here's the structure for the monster info section (section 7 of the .dat files) - well... what I managed to decypher before my hd packed in anyway =\:
typedef unsigned __int16 USHORT;
typedef unsigned __int32 ULONG;
typedef unsigned char BYTE;
struct Item {
BYTE id;
BYTE amount;
};
struct UnkStat {
BYTE stats[64];
};
struct MonsterInfo {
char name[24]; //FF8 encoded - length might be less than this
BYTE unk0[28];
UnkStat Stats[3];
BYTE Unk1[4];
BYTE Card[3]; //1st Byte = Card Drop, 2nd Byte = Carded into, 3rd Byte = Rarely Carded into, 0xFF = no drop/can't card
BYTE Devour[3]; //Low, Med and High lvl Devour effect id's, 0xFF = can't devour
BYTE unk2[6];
USHORT LowLvlDraw[4];
USHORT MedLvlDraw[4];
USHORT HighLvlDraw[4];
Item LowLvlMug[2];
Item LowLvlRMug[2];
Item MedLvlMug[2];
Item MedLvlRMug[2];
Item HighLvlMug[2];
Item HighLvlRMug[2];
Item LowLvlDrop[2];
Item LowLvlRDrop[2];
Item MedLvlDrop[2];
Item MedLvlRDrop[2];
Item HighLvlDrop[2];
Item HighLvlRDrop[2];
BYTE unk3[20];
BYTE ElemRes[8]; //These are how resistant the monster is to each element 0 = very weak
//0 - Fire
//1 - Ice
//2 - Thunder
//3 - Earth
//4 - Poison
//5 - Wind
//6 - Water
//7 - Holy
BYTE StatusRes[20]; //Status resistances 0xFF = immune
//0 - Death
//1 - Poison
//2 - Petrify
//3 - Darkness
//4 - Silence
//5 - Beserk
//6 - Zombie
//7 - Sleep
//8 - Haste
//9 - Slow
//10 - Stop
//11 - Regen
//12 - Reflect
//13 - Doom (red timer) - command/doomtrain
//14 - Slow Petrify? (white timer) - cast using doomtrain
//15 - Float
//16 - Confuse
//17 - Drain
//18 -
//19 -
};
I'll get around to finding out more information when I manage to sort my pc out.
Does anyone know the difference between the white timer and the red timer? (note: the red one can't be cured with esuna and the white one can)
I can't think of anything that the last 2 status effects could be, I've tried LV-up/LV-down, protect, shell, double/triple, hero, aura, vit 0 and diablos' atk - basically I'm looking for an atk that sometimes misses on enemies.