Author Topic: Statuses that deactivate battle commands  (Read 3984 times)

Phoenix

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Statuses that deactivate battle commands
« on: August 19, 2008, 06:42:48 PM »
I found the location today of the table for statuses that deactivate battle commands. It's located from 9FF19 to 9FF4F (FF2us ROM with header), with 2 bytes per command. The first byte deals with status byte 03 (Swoon, Stone, Toad, Mini, Pig, Mute, Blind, Poison) and the second byte deals with status byte 04 (Curse, Float, etc.). For example, Kick's entry is 3840. In binary, 38 is 00111000, which correspond to Toad, Mini, and Pig. The value 40 is why Kick is disabled by Float. The data is for all the commands up until Change (and half of Parry).

JCE3000GT

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Re: Statuses that deactivate battle commands
« Reply #1 on: August 19, 2008, 07:12:22 PM »
Now that's cool.   :omghax:

Deathlike2

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Re: Statuses that deactivate battle commands
« Reply #2 on: August 19, 2008, 07:12:53 PM »
Want to list them? Or did one of my long old thread about them covers all of them already...? I'm still digging for it...

Here we go: http://slickproductions.org/forum/index.php?topic=468.0
« Last Edit: August 19, 2008, 07:20:39 PM by Deathlike2 »
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Phoenix

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Re: Statuses that deactivate battle commands
« Reply #3 on: August 19, 2008, 07:36:29 PM »
I was just working on that. Here's my list:

Code: [Select]
Command Bytes Disabled
------- ----- --------
Fight 0000
Item 0000
White 2C00 Toad, Pig, Mute
Black 0400 Mute
Call 2C00 Toad, Pig, Mute
Dark 3800 Toad, Mini, Pig
Jump 3000 Toad, Mini
Recall 2C00 Toad, Pig, Mute
Sing 0400 Mute
Hide 0000
Heal 0000
Pray 0000
Aim 3800 Toad, Mini, Pig
Power 3900 Toad, Mini, Pig, Poison
Kick 3840 Toad, Mini, Pig, Float
Gird 3800 Toad, Mini, Pig
Twin 3C00 Toad, Mini, Pig, Mute
Bluff 3800 Toad, Mini, Pig
Cry 3800 Toad, Mini, Pig
Cover 3000 Toad, Mini
Peep 3800 Toad, Mini, Pig
Dummy 3800 Toad, Mini, Pig
Dart 3000 Toad, Mini
Sneak 2000 Toad
Ninja 2C00 Toad, Pig, Mute
Regen 3800 Toad, Mini, Pig
Change 0000

Deathlike2

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Re: Statuses that deactivate battle commands
« Reply #4 on: August 19, 2008, 07:49:08 PM »
Pray and Gird need to be fixed by adding Mute status to that list (they auto fail because they execute magic).

The Poison status affecting Power/Deadly actually shocks me.. I should've noticed this vs Dr. Lugae. This property surprisingly is still applied to FF4A (unlike Float affecting Kick).
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Phoenix

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Re: Statuses that deactivate battle commands
« Reply #5 on: August 19, 2008, 08:38:17 PM »
Quote
The Poison status affecting Power/Deadly actually shocks me.. I should've noticed this vs Dr. Lugae. This property surprisingly is still applied to FF4A (unlike Float affecting Kick).

Yeah, I was pretty surprised by that, too. Doesn't quite make sense to me, but I'm sure it was intended. I guess poison weakens him so much he can't store the necessary power...?

The list here only reflects commands that are grayed out because of status inflictions. I'll update the list to reflect commands that fail with certain statuses.

Deathlike2

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Re: Statuses that deactivate battle commands
« Reply #6 on: August 19, 2008, 08:42:41 PM »
Yeah, I was pretty surprised by that, too. Doesn't quite make sense to me, but I'm sure it was intended. I guess poison weakens him so much he can't store the necessary power...?

I'll update the list to reflect auto-fails.

Well, considering how the Monk has progressed in the SNES versions of the game, I'd say it makes sense (FF6's Mantra, FF5's Monk has a self-healing command that removes Poison IIRC). It just bothers me that Poison is exposed once during the whole time Yang is in the party.. you would never know this. Then again, Kick being disabled by float makes sense, but you'd never find this out normally... yet that wouldn't explain Jump at all...
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Dragonsbrethren

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Re: Statuses that deactivate battle commands
« Reply #7 on: August 19, 2008, 09:13:38 PM »
Nice find. I'm not sure if I'll make use of this for my hack or not but it's good to know I can. :happy:

Deathlike2

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Re: Statuses that deactivate battle commands
« Reply #8 on: August 19, 2008, 09:27:20 PM »
Doesn't FF5 or FF6 follow something like this, or are they coded differently (eg, the stat checks are done with the command itself)?
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Phoenix

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Re: Statuses that deactivate battle commands
« Reply #9 on: August 21, 2008, 01:52:08 AM »
Just wanted to point out: pigs can Jump.  :eek:  Who knew...

Deathlike2

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Re: Statuses that deactivate battle commands
« Reply #10 on: August 21, 2008, 01:58:22 AM »
So...? Pigs and Small creatures can Steal. I'm mean, that's the sheer definition of a ninja pickpocket!
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Dragonsbrethren

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Re: Statuses that deactivate battle commands
« Reply #11 on: August 21, 2008, 02:04:54 AM »
Just wanted to point out: pigs can Jump.  :eek:  Who knew...

I did. Toads can jump too, you've just got to get the command input before Kain gets transformed, probably goes for other commands too but I know that one works for certain. Lack of animations is probably the only reason the pig can't use other physical attacks, it's only supposed to be a negative status for your magic-users.

Also, one of my favorite FF3 DS quotes: "Toads!? I hate toads! Don't turn me into one!"

Deathlike2

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Re: Statuses that deactivate battle commands
« Reply #12 on: August 21, 2008, 02:11:18 AM »
I forget if Toad stops certain commands from working after execution.. Piggy still allows you to execute the last command.. which allows for amusing stuff like Pig Kicks.
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