Difference between revisions of "FF7/Battle/Battle Mechanics"
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my_wiki>NFITC1 (→Active Character Data) |
my_wiki>NFITC1 |
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+ | ==Queued Actions== | ||
+ | When a command is selected either by a player character or an enemy the action gets queued in a FIFO structure while there are actions queued or one is being performed. Up to 64 actions can be queued. This does not contain Counter Attacks or Limit Breaks. | ||
+ | |||
+ | {| 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)" | Value | ||
+ | |- | ||
+ | | 0 | ||
+ | | Command Index | ||
+ | |- | ||
+ | | 1 | ||
+ | | Command's Actor | ||
+ | |- | ||
+ | | 2 | ||
+ | | Unknown | ||
+ | |- | ||
+ | | 3 | ||
+ | | AI-related function parameter | ||
+ | |- | ||
+ | | 4 | ||
+ | | Target Mask | ||
+ | |- | ||
+ | | 6 | ||
+ | | Action Index | ||
+ | |} | ||
+ | |||
==AI Structure== | ==AI Structure== |
Revision as of 23:21, 17 September 2013
This page will be for Battle memory structures. May be pretty unstructured for a while.
Command Defaults
Each command type has default execution values that can, in some cases, be overridden.
Offset | Default |
---|---|
0h | Animation |
1h | Damage Calculation |
2h | Command Properties |
Queued Actions
When a command is selected either by a player character or an enemy the action gets queued in a FIFO structure while there are actions queued or one is being performed. Up to 64 actions can be queued. This does not contain Counter Attacks or Limit Breaks.
Offset | Value |
---|---|
0 | Command Index |
1 | Command's Actor |
2 | Unknown |
3 | AI-related function parameter |
4 | Target Mask |
6 | Action Index |
AI Structure
There is a single block of memory that holds AI information on the current running script. Each Actor "owns" this while their scripts are executing.
Offset | Function |
---|---|
0h | Actor Index |
4h | Script Position |
8h | Remaining Stack Space (initially 200h) |
0Ch | Current AI OpCode |
10h | OpCode Lower Nybble |
14h | OpCode Upper Nybble |
18h | First Group Type |
1Ch | Second Group Type |
20h | OpCode Lower Nybble (related to group 1?) |
24h | OpCode Lower Nybble (related to group 2?) |
28h | Mask of non-null values in Group 1 |
2Ah | Mask of non-null values in Group 2 |
2Ch - 50h | Group 1 of variables |
54h - 78h | Group 2 of variables |
7Ch - 27Ch | Stack of values |
Active Character Data
This is an array that each playable character maintains an instance of. (These addresses are off)
Offset | Value |
---|---|
000h | Character ID |
001h | Cover Chance |
002h | Strength |
003h | Vitality |
004h | Magic |
005h | Spirit |
006h | Speed |
007h | Luck |
008h | Phys Attack |
00Ah | Phys Def |
00Ch | Mag Attack |
00Eh | Mag Def |
010h | Current HP |
012h | Max HP |
014h | Current MP |
016h | Max MP |
018h | Timer |
01Ah | Counter Attack Action Index |
01Ch | Counter Attack Chance |
021h | Some sort of divisor |
022h | Character Flags (Underwater, Long Range, HP<->MP, etc) |
023h | Eight entries of three bytes... |
03Ch | Attacking Elements |
03Eh | Halved Elements |
040h | Nullified Elements |
042h | Absorbed Elements |
044h | Attacking Elements |
046h | Self Mask as a DWord |
04Ah | Immune Statuses |
04Eh | Enabled Command Menu (16 entries of 6 bytes) |
0ACh | Limit Actions for current Limit Level |
0B8h | Enabled Limit Data (three entries in Attack Data format) |
10Ch | Enabled Magics (54 entries of 8 bytes) |
0 | Magic Index |
1h | MP Cost |
2h | All Count |
3h | Quad Enabled? |
4h | Quad Count? |
5h | Target Data |
6h | Properties |
2CCh | Enabled Summons (format like above) |
32Ch | Enabled ESkills (format like above) |
40Ch | First 11 bytes of Weapon Data |
41Ch | Elements added to Attacking Elements above |
420h | Four sets of two DWords : (Stat to increase, Increase value) |
43Ch | Gil Bonus granted by this character |
43Dh | Encounter rate "" |
43Eh | Chocobo Chance "" |
43Fh | PreEmptive Chance "" |