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FF7/WorldMap Module/Encounters

232 bytes added, 14:41, 13 August 2025
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Random encounter table
World map random encounter data is stored in the "enc_w.bin" file in the world_xx.lgp archive (on the PC version). Battles are selected based on the [[FF7/WorldMap_Module#Regions|region]] and [[FF7/WorldMap_Module#Walkmap|walkmap type]] of the [[FF7/WorldMap_Module#Triangle|current triangle]].
'''NOTE: The enc_w.bin file contains only data for first 16 regions. Any region later than that will receive encounters from region 16.'''
Additionally Hill Side type battle will use the table for Grass type, and Gold Saucer Desert type will use the table for Desert type.
! Region !! Type 1 !! Type 2 !! Type 3 !! Type 4
|-
| Midgar Area || Grass || Dirt Wasteland || <unused> || Beach
|-
| Grasslands Area || Grass || <unused> || <unused> || Beach
|-
| Junon Area || Grass || Dirt Wasteland || Forest || Beach
|-
| Corel Area || Grass || Mountain Pass || <unused> || Beach
|-
| Gold Saucer Area || Grass || Dirt Wasteland || Desert || Beach
|-
| Gongaga Area || Grass || <unused> || Jungle || Beach
|-
| Cosmo Area || Grass || Dirt Wasteland || Canyon || Beach
|-
| Nibel Area || Grass || <unused> || Forest || Beach
| Rocket Launch Pad Area || Grass || <unused> || Forest || Beach
|-
| Wutai Area || Grass || Dirt Wasteland || Wutai Bridge || Beach
|-
| Woodlands Area || Grass || Dirt Wasteland || Jungle || Beach
|-
| Icicle Area || Grass || Snow || Snowfield (DirtWasteland) || Beach
|-
| Mideel Area || Grass || Dirt Wasteland || Jungle || Beach
|-
| North Corel Area || Grass || <unused> || Desert || Riverside
| Goblin Island* || Grass || <unused> || Forest || <unused>
|}
 
''Note: The types marked as <unused> are stored as 00 (Grass) in the table, the reason they're unused is because Grass is always Type 1 and so if the player is on Grass the other types will not be considered''
After deciding whether a random battle should occur the game first performs the Mystery Ninja check. For each of 16 regions it consults a lookup table ('''0x96dee0''' on PC) for a chance (out of 256) if a Yuffie fight should start.
| 50% (128/256)
|-
| Goblin AreaIsland*
| 50% (128/256)
|}
|}
Each encounter record is 2 bytes long, with the first byte 6 bits being the encounter ID rate and the second byte remaining 10 bits being the encounter rate (only the first six bits are used)ID.
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