A
Akari
Guest
I work on Item data from kernel recently.
Here is some info I found.
Every Item record is 28 bytes long.
First 8 byte are always 0xFF
Next two bytes looks like animation data (camera distance or something like that). Don't know for sure.
After that are 2 bytes Restriction mask
Code: [Select]
After that are 1 byte Target mask
Code: [Select]
After that are 1 byte Animation Id.
After that are Formula that will be used to calculate damage/restore.
Does anyone have this formula documented? It's pretty much shared between attacks magics and all other damade/restore dealing things. I found only very few of them =(
Next are 1 byte variable to that formula.
Next are restore type. It's not only restore HP/MP but shows stat window. If set to 0x03-0xFE - it shows blank window.
Code: [Select]
Next are 1 byte status inflict/restore chance
Code: [Select]
Next two bytes has something to do with special effects. It is set only to Stardust (0x0004), Smoke Bomb (0x05FF), Hero Drink (0x1582). Do not know anything about it =(
Next 4 bytes are status mask for restore/inflict status.
Code: [Select]
Next two bytes are elemental mask.
Code: [Select]
And last two bytes are mask for some special atributes.
Code: [Select]
Terence Fergusson seems can help here since his THE FF7 PARTY MECHANICS have a lot of data. Maybe someone else can help to fill blank parts in item description?
Here is some info I found.
Every Item record is 28 bytes long.
First 8 byte are always 0xFF
Next two bytes looks like animation data (camera distance or something like that). Don't know for sure.
After that are 2 bytes Restriction mask
Code: [Select]
Code:
0xFEFF Battle Appear0xFDFF Battle Use0xFBFF Item Use
Code: [Select]
Code:
0x00 Unselectable Self0x01 Selectable0x02 Enemy By Default0x04 Target All0x08 Can Select Target One/All (if selectable enabled)0x10 Only Party Target0x20 ???0x40 Hits Everyone0x80 Random Target
After that are Formula that will be used to calculate damage/restore.
Does anyone have this formula documented? It's pretty much shared between attacks magics and all other damade/restore dealing things. I found only very few of them =(
Next are 1 byte variable to that formula.
Next are restore type. It's not only restore HP/MP but shows stat window. If set to 0x03-0xFE - it shows blank window.
Code: [Select]
Code:
0x00 - HP Data0x01 - MP Data0x02 - Status Data0xFF - None
Code: [Select]
Code:
0x00 - 0x3F Chance Add Status0x40 - 0x7F Chance Remove Status0x92 Toggle On/Off0xFF None
Next 4 bytes are status mask for restore/inflict status.
Code: [Select]
Code:
0x00000001 Death0x00000002 Near-Death0x00000004 Sleep0x00000008 Poison0x00000010 Sadness0x00000020 Fury0x00000040 Confusion0x00000080 Silence0x00000100 Haste0x00000200 Slow0x00000400 Stop0x00000800 Frog0x00001000 Small0x00002000 Slow-numb0x00004000 Petrify0x00008000 Regen0x00010000 Barrier0x00020000 MBarrier0x00040000 Reflect0x00080000 Unused0x00100000 Shield0x00200000 D.Sentence0x00400000 Manipulate0x00800000 Berserk0x01000000 Peerless0x02000000 Paralyzed0x04000000 Darkness0x08000000 Dual0x10000000 DeathForce0x20000000 Resist0x40000000 Lucky Girl0x80000000 Imprisoned
Code: [Select]
Code:
0x0000 Non Elemental0x0001 Fire0x0002 Ice0x0004 Lightning0x0008 Earth0x0010 Poison0x0020 Gravity0x0040 Water0x0080 Wind0x0100 Holy0x0200 Restorative0x0400 Cut0x0800 Hit0x1000 Punch0x2000 Shoot0x4000 Shout
Code: [Select]
Code:
0x0001 Attack MP instead of HP0x0002 ?0x0004 ?0x0008 ?0x0010 Drain Damage Dealt0x0020 Drain HP/MP0x0040 Blade Beam0x0080 Ignore Status0x0100 Miss if Not in “Death†Status0x0200 Reflectable0x0400 Piercing (Unblockable)0x0800 Angel Whisper/Pulse of Life0x1000 ?0x2000 Critical Hits0x4000 ?0x8000 ?