Difference between revisions of "FF7/DamageFormula"
my_wiki>Akari (→Damage Formula's description) |
m (→0: Physical Accuracy Check: There is an enemy check on the Dex bonus that I didn't notice before. Physical Chance is unaffected.) |
||
(30 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | == | + | ==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> | ||
− | + | ===X1:=== | |
+ | ''0x5DE5DF'' | ||
+ | <pre>If Attack Property "Always Critical" is Set | ||
+ | Set Critical Damage Flag | ||
+ | End If | ||
− | + | x = ( Actor's Level * Actor's (M)Attack ) / 32 | |
+ | y = ( Actor's Level + Actor's (M)Attack ) / 32 | ||
+ | z = Actor's (M)Attack + ( x * y ) | ||
+ | z = z * ( 512 - target's defense ) * Attack's Power | ||
+ | Damage = 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 * 2 | ||
+ | End If | ||
− | Damage | + | 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 | ||
− | + | If Attack is Short Range OR Command is Enemy Attack | |
+ | If Actor is in Back Row | ||
+ | Long_Range = 1 | ||
+ | End If | ||
+ | Else | ||
+ | Long_Range = 0 | ||
+ | End If | ||
+ | If Long_Range != 0 | ||
+ | Damage = Damage / 2 | ||
+ | End If | ||
+ | If Target is Defending | ||
+ | Damage = Damage / 2 | ||
+ | End 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 / 4 | ||
+ | End If | ||
− | + | Damage = Sadness( Damage ) | |
+ | Damage = Split( Damage, 0 ) | ||
+ | Damage = Barrier( Damage ) | ||
+ | |||
+ | If Actor's Statuses include Mini | ||
+ | Damage = 0 | ||
+ | End If | ||
+ | Damage = Variance( Damage )</pre> | ||
− | + | ===X2:=== | |
+ | ''0x5DE9B8'' | ||
+ | <pre> | ||
+ | multiNoSplit = ( ( ( Attack's Target Flags AND Ch ) - 4 ) == 0 ? 1 : 0 ) | ||
+ | Base = (Actor's Attack + Actor's Level) * 6 | ||
+ | Damage = (512 - Target's Defense) * Base * Attack's Power / 8192 | ||
+ | Damage = Sadness( Damage ) | ||
+ | Damage = SplitDamage( Damage, 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 = 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 | ||
− | + | Damage = Damage * Attack's Power / 32 | |
− | + | If ActionData[AC] != 0 (?) | |
+ | Damage = Damage / 2 | ||
+ | End 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> | ||
− | Damage | + | ===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> | ||
+ | ===X9:=== | ||
+ | ''0x5DEC8A'' | ||
+ | <pre> | ||
+ | Actor's Attack = Actor's Strength * 2 | ||
+ | Use 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 If | ||
+ | Return Damage</pre> | ||
− | + | ===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 If | ||
+ | End If | ||
− | + | If ActionData[0xAC] == 0 | |
+ | Damage = Damage / 2 | ||
+ | Else | ||
+ | If multiNoSplit == 0 | ||
+ | Damage = Damage * 3 / 2 | ||
+ | End If | ||
+ | End If | ||
+ | Return Damage | ||
+ | </pre> | ||
− | Damage | + | ===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 | ||
+ | If attack is Magic and EnabledMagic[7] == 0 (?) | ||
+ | Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 ) | ||
+ | End If | ||
+ | Return 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 == 1 | ||
+ | End If | ||
+ | Return 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 = 2 | ||
+ | Elseif Dice_Count > 6 | ||
+ | Dice_Count = 6 | ||
+ | End If | ||
− | ( | + | total_dice_roll = 0 |
+ | For ( 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++ ) | ||
+ | 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 * 1111 | ||
+ | End 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 = 255 | ||
+ | End If | ||
− | + | If 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 | ||
+ | |||
+ | If HitChance = 0 then HitChance = 1 | ||
+ | |||
+ | Luck Chance = [0..99] | ||
+ | If (Actor's Luck / 4) > Luck Chance Then | ||
+ | HitChance = 255 ;Lucky Hit | ||
+ | Else | ||
+ | If Actor is Player Character targetting an enemy Then | ||
+ | If (Target's Luck / 4) > Luck Chance | ||
+ | HitChance = 0 ;Lucky Dodge | ||
+ | End If | ||
+ | End If | ||
+ | End If | ||
+ | |||
+ | Miss Chance = (([0..65535] * 99) / 65535) + 1 ;essentially [1..100] | ||
+ | if HitChance < Miss Chance then | ||
+ | Set Miss flag | ||
+ | End 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 Accuracy | ||
+ | tar_save = level / 2; //rounded down | ||
+ | acc_bonus = actor's level - tar_save | ||
+ | rand_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 if | ||
+ | end 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. | ||
+ | |||
+ | ===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 if | ||
+ | end if | ||
+ | </pre> | ||
+ | So if the accuracy IS 0, then it will always hit. This is to prevent a divide by zero error. |
Latest revision as of 16:16, 20 May 2021
Contents
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:
Upper Nybble | Functions |
---|---|
0 | None (always hits) |
1 | Physical Accuracy, Critical Check |
2 | Magical Accuracy |
3 | Dummy [3] (always hits) |
4 | Dummy [4] (always hits) |
5 | Dummy [5] (always hits) |
6 | Physical Accuracy, Critical Check |
7 | Magical Accuracy |
8 | Level-based Accuracy |
9 | Manipulate |
A | Physical Accuracy, Critical Check |
B | 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
