Difference between revisions of "FF7/Attack data"

From Final Fantasy Inside
< FF7
Jump to navigation Jump to search
my_wiki>G
m (28 revisions imported)
 
(23 intermediate revisions by 4 users not shown)
Line 1: Line 1:
''(Note:This information has been provided by NFITC1)''
+
==  KERNEL.BIN - Section 2: Attack data format  ==
 
+
''(Note: Akari and NFITC1 have some minor differences with respect to information on this page. Most of this page comes from NFITC1's work on WallMarket)''
 
+
This section contains the data for the different attacks. Each record is 28 bytes long.
This section contains the data for Menu commands. There are 32 entries of 8 bytes in the following format:
+
{| class="wikitable"
 
+
|-
<TABLE border=1 CELLSPACING=1 Cellpadding=3  FRAME=VOID align="center" rules=all frame=box>
+
! Offset
<TR style="background:#CCCCCC" align="center">
+
! Length
<TD><b>Offset</b></TD>
+
! Description
<TD><b>Length</b></TD>
+
|-
<TD colspan=2><b>Function</b></TD>
+
| 0x00
</TR>
+
| 1 byte
<TR>
+
| Attack %
<TD align="center">0x00</TD>
+
|-
<TD>1 byte</TD>
+
| 0x01
<TD colspan=2>Initial Cursor Action (see below)</TD>
+
| 1 byte
</TR>
+
| [[FF7/Battle/Impact_Effect_Id_List|Impact Effect Id]]
<TR>
+
|-
<td style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="12"></TD>
+
| 0x02
<TD align="center">00h&nbsp;</TD>
+
| 1 byte
<TD>Perform command using target data</TD>
+
| Target Hurt Action Index
</TR>
+
|-
<TR>
+
| 0x03
<TD align="center">01h&nbsp;</TD>
+
| 1 byte
<TD>Magic Menu</TD>
+
| Unknown
</TR>
+
|-
<TR>
+
| 0x04
<TD align="center">02h&nbsp;</TD>
+
| 2 byte
<TD>Summon Menu</TD>
+
| Casting cost
</TR>
+
|-
<TR>
+
| 0x06
<TD align="center">03h&nbsp;</TD>
+
| 2 bytes
<TD>Item Menu</TD>
+
| [[FF7/Battle/Sound_Effect_Id_List|Impact Sound]]
</TR>
+
|-
<TR>
+
| 0x08
<TD align="center">04h&nbsp;</TD>
+
| 2 bytes
<TD>E.Skill Menu</TD>
+
| [[FF7/Battle/Camera_Movement_Id_List?redlink=1|Camera Movement Id]] for single target.
</TR>
+
|-
<TR>
+
| 0x0A
<TD align="center">05h&nbsp;</TD>
+
| 2 bytes
<TD>Throw Menu</TD>
+
| [[FF7/Battle/Camera_Movement_Id_List?redlink=1|Camera Movement Id]] for multiple targets.
</TR>
+
|-
<TR>
+
| 0x0C
<TD align="center">06h&nbsp;</TD>
+
| 1 byte
<TD>Limit Menu (Character Specific)</TD>
+
| [[FF7/Battle/Targeting_Data|Target Flags]]
</TR>
+
|-
<TR>
+
| 0x0D
<TD align="center">07h&nbsp;</TD>
+
| 1 byte
<TD>Cursor moves to battle field and obeys target data</TD>
+
| [[FF7/Battle/Attack_Effect_Id_List|Attack Effect Id]]
</TR>
+
|-
<TR>
+
| 0x0E
<TD align="center">08h&nbsp;</TD>
+
| 1 byte
<TD>W-Item</TD>
+
| [[FF7/Battle/Damage_Calculation|Damage Calculation]]
</TR>
+
|-
<TR>
+
| 0x0F
<TD align="center">09h&nbsp;</TD>
+
| 1 byte
<TD>W-Magic</TD>
+
| Strength of attack for damage calculation
</TR>
+
|-
<TR>
+
| 0x10
<TD align="center">0Ah&nbsp;</TD>
+
| 1 byte
<TD>W-Summon</TD>
+
| Condition sub-menu
</TR>
+
|-
<TR>
+
| style="background: rgb(204,204,255)" rowspan="4" colspan="1" align="center" |
<TD align="center">0Bh&nbsp;</TD>
+
| 00
<TD>Coin Menu</TD>
+
| Party HP
</TR>
+
|-
<TR>
+
| 01
<TD align="center">0x01</TD>
+
| Party MP
<TD>1 byte</TD>
+
|-
<TD colspan=2>Force Targeting (see below)</TD>
+
| 02
</TR>
+
| Party Status
<TR>
+
|-
<td style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="8"></TD>
+
| Other
<TD>01h&nbsp;</TD>
+
| None
<TD>Enable Selection</TD>
+
|-
</TR>
+
| 0x11
<TR>
+
| 1 byte
<TD>02h&nbsp;</TD>
+
| Status Effect Change
<TD>Cursor Starts on Enemies</TD>
+
|-
</TR><TR>
+
| style="background: rgb(204,204,255)" rowspan="3" colspan="1" align="center" |
<TD>04h&nbsp;</TD>
+
| 3Fh
<TD>Multiple targets as default</TD>
+
| Chance to Inflict/Heal status (out of 63)
</TR><TR>
+
|-
<TD>08h&nbsp;</TD>
+
| 40h
<TD>Toggle Multiple/single target(s)</TD>
+
| Cure if inflicted
</TR>
+
|-
<TR>
+
| 80h
<TD>10h&nbsp;</TD>
+
| Cure if inflicted, Inflict if not
<TD>One Row only</TD>
+
|-
</TR>
+
| 0x12
<TR>
+
| 1 byte
<TD>20h&nbsp;</TD>
+
| [[FF7/Battle/Attack_Special_Effects|Attack Additional Effects]]
<TD>Long range targets take normal damage to physical "elements"</TD>
+
|-
</TR><TR>
+
| 0x13
<TD>40h&nbsp;</TD>
+
| 1 byte
<TD>Both Sides</TD>
+
| Additional Effects Modifier
</TR><TR>
+
|-
<TD>80h&nbsp;</TD>
+
| 0x14
<TD>Random Target</TD>
+
| 4 bytes
</TR>
+
| [[FF7/Battle/Status_Effects|Status]]
<TR style="background:rgb(255,255,204);" >
+
|-
<TD align="center">0x02</TD>
+
| 0x18
<TD>2 bytes</TD>
+
| 2 bytes
<TD colspan=2>Unknown (Always FFh)</TD>
+
| [[FF7/Battle/Elemental_Data|Element]]
</TR><TR>
+
|-
<TD align="center">0x04</TD>
+
| 0x1A
<TD>2 bytes</TD>
+
| 2 bytes
<TD colspan=2>Single Target Camera Movement index</TD>
+
| [[FF7/Battle/Special_Attack_Flags|Special Attack Flags]]
</TR><TR>
+
|}
<TD align="center">0x06</TD>
 
