Difference between revisions of "FF7/Weapon data"
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my_wiki>Akari (→KERNEL.BIN - Section 6: Weapon data format) |
m (→KERNEL.BIN - Section 6: Weapon data format: Added switch to usage restriction mask) |
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|style="background:rgb(255,255,255);" align="center" | 0x00 | |style="background:rgb(255,255,255);" align="center" | 0x00 | ||
|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" | [[FF7/Battle/Targeting Data|Target Flags]] |
|- | |- | ||
− | + | |style="background:rgb(255,255,255);" align="center" | 0x01 | |
− | + | |style="background:rgb(255,255,255);" | 1 byte | |
− | + | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Attack Effect Id List|Attack Effect Id]]. Always 0xFF. Isn't used for weapon in game. | |
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− | |style="background:rgb(255,255, | ||
− | |style="background:rgb(255,255, | ||
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x02 | |style="background:rgb(255,255,255);" align="center" | 0x02 | ||
|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" | [[FF7/Battle/Damage Calculation|Damage Calculation]] |
|- | |- | ||
− | + | |style="background:rgb(255,255,255);" align="center" | 0x03 | |
− | + | |style="background:rgb(255,255,255);" | 1 byte | |
− | + | |style="background:rgb(255,255,255);" colspan="2" | Not used. Always 0xFF. | |
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− | |style="background:rgb(255,255, | ||
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|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x04 | |style="background:rgb(255,255,255);" align="center" | 0x04 | ||
|style="background:rgb(255,255,255);" | 1 byte | |style="background:rgb(255,255,255);" | 1 byte | ||
− | |style="background:rgb(255,255,255);" colspan="2" | Weapon | + | |style="background:rgb(255,255,255);" colspan="2" | Weapon attack strength for damage formula. |
|- | |- | ||
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" align="center" | 0x05 |
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" | 1 byte |
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Status Effects|Status Attack]]. This is index of status bit. |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x06 | |style="background:rgb(255,255,255);" align="center" | 0x06 | ||
|style="background:rgb(255,255,255);" | 1 byte | |style="background:rgb(255,255,255);" | 1 byte | ||
− | |style="background:rgb(255,255,255);" colspan="2" | Materia growth rate | + | |style="background:rgb(255,255,255);" colspan="2" | Materia growth rate (0, 1, 2, 3 for None, Normal, Double, Triple. All other values are "Normal" Growth) |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x07 | |style="background:rgb(255,255,255);" align="center" | 0x07 | ||
|style="background:rgb(255,255,255);" | 1 byte | |style="background:rgb(255,255,255);" | 1 byte | ||
− | |style="background:rgb(255,255,255);" colspan="2" | Critical hit | + | |style="background:rgb(255,255,255);" colspan="2" | Critical hit chance (%) |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x08 | |style="background:rgb(255,255,255);" align="center" | 0x08 | ||
|style="background:rgb(255,255,255);" | 1 byte | |style="background:rgb(255,255,255);" | 1 byte | ||
− | |style="background:rgb(255,255,255);" colspan="2" | Weapon | + | |style="background:rgb(255,255,255);" colspan="2" | Weapon hit chance (%) |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x09 | |style="background:rgb(255,255,255);" align="center" | 0x09 | ||
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | 1 byte |
− | |style="background:rgb(255,255,255);" colspan="2" | Weapon | + | |style="background:rgb(255,255,255);" colspan="2" | Weapon model |
+ | |- | ||
+ | |style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="2" | | ||
+ | |style="background:rgb(255,255,255);" | Upper nybble | ||
+ | |style="background:rgb(255,255,255);" | Attack animation modifier (For Barret and Vincent only) | ||
+ | |- | ||
+ | |style="background:rgb(255,255,255);" | Lower nybble | ||
+ | |style="background:rgb(255,255,255);" | Weapon model index | ||
+ | |- | ||
+ | |style="background:rgb(255,255,204);" align="center" | 0x0A | ||
+ | |style="background:rgb(255,255,204);" | 1 byte | ||
+ | |style="background:rgb(255,255,204);" colspan="2" | Alignment. Always 0xFF. | ||
+ | |- | ||
+ | |style="background:rgb(255,255,255);" align="center" | 0x0B | ||
+ | |style="background:rgb(255,255,255);" | 1 byte | ||
+ | |style="background:rgb(255,255,255);" colspan="2" | Mask for access high sound id (0x100+). | ||
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x0C | |style="background:rgb(255,255,255);" align="center" | 0x0C | ||
|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]]. Used for both single and multiple targeted attacks with this weapon. Always 0xFFFF. |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x0E | |style="background:rgb(255,255,255);" align="center" | 0x0E | ||
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|style="background:rgb(255,255,255);" align="center" | 0x10 | |style="background:rgb(255,255,255);" align="center" | 0x10 | ||
|style="background:rgb(255,255,255);" | 2 bytes | |style="background:rgb(255,255,255);" | 2 bytes | ||
− | |style="background:rgb(255,255,255);" colspan="2" | Attack | + | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Elemental_Data|Attack Element]] |
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|- | |- | ||
|style="background:rgb(255,255,204);" align="center" | 0x12 | |style="background:rgb(255,255,204);" align="center" | 0x12 | ||
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|style="background:rgb(255,255,255);" align="center" | 0x18 | |style="background:rgb(255,255,255);" align="center" | 0x18 | ||
|style="background:rgb(255,255,255);" | 4 bytes | |style="background:rgb(255,255,255);" | 4 bytes | ||
− | |style="background:rgb(255,255,255);" colspan="2" | Stat Amount Increased (Based on | + | |style="background:rgb(255,255,255);" colspan="2" | Stat Amount Increased (Based on above) |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x1C | |style="background:rgb(255,255,255);" align="center" | 0x1C | ||
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|style="background:rgb(255,255,255);" colspan="2" | Materia Slots | |style="background:rgb(255,255,255);" colspan="2" | Materia Slots | ||
|- | |- | ||
− | |style="background:rgb(204,204,255)" align="center" colspan="2" rowspan=" | + | |style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="7" | |
|style="background:rgb(255,255,255);" | 0x00 | |style="background:rgb(255,255,255);" | 0x00 | ||
|style="background:rgb(255,255,255);" | No Slot | |style="background:rgb(255,255,255);" | No Slot | ||
+ | |- | ||
+ | |style="background:rgb(255,255,255);" | 0x01 | ||
+ | |style="background:rgb(255,255,255);" | Empty Unlinked Slot (no growth-equips) | ||
|- | |- | ||
|style="background:rgb(255,255,255);" | 0x02 | |style="background:rgb(255,255,255);" | 0x02 | ||
− | |style="background:rgb(255,255,255);" | Empty Left Linked Slot ( | + | |style="background:rgb(255,255,255);" | Empty Left Linked Slot (no growth-equips) |
|- | |- | ||
|style="background:rgb(255,255,255);" | 0x03 | |style="background:rgb(255,255,255);" | 0x03 | ||
− | |style="background:rgb(255,255,255);" | Empty Right Linked Slot ( | + | |style="background:rgb(255,255,255);" | Empty Right Linked Slot (no growth-equips) |
|- | |- | ||
|style="background:rgb(255,255,255);" | 0x05 | |style="background:rgb(255,255,255);" | 0x05 | ||
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|style="background:rgb(255,255,255);" | Right Linked Slot | |style="background:rgb(255,255,255);" | Right Linked Slot | ||
|- | |- | ||
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" align="center" | 0x24 |
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" | 1 bytes |
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Sound Effect Id List|Sound Effect Id]] for normal hit. |
+ | |- | ||
+ | |style="background:rgb(255,255,255);" align="center" | 0x25 | ||
+ | |style="background:rgb(255,255,255);" | 1 bytes | ||
+ | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Sound Effect Id List|Sound Effect Id]] for critical hit. | ||
+ | |- | ||
+ | |style="background:rgb(255,255,255);" align="center" | 0x26 | ||
+ | |style="background:rgb(255,255,255);" | 1 bytes | ||
+ | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Sound Effect Id List|Sound Effect Id]] for missed attack. | ||
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x27 | |style="background:rgb(255,255,255);" align="center" | 0x27 | ||
|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" | [[FF7/Battle/Impact Effect Id List|Impact Effect Id]] |
|- | |- | ||
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" align="center" | 0x28 |
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" | 2 bytes |
− | |style="background:rgb(255,255, | + | |style="background:rgb(255,255,255);" colspan="2" | [[FF7/Battle/Special Attack Flags|Special Attack Flags]]. Always 0xFFFF. |
|- | |- | ||
|style="background:rgb(255,255,255);" align="center" | 0x2A | |style="background:rgb(255,255,255);" align="center" | 0x2A | ||
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | 2 bytes |
− | |style="background:rgb(255,255,255);" colspan="2" | Restriction Mask | + | |style="background:rgb(255,255,255);" colspan="2" | Restriction Mask (If the following bits are 0) |
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− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(204,204,255);" colspan="2" rowspan="5" | |
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | 01h |
+ | |style="background:rgb(255,255,255);" | Can be sold | ||
|- | |- | ||
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | 02h |
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | Can be used in Battle |
|- | |- | ||
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | 04h |
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | Can be used in Menu Out of Battle |
|- | |- | ||
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | 08h |
− | |style="background:rgb(255,255,255);" | | + | |style="background:rgb(255,255,255);" | Can be thrown in Battle |
|- | |- | ||
− | |style="background:rgb(255,255,255 | + | |style="background:rgb(255,255,255);" colspan="2" | Other values have no effect |
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|} | |} |
Latest revision as of 02:42, 9 December 2020
KERNEL.BIN - Section 6: Weapon data format
This section contains the weapon data. Each weapon attribute is 44 bytes long.
