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V-Gears 0
Free Final Fantasy VII engine.
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A battle scene attack data structure. More...
#include <BattleSceneFile.h>
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... | |
A battle scene attack data structure.
u8 BattleSceneFile::Scene::AttackData::accuracy |
Probability of the attack to land.
1 byte.
u8 BattleSceneFile::Scene::AttackData::additional_effects |
Special flags.
1 byte.
u8 BattleSceneFile::Scene::AttackData::additional_effects_mod |
Special flags.
1 byte.
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.
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.
u8 BattleSceneFile::Scene::AttackData::condition |
The restore type.
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
u8 BattleSceneFile::Scene::AttackData::effect |
Atack effect ID.
1 byte.
Used for animation in battle.
u16 BattleSceneFile::Scene::AttackData::element |
Information about the item elements.
2 bytes.
u8 BattleSceneFile::Scene::AttackData::hurt_anim |
Index of the animation played by the target when hit.
1 byte.
u8 BattleSceneFile::Scene::AttackData::impact_effect |
Impact effect.
1 byte.
The sprite shown when the attack hits.
u16 BattleSceneFile::Scene::AttackData::mp |
MP cost.
2 bytes.
Determines the camera movement when the command is executed over a single target.
u8 BattleSceneFile::Scene::AttackData::power |
The attack power.
1 byte.
Used for damage/healing calculation.
u16 BattleSceneFile::Scene::AttackData::sound |
Impact sound.
2 bytes.
Determines the camera movement when the command is executed over multiple targets.
u16 BattleSceneFile::Scene::AttackData::special |
Special flags.
2 bytes.
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).
u8 BattleSceneFile::Scene::AttackData::status_change |
Information about status change mode and chance.
1 bytes.
u8 BattleSceneFile::Scene::AttackData::target |
Targeting mode.
1 byte.
u8 BattleSceneFile::Scene::AttackData::unknown |
Unknown data.
1 bytes.