3726
Archive / Re: original kernel2.bin
« on: 2008-09-26 19:25:04 »
Can't you copy the file from your installation disc without reinstalling?
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23h: Deals %damage based on the target's CurrHP. I think Weapon Attack is the percentage (10h=50%, 20h=100%, etc)
24h: Deals %damage based on the target's MaxHP.
FF FF 00 FF 05 00 FF FF 00 00 28 00 0D 00 25 05 00 FF FF FF FF FF FF FF 00 02 FF FD
FF FF 00 FF 0F 00 FF FF 00 00 28 00 0D 00 08 20 00 3F 14 FF 00 00 00 01 00 02 FF FD
Offset Length Description
0x00 1 byte Att%
0x01 1 byte Impact animation
0x02 2 bytes Target animation
0x04 2 bytes Casting cost
0x06 2 bytes Impact sound
0x08 2 bytes Camera movement ID for 1 target
0x0A 2 bytes Camera movement ID for multiple targets
0x0C 1 byte Attack attribute - some of these may be wrong
00 Escape/Exit-Type
01 Single target
03 Single target
05 Multiple target
07 Multiple target
0D Restorative/Protective
0F Status-giving/Elemental
11 Shield
13 Limit Break
15 Cait Sith Limit Break
17 Summon/Final limit break
C7 Roulette
97 Multiple Strike Limit Breaks
0x0D 1 byte Animation ID
0x0E 1 byte Type of damage. There are lots of these; a few of them are:
08 = recovery (?)
11 = physical
22 = magical
23 = Based on current HP
24 = Based on max. HP
26h: Deals constant damage (Magic Hammer, 1000 Needles, ...). 01h = 20 HP/MP.
28h: Fully recovers the target's HP/MP (Mog Dance).
29h: Always deals 1 damage (?).
60h: Damage = attacker's current HP (White Wind)
61h: Damage = MaxHP - CurrHP (the Huh? enemy skill)
68h: Random Damage (Dice)
69h: Damage = number of times the party escaped (Chocobuckle).
6Bh: Damage = (hours played * 100) + minutes played (Time Damage)
6Ch: It's Everyone's Grudge damage calculation method (does damage according to the amount of enemies the target has killed). Does 0 damage to enemies
6Dh: It's Aire Tam Storm's damage calculation method, meaning that it always deals 0 damage since enemies can't equip materia
83 = Only hits targets with a certain level; this level is determined by the first byte.
96h: Damage = approx. 1/2 attacker's current HP
0x0F 1 byte Strength
0x10 1 byte Restore type
00 Restore HP
01 Restore MP
02 Restore Ailment
3E 100% cause status change
FF None
0x11 1 byte Status effect
3Fh Inflict Status
7Fh Cure Status
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
0x14 4 bytes Status
0x00000001 Death
0x00000002 Near-Death
0x00000004 Sleep
0x00000008 Poison
0x00000010 Sadness
0x00000020 Fury
0x00000040 Confusion
0x00000080 Silence
0x00000100 Haste
0x00000200 Slow
0x00000400 Stop
0x00000800 Frog
0x00001000 Small
0x00002000 Slow-numb
0x00004000 Petrify
0x00008000 Regen
0x00010000 Barrier
0x00020000 MBarrier
0x00040000 Reflect
0x00080000 Unused
0x00100000 Shield
0x00200000 D.Sentence
0x00400000 Manipulate
0x00800000 Berserk
0x01000000 Peerless
0x02000000 Paralyzed
0x04000000 Darkness
0x08000000 Dual
0x10000000 DeathForce
0x20000000 Resist
0x40000000 Lucky Girl
0x80000000 Imprisoned
0x18 2 bytes Element
0x0000 Non Elemental
0x0001 Fire
0x0002 Ice
0x0004 Lightning
0x0008 Earth
0x0010 Poison
0x0020 Gravity
0x0040 Water
0x0080 Wind
0x0100 Holy
0x0200 Restorative
0x0400 Cut
0x0800 Hit
0x1000 Punch
0x2000 Shoot
0x4000 Shout
0x8000 Unknown
0x1A 2 bytes "Special" 2
0x0001 Attack MP instead of HP
0x0002 ?
0x0004 ?
0x0008 ?
0x0010 Drain Damage Dealt
0x0020 Drain HP/MP
0x0040 Blade Beam
0x0080 Ignore Status
0x0100 Miss if Not in “Death†Status
0x0200 Reflectable
0x0400 Piercing (Unblockable)
0x0800 Angel Whisper/Pulse of Life
0x1000 ?
0x2000 Critical Hits
0x4000 ?
0x8000 ?
0x0001 Attack MP instead of HP
0x0002 ?
0x0004 ?
0x0008 ?
0x0010 Drain Damage Dealt
0x0020 Drain HP/MP
0x0040 Blade Beam
0x0080 Ignore Status
0x0100 Miss if Not in “Death†Status
0x0200 Reflectable
0x0400 Piercing (Unblockable)
0x0800 Angel Whisper/Pulse of Life
0x1000 ?
0x2000 Critical Hits
0x4000 ?
0x8000 ?
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.