Difference between revisions of "FF7/DamageFormula"
my_wiki>NFITC1 m (→Variance( Damage ):) |
my_wiki>NFITC1 m (→X1:: Bad human can't math. :() |
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z = z * ( 512 - target's defense ) * Attack's Power | z = z * ( 512 - target's defense ) * Attack's Power | ||
Damage = z >> 13 | Damage = z >> 13 | ||
− | //This is a bit-shift left by 13 which is mathematically equivalent to dividing by | + | //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 | If Critical Damage Flag is set |
Revision as of 20:00, 29 February 2016
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
todo It's long so I'll tackle it when I have a lot of time on my hands
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.