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From Final Fantasy Inside

FF7/Battle/Attack Special Effects

1,945 bytes added, 23:26, 29 June 2011
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
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