Sets Target's 02h flag to 1. (Unknown effect)
X1:
0x5DE5DF
If Attack Property "Always Critical" is Set Set Critical Damage Flag End If x = ( Actor's Level * Actor's (M)Attack ) / 32 y = ( Actor's Level + Actor's (M)Attack ) / 32 z = Actor's (M)Attack + ( x * y ) z = z * ( 512 - target's defense ) * Attack's Power Damage = 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 * 2 End 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 If Attack is Short Range OR Command is Enemy Attack If Actor is in Back Row Long_Range = 1 End If Else Long_Range = 0 End If If Long_Range != 0 Damage = Damage / 2 End If If Target is Defending Damage = Damage / 2 End 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 / 4 End If Damage = Sadness( Damage ) Damage = Split( Damage, 0 ) Damage = Barrier( Damage ) If Actor's Statuses include Mini Damage = 0 End If Damage = Variance( Damage )
X2:
0x5DE9B8
multiNoSplit = ( ( ( Attack's Target Flags AND Ch ) - 4 ) == 0 ? 1 : 0 ) Base = (Actor's Attack + Actor's Level) * 6 Damage = (512 - Target's Defense) * Base * Attack's Power / 8192 Damage = Sadness( Damage ) Damage = SplitDamage( Damage, multiNoSplit ) Damage = Barrier( Damage ) Damage = Variance( Damage )
X3:
0x5DEA6D
If Attack Properties Damage MP is clear Damage = Target's HP Else Damage = Target's MP End If Damage = Damage * Attack's Power / 32 If ActionData[AC] != 0 (?) Damage = Damage / 2 End If
X4:
0x5DEAF7
If Attack Properties Damage MP is clear Damage = Target's MHP Else Damage = Target's MMP End If Damage = Damage * Attack's Power / 32 If ActionData[AC] != 0 (?) Damage = Damage / 2 End If
X5:
0x5DEB81
Damage = (Actor's (M)Attack + Actor's Level) * 6 + (Attack's Power * 22) Damage = SplitDamage( Damage ) Damage = Barrier( Damage ) Damage = Variance( Damage )
X6:
0x5DEBE5
Damage = Attack's Power * 20
X7:
0x5DEC0A
Damage = ( ( 512 - Target's Def ) * Attack's Power / 32 ) Damage = Variance( Damage )
X8:
0x5DEC52
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
X9:
0x5DEC8A
Actor's Attack = Actor's Strength * 2 Use Damage X1 with adjusted stat
XA:
0x5DECAA
Damage = ( Attack's Power + Number of Targets - 1 ) / Number of Targets
Additional Checks
Sadness( Damage )
0x5DE958
If Target's Status includes Sadness Damage = Damage - (Damage * 3 / 10) End If Return Damage
SplitDamage( Damage, multiNoSplit )
0x5DE8F4
If multiNoSplit == 0 If No. of Attack's Targets >= 2 Set Attack's split damage Target Flag Else Set multiNoSplit == 1 End If End If If ActionData[0xAC] == 0 Damage = Damage / 2 Else If multiNoSplit == 0 Damage = Damage * 3 / 2 End If End If Return Damage
Barrier( Damage )
0x5DE82C
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 If attack is Magic and EnabledMagic[7] == 0 (?) Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 ) End If Return Damage
Variance( Damage ):
0x5DE988
Damage = Damage ([0..255] + 3841) >> 12 //from RNGLUT in KERNEL.BIN //Again, we have another chance for overflow. If Damage == 0 Damage == 1 End If Return Damage
Secondary Damage Formulae
X0:
0x5DECFB
Damage = Attacker's HP
X1:
5DED1E
Damage = Attacker's MHP - Attacker's HP
X8:
0x5DED73
Dice_Count = Attacker's Level / 10 If Dice_Count < 2 then Dice_Count = 2 Elseif Dice_Count > 6 Dice_Count = 6 End If total_dice_roll = 0 For ( 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++ ) 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
X9
0x5DEEEF
Damage = Number of Successful Escapes
XA
0x5DEF1D
Damage = Target's HP - 1
XB
0x5DEF44
Damage = (Game Time Hours * 100) + (Game Time Minutes)
XC
0x5DEF88
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
XD
0x5DEFDD
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 * 1111 End If
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
;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 = 255 End If If 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 If HitChance = 0 then HitChance = 1 Luck Chance = [0..99] If (Actor's Luck / 4) > Luck Chance Then HitChance = 255 ;Lucky Hit Else If Actor is Player Character targetting an enemy Then If (Target's Luck / 4) > Luck Chance HitChance = 0 ;Lucky Dodge End If End If End If Miss Chance = (([0..65535] * 99) / 65535) + 1 ;essentially [1..100] if HitChance < Miss Chance then Set Miss flag End If
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)
If HitChance < 255 then If Actor is in Fury Status HitChance = HitChance - ((HitChance * 3) / 10) End If End If return HitChance
1: Magical Accuracy Check
0x5DDE5E
acc = Action's Accuracy tar_save = level / 2; //rounded down acc_bonus = actor's level - tar_save rand_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 if end if
2: Critical Hit Check
0x5DDF8E
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
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
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
This doesn't actually place the target in the manipulate status. That happens elsewhere.
7: Level-based Accuracy
0x5DE08A
If Action's Accuracy > 0 then If the remainder of ( Target's level / Action accuracy ) is non-zero then Set attack missed end if end if
So if the accuracy IS 0, then it will always hit. This is to prevent a divide by zero error.