3001
Troubleshooting / Re: [WIP] "Wall Market" Kernel.bin editor
« on: 2008-09-26 16:48:13 »
Great! Now added. Only four are left: I think I know these now:
0x00 Nothing; occurs in one attack that's a filler
0x25 Only Cure 1, 2, and 3; Probably just Magic-based curative
0x50 Apply status temporarily. I still don't see a counter though.
0xB1 Slot based hit. Only shows up in Tifa's Limit Breaks. "Hit" "Yeah!" or "Miss". Need to test this
Also noticed: Inflict Status MAY be dependent on the percentage chance it has to succeed. Choco/Mog has an Inflict Status of 10, which is related to its chance of causing Stop.
I now believe this to be half the percentage chance of inflicting. I'm still not sure how it relates to percentage.
One more thing: About 0x0002 of Attack Properties. Could this be "Force Animation"? You can change the Battle Camera motion up and down in the config and not all camera motion stops. All the summons always take control of the camera. This will require a little testing as well.
Possibly Major find:
What's labeled as "Attack attribute" in Reply #1 and "Damage Type" in Wall Market I now believe to be a bit mask of targeting restraints:
]
Come to think of it, the Item Target acts very similarly. I believe I may have found a match.
I believe now that these are the effects. When I changed Ice2 to hit twice (see below) and set its target to 0x87 it selected all enemies and hit two of them randomly each time. This doesn't seem to work for the summons. I can make a summon hit all members on both sides, but I can't make them hit only one target.
I've also been looking at the Additional Effects. Here's the list of attacks that have additional effects in the kernel:
So WHAT does Comet2, KotR, and Splattercombo have in common?! I have no idea. And what else does toy box do? I think it sometimes hits all enemies or just one, but I try to avoid Cait Sith so I'm not really sure. 
After some testing I think I figured out what is happening with Additional Effect 0x00. In Reply #1 made by LKM, he states the following information for attack values:
0x00 Nothing; occurs in one attack that's a filler
0x25 Only Cure 1, 2, and 3; Probably just Magic-based curative
0x50 Apply status temporarily. I still don't see a counter though.
0xB1 Slot based hit. Only shows up in Tifa's Limit Breaks. "Hit" "Yeah!" or "Miss". Need to test this
Also noticed: Inflict Status MAY be dependent on the percentage chance it has to succeed. Choco/Mog has an Inflict Status of 10, which is related to its chance of causing Stop.
I now believe this to be half the percentage chance of inflicting. I'm still not sure how it relates to percentage.
One more thing: About 0x0002 of Attack Properties. Could this be "Force Animation"? You can change the Battle Camera motion up and down in the config and not all camera motion stops. All the summons always take control of the camera. This will require a little testing as well.
Possibly Major find:
What's labeled as "Attack attribute" in Reply #1 and "Damage Type" in Wall Market I now believe to be a bit mask of targeting restraints:
Code: [Select]
0x01 - Enable target selection (Escape's target is 0x00 and target cannot be selected)
0x02 - Start target on Enemies
0x04 - Begin target as multiple
0x08 - Can toggle between single/multiple
0x10 - One side (Party or enemy) only
0x20 - unused
0x40 - All Active battle participants
0x80 - Random target.
* - 0x08 is never on without 0x04
If anyone can verify this or can think of a way to test it, please do and let me know the results. [Heh. I just made Choco/Mog hit both enemies and party. I may make an "unpredictable" mod that reassigns the attacks to do random things and the weapons with different stats. 
Come to think of it, the Item Target acts very similarly. I believe I may have found a match.
I believe now that these are the effects. When I changed Ice2 to hit twice (see below) and set its target to 0x87 it selected all enemies and hit two of them randomly each time. This doesn't seem to work for the summons. I can make a summon hit all members on both sides, but I can't make them hit only one target.
I've also been looking at the Additional Effects. Here's the list of attacks that have additional effects in the kernel:
Code: [Select]
0 Comet2
0 Splattercombo
0 Knights of Round
1 Oden If all enemies are immune to Death summon Gunge Lance
2 Choco/Mog Sometimes summon Fat Chocobo
5 Escape No Reward?
8 Toy Box ??
9 Goblin Punch Damage based on Attakers level/target's level
E Phoenix Heal/Restore Dead allies
10 Transform (Cait Sith) Removes other allies from battle
1C Dragon Force Raises Stats
18 Satan Slam Cast OTHER Satan Slam
23 Remove Remove target from battle and kills

After some testing I think I figured out what is happening with Additional Effect 0x00. In Reply #1 made by LKM, he states the following information for attack values:
Code: [Select]
0x12 1 byte "Special" 1. Again, there are a lot of these, and I have only tested one:
14 Fills limit bar
0x13 1 byte Number of hits
This is true, but not completely correct. 0x13 is ONLY number of hits when 0x12 is 0. This is what links KotR, Comet2, and Splattercombo. They all are multihit. If 0x12 is set to NULL (0xFF), then Comet2 only hits once. So 0x12 can remain "Special properties", but 0x13 will have to be changed to "Special Properties Modifier".