | ||
40h | Cure if inflicted | ||
80h | Cure if inflicted, Inflict if not | ||
0x12 | 1 byte | Attack Additional Effects | |
0x13 | 1 byte | Additional Effects Modifier | |
0x14 | 4 bytes | Status | |
0x18 | 2 bytes | lement | |
0x1A | 2 bytes | Special Attack Flags |