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FF7/Battle/Battle Scenes/Battle AI Addresses

1,057 bytes added, 05:10, 23 May 2019
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| style="background:rgb(204,204,255)" rowspan="6"|
| 02 0x2111
| End battle; Marked as Escaped
|-
| 040x2112| End battle; Pose for Victory (if 40 0x2116 is unset)
|-
| 08 0x2113
| End battle; No Reward
|-
| 100x2114| End battle (unsets 8 0x2113 unless escaped, unsets 2 0x2111 in that case)
|-
| 20 0x2115| (unsets 40x2112)
|-
| 40 0x2116 | No Victory Pose (unsets 200x2115)
|-
| 0x2120
|-
| style="background:rgb(204,204,255)" rowspan="6"|
| 01 0x2160
|
|-
| 02 0x2161
| Don't apply poison/regen?
|-
| 04 0x2162
| Other battles in sequence
|-
| 080x2163
| Empty all players' Limit Bars (and other things)
|-
| 10 0x2164
| Players can learn limits (never unset?)
|-
| 20 0x2165
| No reward screen?
|-
|-
| 0x2180
|style="background:rgb(255,255,204)" colspan="2" | Unknown (divisor of some sortrelated to limits)
|-
| 0x21A0
|style="background:rgb(255,255,204)" colspan="2" | Does something when displaying names during During Emerald Weapon battle if name label is FFFF , keeps track of how many eyes are active. (not sure whatPossible use in other battles, too).
|-
| 0x21C0
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Address
! style="background:rgb(204,204,204)" colspan=2 | Value
|-
| 0x4000
| colspan=2 | Bitmask of current [[FF7/Battle/Status_Effects|Statuses]]
|-
| 0x4020
| colspan=2 | Set of flags relating to situation .|-| style="background:rgb(defending204, backrow204, etc.255)." rowspan = 15 || 0x4020| |-| 0x4021| Ally of current actor|-| 0x4022| |-| 0x4023| |-| 0x4024| |-| 0x4025| Defending|-| 0x4026| Back row|-| 0x4027| Attack connects|-| 0x4028| Immune to physical damage|-| 0x4029| Immune to magical damage|-| 0x402A| |-| 0x402B| Was covered / Defers damage|-| 0x402C| Immune to Death|-| 0x402D| Actor is dead|-| 0x402E| Actor is invisible
|-
| 0x4040
| colspan=2 | Actor Index
|-
| 0x4048
| colspan=2 | Level
|-
| 0x4058
| colspan=2 | Greatest Elemental Damage modifier (No damage, half, normal, etc.)
|-
| 0x4060
| colspan=2 | Character ID (+10h) for playable Characters, Instance for enemies
|-
| 0x4068
| colspan=2 | Physical Attack Power
|-
| 0x4070
| colspan=2 | Magic Attack Power
|-
| 0x4078
| colspan=2 | Physical Evade
|-
| 0x4080
| colspan=2 | Idle Animation ID
|-
| 0x4088
| colspan=2 | Damaged Animation ID
|-
| 0x4090
| colspan=2 | Back Damage Multiplier
|-
| 0x4098
| colspan=2 | Model Size (default is 16)
|-
| 0x40A0
| colspan=2 | Dexterity
|-
| 0x40A8
| colspan=2 | Luck
|-
| 0x40B0
|style="background:rgb(255,255,204)" colspan=2 | Related to Idle Animations
|-
| 0x40B8
| colspan=2 | Character that was just covered. (Character index +10h)
|-
| 0x40C0
| colspan=2 | Target(s) of last action performed by actor
|-
| 0x40D0
| colspan=2 | Previous Attacker
|-
| 0x40E0
| colspan=2 | Previous Physical Attacker
|-
| 0x40F0
| colspan=2 | Previous Magical Attacker
|-
| 0x4100
| colspan=2 | Physical Defense Rating
|-
| 0x4110
| colspan=2 | Magical Defense Rating
|-
| 0x4120
| colspan=2 | Index of actor
|-
| 0x4130
| colspan=2 | Absorbed Elements
|-
| 0x4140
| colspan=2 | Current MP
|-
| 0x4150
| colspan=2 | Max MP
|-
| 0x4160
| colspan=2 | Current HP
|-
| 0x4180
| colspan=2 | Max HP
|-
| 0x41A0
|style="background:rgb(255,255,204)" colspan=2 | Unknown (Used by Schizo's heads to tell the other head that it is dead. Maybe elsewhere?)
|-
| 0x4220
| colspan=2 | Initial Statuses
|-
| 0x4268
| colspan=2 | Magic Evade
|-
| 0x4270
| colspan=2 | Row
|-
| 0x4278
|style="background:rgb(255,255,204)" colspan=2 | Unknown (something to do with the camera?)
|-
| 0x4280
| colspan=2 | Gil stolen (Enemies only)
|-
| 0x4290
| colspan=2 | Item stolen (Enemies only)
|-
| 0x42A0
|style="background:rgb(255,255,204)" colspan=2 | Nullified Elements?
|-
| 0x42B0
| colspan=2 | AP actor is worth
|-
| 0x42C0
| colspan=2 | Gil actor is worth
|-
| 0x42E0
| colspan=2 | EXP actor is worth
|}
<br/>
<p>NOTES:<br/>
1 - Address values are only checked by the minimum value and stored accordingly. The structure in memory stores the Global Variables first, the Actor Variables second, and the Random Access Variables last. Technically, a value of 0xFFFF could be used as an address, but that would result in a memory leak producing erratic results.<br/>
2 - Actors 0-2 are player controlled characters, Actors 4-9 are enemies. Actor 3 is a omnipresent battle actor that holds formation AI, if it existsand is the placeholder for any summon models. It does nothing on its own and is only used in a few boss battles.<br/>
3 - This will access the Random Access Variables starting at 0x0000. This is stupid as it requires more work to get to them. Don't do it this way!<br/>
</p>