Difference between revisions of "InflictStatus"
(→{92} {{IE_92}}: Added an ASM hack that should fix the code that fucks up Floating or Jumping units) |
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== Status : Byte (hex) == | == Status : Byte (hex) == | ||
*x00: Revive with 1 HP if necessary. Note that the use of this command will block any attempts at event-based HP restoration on this unit within the same event. See below for an alternative. | *x00: Revive with 1 HP if necessary. Note that the use of this command will block any attempts at event-based HP restoration on this unit within the same event. See below for an alternative. | ||
− | ** | + | ** If the unit is dead, this will also play a sound effect. |
+ | ** This will also set the unit to a Critical animation if their HP is low, or a Standing animation if it is not. | ||
*x01: Crystal | *x01: Crystal | ||
*x02: Poison + Critical | *x02: Poison + Critical | ||
Line 74: | Line 75: | ||
**xA7: Faith | **xA7: Faith | ||
+ | === Reviving a dead unit with full HP: [[Battle_Stats|Battle Stats]], [[Event_Instruction_3D|Remove]], [[Event_Instruction_45|Add]] === | ||
In order to revive a dead unit with full HP, use the following commands. (Requires the [[Event Instruction Upgrade]] hack.) | In order to revive a dead unit with full HP, use the following commands. (Requires the [[Event Instruction Upgrade]] hack.) | ||
− | + | Note: this will cause the unit to revert to their upright Marching animation right after they're Added. | |
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− | AND(x0071,x00DF) | + | <code>UnitAddress(x??,x70)<br> |
+ | LoadAddress(x71,x0058,x70,001)<br> | ||
+ | AND(x0071,x00DF)<br> | ||
+ | SaveAddress(x71,x0058,x70,001)<br> | ||
+ | LoadAddress(x71,x01BB,x70,001)<br> | ||
+ | AND(x0071,x00DF)<br> | ||
+ | SaveAddress(x71,x01BB,x70,001)<br> | ||
+ | ChangeStats(x??,x00,x00,+00999)<br> | ||
+ | RemoveUnit(x??,x00)<br> | ||
+ | AddUnit(x??,x00,x00)<br> | ||
+ | WaitAddUnit()</code> | ||
− | + | == Wait Time : Byte (hex) == | |
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− | == | ||
Often 0x0C, else 0x01. | Often 0x0C, else 0x01. | ||
− | This may be a parameter for how long to wait after inflicting the status. | + | This may be a parameter for how long to wait after inflicting the status. However, InflictStatus runs on its own thread, so this may not do anything without the appropriate WaitForInstruction. |
{{x00}} | {{x00}} |
Latest revision as of 04:22, 2 October 2022
Contents
{92} InflictStatus
InflictStatus(xID,x00,xSS,x0C,x00)
Inflict a status on a given unit. The changes are visible even outside of battle.
Statuses can be stacked, but sometimes need to be applied in the correct order; for example, Chicken needs to be applied before Float.
See Also: {83} ChangeStats ― {E5} WaitForInstruction(x43,x00)
Warning: Any event with an InflictStatus command will instantly apply it at the start of the event to any Floating or Jumping unit with a matching Unit ID, even if the event wasn't actually going to run the command. A fix is available here (thanks Glain and Talcall):
<?xml version="1.0" encoding="UTF-8"?>
<Patches>
<Patch name="Nyzer Event Hack Thing">
<Description> Kills the routine that causes Jumping or Floating units to auto-apply every InflictStatus command with a matching Unit ID in an event file the moment the file is loaded, even if the event wasn't actually going to run the command. </Description>
<Location file="BATTLE_BIN" offset="143CB0" offsetMode="RAM" mode="ASM">
nop
</Location>
</Patch>
</Patches>
Unit ID : Byte (hex)
ID of the unit specified in the ENTD.
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.
Status : Byte (hex)
- x00: Revive with 1 HP if necessary. Note that the use of this command will block any attempts at event-based HP restoration on this unit within the same event. See below for an alternative.
- If the unit is dead, this will also play a sound effect.
- This will also set the unit to a Critical animation if their HP is low, or a Standing animation if it is not.
- x01: Crystal
- x02: Poison + Critical
- x80-xFF: Applies any singular status. Requires Event Instruction Upgrade hack v1.35+.
- x80: Performing
- x81: Defending
- x82: Jump
- x83: Charging
- x84: Undead
- x85: Dead
- x86: Crystal
- x87:
- x88: Treasure
- x89: Cursed
- x8A: Blood Suck
- x8B: Silence
- x8C: Confusion
- x8D: Darkness
- x8E: Invite
- x8F: Petrify
- x90: Critical
- x91: Frog
- x92: Chicken
- x93: Berserk
- x94: Transparent
- x95: Reraise
- x96: Float
- x97: Oil
- x98: Wall
- x99: Stop
- x9A: Slow
- x9B: Haste
- x9C: Shell
- x9D: Protect
- x9E: Regen
- x9F: Poison
- xA0: Death Sentence
- xA1: Reflect
- xA2: Don't Act
- xA3: Don't Move
- xA4: Sleep
- xA5: Charm
- xA6: Innocent
- xA7: Faith
Reviving a dead unit with full HP: Battle Stats, Remove, Add
In order to revive a dead unit with full HP, use the following commands. (Requires the Event Instruction Upgrade hack.)
Note: this will cause the unit to revert to their upright Marching animation right after they're Added.
UnitAddress(x??,x70)
LoadAddress(x71,x0058,x70,001)
AND(x0071,x00DF)
SaveAddress(x71,x0058,x70,001)
LoadAddress(x71,x01BB,x70,001)
AND(x0071,x00DF)
SaveAddress(x71,x01BB,x70,001)
ChangeStats(x??,x00,x00,+00999)
RemoveUnit(x??,x00)
AddUnit(x??,x00,x00)
WaitAddUnit()
Wait Time : Byte (hex)
Often 0x0C, else 0x01.
This may be a parameter for how long to wait after inflicting the status. However, InflictStatus runs on its own thread, so this may not do anything without the appropriate WaitForInstruction.
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.