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Thread: Attributes, Stats, & Modifiers, oh my!

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    Floormaster Imzogelmo's Avatar
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    Quote Originally Posted by Gleeok View Post

    ..If you make a blue mage class I guess it would be dumb to have 2 "white wind" spells. :\ Does anyone know how, say, FFIV or VI do these internally?
    Yes, I have complete and exacting info for how FFVI's data is arranged. What do you need to know exactly?
    All spells in the game are one table (including sub-ranges for regular magic spells, esper summons, blue magic, and enemy-only spells).

    This is distinct from the list of items (a couple of items are implemented with spells, i.e. they have a unique spell that is fired off when the item is used, but that is really an exception and not the rule).

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    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Quote Originally Posted by Imzogelmo View Post
    Yes, I have complete and exacting info for how FFVI's data is arranged. What do you need to know exactly?
    All spells in the game are one table (including sub-ranges for regular magic spells, esper summons, blue magic, and enemy-only spells).

    This is distinct from the list of items (a couple of items are implemented with spells, i.e. they have a unique spell that is fired off when the item is used, but that is really an exception and not the rule).
    Great! Thanks!

    Do you know if items contain the same number of bytes regardless of type? (like potion : armor)
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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    Octorok Glenn the Great's Avatar
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    Quote Originally Posted by Gleeok View Post
    Do you know if items contain the same number of bytes regardless of type?
    Let me direct your attention to this fine page: http://www.tales-cless.org/docs/ff6hack.htm#part4

    According to this, every item is stored with 30 bytes, though not every item uses all 30 of them.

    Shattered Earth, coming soon!

    Mappers needed. If you want to help, send a PM to MasterSwordUltima.

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    Floormaster Imzogelmo's Avatar
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    Quote Originally Posted by Gleeok View Post
    Great! Thanks!

    Do you know if items contain the same number of bytes regardless of type? (like potion : armor)

    Yes, in Final Fantasy 6, all items take up 30 bytes although I preface that by saying that many do no actually use the whole 30 depending on the type, and what the different fields within that 30 can mean different things based on the type (e.g. the same byte may be battle power on a weapon and defense power on an armor). Personally, I find 30 bytes too restrictive but of course if you're familiar with the game, they did a lot with those 30 bytes.

    EDIT: rather than speak in hypotheticals, let me just post the data format:

    Code:
    Item:           Tools               Weapon              Armor/Shield/Hat    Relic               Item                
    --------------------------------------------------------------------------------------------------------------------
    $0000           Type (0)            Type (1)            Type (2, 3, 4)      Type (5)            Type (6)            
    $0001-$0002     --                  Equippable Chars.   Equippable Chars.   Equippable Chars.   --                  
    $0003           --                  --                  Spell Learn Rate    Spell Learn Rate    --                  
    $0004           --                  --                  Spell Learned       Spell Learned       --                  
    $0005           --                  Field Effects       Field Effects       Field Effects       --                  
    $0006           --                  Cond. 1 Protection  Cond. 1 Protection  Cond. 1 Protection  --                  
    $0007           --                  Cond. 2 Protection  Cond. 2 Protection  Cond. 2 Protection  --                  
    $0008           --                  Cond. 3 when Equip  Cond. 3 when Equip  Cond. 3 when Equip  --                  
    $0009           --                  Status Effects 1    Status Effects 1    Status Effects 1    --                  
    $000A           --                  Battle Effects 1    Battle Effects 1    Battle Effects 1    --                  
    $000B           --                  Status Effects 2    Status Effects 2    Status Effects 2    --                  
    $000C           --                  Battle Effects 2    Battle Effects 2    Battle Effects 2    --                  
    $000D           --                  Battle Effects 3    Battle Effects 3    Battle Effects 3    --                  
    $000E           Targetting          Targetting          Targetting          Targetting          Targetting      
    $000F           --                  Elem. Properties    Elem. 50% Dmg.      Elem. 50% Dmg.      --                  
    $0010           --                  Vigor+/Speed+       Vigor+/Speed+       Vigor+/Speed+       --                  
    $0011           --                  Stamina+/Mag.Pwr.+  Stamina+/Mag.Pwr.+  Stamina+/Mag.Pwr.+  --                  
    $0012           Attack When Used    Attack when Used    Attack when Used    Attack when Used    --                  
    $0013                               Weapon Properties                                           Item Properties
    $0014           Attack Strength     Battle Power        Defense Power       Defense Power       HP/MP Affected
    $0015           Hit Rate            Hit Rate            Magic Defense       Magic Defense       Cond. 1 when Used
    $0016           --                  --                  Elem. Absorb HP     Elem. Absorb HP     Cond. 2 when Used
    $0017           --                  --                  Elem. No Effect     Elem. No Effect     Cond. 3 when Used
    $0018           --                  --                  Elem. Weak Point    Elem. Weak Point    Cond. 4 when Used
    $0019           --                  --                  Cond. 2 when Equip  Cond. 2 when Equip  --                  
    $001A           --                  Evade%/MBlock%      Evade%/MBlock%      Evade%/MBlock%      --                  
    $001B           --                  ???/Spec.Atk.                                               Special Action
    $001C-$001D     Price               Price               Price               Price               Price          

    EDIT: Sorry, didn't notice that Glenn already said pretty much the same thing. I can only redeem myself by saying that I can get you info on what all these things mean, as well as any other data format, if it helps to illustrate how the game operates.

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