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03 06 00 01 60 A0 02 78 00 0005 5A 00 06 62 A6 06 4D 06 48 00 18 00 04
60 00 38 00 2044 00 38 00 3074 00 38 00 01 02 15E8 00 00 80 08 BF FC 91 80Enemy stat data is stored from 72A60 to 738BF. Because the entries are of
variable length (explained below), a pointer table is necessary to tell the
game exactly where data for each type of enemy is. The pointer table is
located from 728A0 to 72A5F; each pointer is two bytes long. To find the
address, reverse the bytes and add 0x68200.
Each enemy's entry is at least ten bytes in size, but could be in theory up
to twenty bytes if all optional bytes were used. The first ten bytes always
have the same meaning. The meanings of any extra bytes are determined
by which bits are set in the tenth byte.
byte 00:
bit 7: boss bit (immunity to normal-enemy-only spells and status anomalies from hits)
bits 0-6: level
bytes 01-02: max HP
byte 03: physical attack table entry
byte 04: physical defense table entry
byte 05: magical defense table entry
byte 06:
bits 6-7: unused
bits 0-5: speed table entry
byte 07:
bits 6-7: item drop frequency
00: never
01: 5% chance
10: 25% chance
11: always
bits 0-5: item drop table entry
byte 08: attack sequence group
byte 09: "extra" byte
bit 7: attack status/elemental bytes used
bit 6: defense status/elemental bytes used
bit 5: elemental weakness byte used
bit 4: spell power byte used
bit 3: creature type byte used
bit 2: reflex attack sequence group byte used
bits 0-1: unused
================================================
Optional Bytes
================================================
Attack status/elemental bytes:
byte 0: attack elementals
bit 7: force
bit 6: drain
bit 5: spears/arrows
bit 4: holy
bit 3: dark
bit 2: lightning
bit 1: ice
bit 0: fire
byte 1: status inflicted by hit
bit 7: dead
bit 6: stone
bit 5: toad
bit 4: mini
bit 3: piggy
bit 2: mute
bit 1: blind
bit 0: poison
byte 2: status inflicted by hit
bit 7: curse
bit 6: float
bit 5: paralyze
bit 4: sleep
bit 3: charm
bit 2: berserk
bit 1: petrify (2/3 petrified)
bit 0: d (1/3 petrified)
Defense status/elemental bytes:
byte 0: elemental resistance (damage x1/2)
bit 7: immune (including to force)
bit 6: absorb (also resists drain)
bit 5: spears/arrows
bit 4: holy
bit 3: dark
bit 2: lightning
bit 1: ice
bit 0: fire
byte 1: status immunity
bit 7: dead
bit 6: stone
bit 5: toad
bit 4: mini
bit 3: piggy
bit 2: mute
bit 1: blind
bit 0: poison (this doesn't seem to work properly for some reason)
byte 2: status immunity
bit 7: curse
bit 6: float
bit 5: paralyze
bit 4: sleep
bit 3: charm
bit 2: berserk
bit 1: petrify (2/3 petrified)
bit 0: d (1/3 petrified)
Weakness (damage x2) byte:
bit 7: susceptible (damage x4, including from force)
bit 6: drain
bit 5: spears/arrows (add immunity to quake)
bit 4: holy
bit 3: dark
bit 2: lightning
bit 1: ice
bit 0: fire
Creature type byte:
bit 7: undead (reverses cure effects, immune to instant death spells)
bit 6: mage
bit 5: slime
bit 4: giant
bit 3: spirit (immune to instant death spells)
bit 2: reptile
bit 1: machine (immune to instant death spells)
bit 0: dragon
Reflex action byte: References Attack Sequence Data index