Offset | Length | Description | |
---|---|---|---|
0x00 | 1 byte | Target Flags | |
0x01 | 1 byte | Attack Effect Id. Always 0xFF. Isn't used for weapon in game. | |
0x02 | 1 byte | Damage Calculation | |
0x03 | 1 byte | Not used. Always 0xFF. | |
0x04 | 1 byte | Weapon attack strength for damage formula. | |
0x05 | 1 byte | Status Attack. This is index of status bit. | |
0x06 | 1 byte | Materia growth rate (0, 1, 2, 3 for None, Normal, Double, Triple. All other values are "Normal" Growth) | |
0x07 | 1 byte | Critical hit chance (%) | |
0x08 | 1 byte | Weapon hit chance (%) | |
0x09 | 1 byte | Weapon model | |
Upper nybble | Attack animation modifier (For Barret and Vincent only) | ||
Lower nybble | Weapon model index | ||
0x0A | 1 byte | Alignment. Always 0xFF. | |
0x0B | 1 byte | Mask for access high sound id (0x100+). | |
0x0C | 2 bytes | Camera Movement Id. Used for both single and multiple targeted attacks with this weapon. Always 0xFFFF. | |
0x0E | 2 bytes | Equip Mask | |
0x0001 | Equipable on Cloud | ||
0x0002 | Equipable on Barret | ||
0x0004 | Equipable on Tifa | ||
0x0008 | Equipable on Aeris | ||
0x0010 | Equipable on Red XIII | ||
0x0020 | Equipable on Yuffie | ||
0x0040 | Equipable on Cait Sith | ||
0x0080 | Equipable on Vincent | ||
0x0100 | Equipable on Cid | ||
0x0200 | Equipable on Young Cloud | ||
0x0400 | Equipable on Sephiroth | ||
0x10 | 2 bytes | Attack Element | |
0x12 | 2 bytes | Unknown [Always 0xFFFF] | |
0x14 | 4 bytes | Increase Stat Type | |
0xFF | None | ||
0x00 | Strength | ||
0x01 | Vitality | ||
0x02 | Magic | ||
0x03 | Spirit | ||
0x04 | Dexterity | ||
0x05 | Luck | ||
0x18 | 4 bytes | Stat Amount Increased (Based on above) | |
0x1C | 8 bytes | Materia Slots | |
0x00 | No Slot | ||
0x01 | Empty Unlinked Slot (no growth-equips) | ||
0x02 | Empty Left Linked Slot (no growth-equips) | ||
0x03 | Empty Right Linked Slot (no growth-equips) | ||
0x05 | Unlinked Slot | ||
0x06 | Left Linked Slot | ||
0x07 | Right Linked Slot | ||
0x24 | 1 bytes | Sound Effect Id for normal hit. | |
0x25 | 1 bytes | Sound Effect Id for critical hit. | |
0x26 | 1 bytes | Sound Effect Id for missed attack. | |
0x27 | 1 byte | Impact Effect Id | |
0x28 | 2 bytes | Special Attack Flags. Always 0xFFFF. | |
0x2A | 2 bytes | Restriction Mask (If the following bits are 0) | |
01h | Can be sold | ||
02h | Can be used in Battle | ||
04h | Can be used in Menu Out of Battle | ||
08h | Can be thrown in Battle | ||
Other values have no effect |