V-Gears 0
Free Final Fantasy VII engine.
BattleSceneFile::Scene::AttackData Struct Reference

A battle scene attack data structure. More...

#include <BattleSceneFile.h>

Collaboration diagram for BattleSceneFile::Scene::AttackData:

Public Attributes

u8 accuracy
 Probability of the attack to land. More...
 
u8 impact_effect
 Impact effect. More...
 
u8 hurt_anim
 Index of the animation played by the target when hit. More...
 
u8 unknown
 Unknown data. More...
 
u16 mp
 MP cost. More...
 
u16 sound
 Impact sound. More...
 
u16 camera_single
 Camera movement ID for single target. More...
 
u16 camera_multiple
 Camera movement ID for multiple target. More...
 
u8 target
 Targeting mode. More...
 
u8 effect
 Atack effect ID. More...
 
u8 damage
 Damage formula. More...
 
u8 power
 The attack power. More...
 
u8 condition
 The restore type. More...
 
u8 status_change
 Information about status change mode and chance. More...
 
u8 additional_effects
 Special flags. More...
 
u8 additional_effects_mod
 Special flags. More...
 
u32 status
 Information about what status can be inflicted or cured. More...
 
u16 element
 Information about the item elements. More...
 
u16 special
 Special flags. More...
 

Detailed Description

A battle scene attack data structure.

Member Data Documentation

◆ accuracy

u8 BattleSceneFile::Scene::AttackData::accuracy

Probability of the attack to land.

1 byte.

◆ additional_effects

u8 BattleSceneFile::Scene::AttackData::additional_effects

Special flags.

1 byte.

Todo:
Document and retrieve with info from https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Attack_Special_Effects

◆ additional_effects_mod

u8 BattleSceneFile::Scene::AttackData::additional_effects_mod

Special flags.

1 byte.

Todo:
Document and retrieve with info from https://wiki.ffrtt.ru/index.php?title=FF7/Item_data

◆ camera_multiple

u16 BattleSceneFile::Scene::AttackData::camera_multiple

Camera movement ID for multiple target.

2 bytes.

Determines the camera movement when the command is executed over multiple targets.

◆ camera_single

u16 BattleSceneFile::Scene::AttackData::camera_single

Camera movement ID for single target.

2 bytes.

Determines the camera movement when the command is executed over a single target.

◆ condition

u8 BattleSceneFile::Scene::AttackData::condition

The restore type.

◆ damage

u8 BattleSceneFile::Scene::AttackData::damage

Damage formula.

1 byte.

This byte is divided into two nybbles (four bits). Upper nybble determines what considerations are made in calculating damage such as physical/magical, allowing criticals, how to calculate accuracy, etc. There are also three sets of known formulae that are paired with the upper nybble values. These are selected in the Lower Nybble and determine how to calculate pre-defense damage

◆ effect

u8 BattleSceneFile::Scene::AttackData::effect

Atack effect ID.

1 byte.

Used for animation in battle.

◆ element

u16 BattleSceneFile::Scene::AttackData::element

Information about the item elements.

2 bytes.

◆ hurt_anim

u8 BattleSceneFile::Scene::AttackData::hurt_anim

Index of the animation played by the target when hit.

1 byte.

◆ impact_effect

u8 BattleSceneFile::Scene::AttackData::impact_effect

Impact effect.

1 byte.

The sprite shown when the attack hits.

◆ mp

u16 BattleSceneFile::Scene::AttackData::mp

MP cost.

2 bytes.

Determines the camera movement when the command is executed over a single target.

◆ power

u8 BattleSceneFile::Scene::AttackData::power

The attack power.

1 byte.

Used for damage/healing calculation.

◆ sound

u16 BattleSceneFile::Scene::AttackData::sound

Impact sound.

2 bytes.

Determines the camera movement when the command is executed over multiple targets.

◆ special

u16 BattleSceneFile::Scene::AttackData::special

Special flags.

2 bytes.

Todo:
document and parse with info from https://wiki.ffrtt.ru/index.php?title=FF7/Battle/Special_Attack_Flags

◆ status

u32 BattleSceneFile::Scene::AttackData::status

Information about what status can be inflicted or cured.

4 bytes.

The first six bits are the chance of inflicting/curing (out of 63). If the seventh bit is set, the status is cured instead of inflicted. If the eighth bit is set, then the status is toggled (cured if present, inflicted if not present).

◆ status_change

u8 BattleSceneFile::Scene::AttackData::status_change

Information about status change mode and chance.

1 bytes.

◆ target

u8 BattleSceneFile::Scene::AttackData::target

Targeting mode.

1 byte.

◆ unknown

u8 BattleSceneFile::Scene::AttackData::unknown

Unknown data.

1 bytes.


The documentation for this struct was generated from the following file: