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From Final Fantasy Inside

FF7/Battle/Battle Scenes/Battle AI Addresses

184 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
| colspan=2 | Set of flags relating to situation.
|-
| style="background:rgb(204,204,255)" rowspan = 14 15 || 1h0x4020
|
|-
| 2h0x4021
| Ally of current actor
|-
| 4h0x4022
|
|-
| 8h0x4023
|
|-
| 10h0x4024
|
|-
| 20h0x4025
| Defending
|-
| 40h0x4026
| Back row
|-
| 80h0x4027
| Attack connects
|-
| 100h0x4028
| Immune to physical damage
|-
| 200h0x4029
| Immune to magical damage
|-
| 400h0x402A
|
|-
| 800h0x402B
| Was covered / Defers damage
|-
| 1000h0x402C
| Immune to Death
|-
| 2000h0x402D
| Actor is dead
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| 4000h0x402E
| Actor is invisible
|-
<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>