<TD>2 bytes</TD>
 
<TD colspan=2>Multiple Targets Camera Movement index</TD>
 
</TR>
 
</TABLE>
 
 
 
<br />
 
''Notes'': A menu (except the Coin menu?) will return only the index of the selection on that menu to the battle engine. Then battle engine then performs the action based on that index, not the object selected.
 
(ie. if magic is edited to display the Summon menu and Titan (04h) is selected to be summoned, the character will perform Poisona (04h) instead because the battle engine knows that it was the magic command that gave that index.)
 

Latest revision as of 05:10, 23 May 2019

KERNEL.BIN - Section 2: Attack data format

(Note: Akari and NFITC1 have some minor differences with respect to information on this page. Most of this page comes from NFITC1's work on WallMarket) This section contains the data for the different attacks. Each record is 28 bytes long.

Offset Length Description
0x00 1 byte Attack %
0x01 1 byte Impact Effect Id
0x02 1 byte Target Hurt Action Index
0x03 1 byte Unknown
0x04 2 byte Casting cost
0x06 2 bytes Impact Sound
0x08 2 bytes Camera Movement Id for single target.
0x0A 2 bytes Camera Movement Id for multiple targets.
0x0C 1 byte Target Flags
0x0D 1 byte Attack Effect Id
0x0E 1 byte Damage Calculation
0x0F 1 byte Strength of attack for damage calculation
0x10 1 byte Condition sub-menu
00 Party HP
01 Party MP
02 Party Status
Other None
0x11 1 byte Status Effect Change
3Fh Chance to Inflict/Heal status (out of 63)
40h Cure if inflicted
80h Cure if inflicted, Inflict if not
0x12 1 byte Attack Additional Effects
0x13 1 byte Additional Effects Modifier
0x14 4 bytes Status
0x18 2 bytes Element
0x1A 2 bytes Special Attack Flags