Changes
From Final Fantasy Inside
Finally found where these are handled
Attacks and Items can have additional Special Effects that take place after Damage Calculation is performed. Several of them take a Modifier that further defines what action to take. If the Effect doesn't take a modifier, the modifier is NULL (FFh).
Here are the known valid values (between 0 - 23h) with examples of some attacks that have these values. If there are others, they are not used in any of the attacksanother value is provided it will be ignored.
{| border="0" cellpadding="3" cellspacing="1" style="background: rgb(0,0,0)" align="center"
|style="background:rgb(255,255,255)" | Damage based on Attacker's level/Target's level
|style="background:rgb(255,255,255)" | Goblin Punch
|-
|style="background:rgb(255,255,255)" align="center" | 0A
|style="background:rgb(255,255,255)" | Mimics Damage Calculation A0
|style="background:rgb(255,255,255)" | NOT USED
|-
|style="background:rgb(255,255,255)" align="center" | 0B
|style="background:rgb(255,255,255)" | If Actor at or below 1/4 HP, Damage Multiplier +1<br>If Actor inflicted with Death Sentence, Damage Multiplier +2 [can stack]
|style="background:rgb(255,255,255)" | NOT USED
|-
|style="background:rgb(255,255,255)" align="center" | 0C
|style="background:rgb(255,255,255)" | Mimics Damage Calculation A2
|style="background:rgb(255,255,255)" | NOT USED
|-
|style="background:rgb(255,255,204)" align="center" | 0D
|style="background:rgb(255,255,204)" | AIData+0x48 = average enemy level (unknown effect)
|style="background:rgb(255,255,204)" | NOT USED
|-
|style="background:rgb(255,255,255)" align="center" | 0E
|style="background:rgb(255,255,255)" | Returns Target from Escaped status
|style="background:rgb(255,255,255)" | Carry Armor's Arms' <unnamed>
|-
|style="background:rgb(255,255,204)" align="center" | 1E
|style="background:rgb(255,255,204)" | AIData[0x48] = AIData[0xC4] * 3 * ((*DWORD)0x9A8B4C[CurrentActor]) / MHP (unknown effect)
|style="background:rgb(255,255,204)" | NOT USED
|-
|style="background:rgb(255,255,204)" align="center" | 1F
|style="background:rgb(255,255,204)" | AIData[0x48] = AIData[0xC4] * 3 * ((*DWORD)0x9A8B4E[CurrentActor]) / MMP (unknown effect)
|style="background:rgb(255,255,204)" | NOT USED
|-
|style="background:rgb(255,255,204)" align="center" | 20
|style="background:rgb(255,255,204)" | Similar to above, but using Equipped Materia's Level AP / 10000 (unknown effect)
|style="background:rgb(255,255,204)" | NOT USED
|-
|style="background:rgb(255,255,204)" align="center" | 21
|style="background:rgb(255,255,204)" | Similar to above using different factors (unknown effect)
|style="background:rgb(255,255,204)" | NOT USED
|-
|style="background:rgb(255,255,204)" align="center" | 22
|style="background:rgb(255,255,204)" | Similar to above using different factors (unknown effect)
|style="background:rgb(255,255,204)" | NOT USED
|-
|style="background:rgb(255,255,255)" align="center" | 23