Difference between revisions of "Battle Stats"
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If you wish to edit status effects, see [[Editing_Status_Effects_In_Events|Editing Status Effects in Events]] for more information. | If you wish to edit status effects, see [[Editing_Status_Effects_In_Events|Editing Status Effects in Events]] for more information. | ||
+ | |||
+ | See also the [[Miscellaneous Unit Data]] for a lot more data loosely tied to some of the Battle Stats. | ||
==Units Stats Tables (Battle)== | ==Units Stats Tables (Battle)== | ||
Line 38: | Line 40: | ||
**0xXX Special Character With Base Job XX | **0xXX Special Character With Base Job XX | ||
− | *0x0001 0xFF Unit doesn't exist | + | *0x0001 Unit ENTD slot (0xFF = Unit doesn't exist) |
** This value needs to match the unit's ENTD slot or else several things won't function properly. | ** This value needs to match the unit's ENTD slot or else several things won't function properly. | ||
*** Normally set properly on AddUnit, but may need to be manually set to get AddUnit to work if something (like their X/Y coordinate) was invalid. | *** Normally set properly on AddUnit, but may need to be manually set to get AddUnit to work if something (like their X/Y coordinate) was invalid. | ||
*0x0002 Unit index on Formation screen(?) | *0x0002 Unit index on Formation screen(?) | ||
− | ** When DisplayConditions(x07) is run, | + | ** When DisplayConditions(x07) is run, and the unit's Battle Stat x0183 is not set to xFF, this may save this unit's stats to the appropriate Formation slot if the value is not xFF, even if the unit is not present and has no stats (such as from an invalid Load Formation being checked). Not fully understood just yet and may need more testing. |
*0x0003 Current Job | *0x0003 Current Job | ||
− | *0x0004 Palette | + | *0x0004 Sprite Palette |
**0x0 Default | **0x0 Default | ||
**0x1 Hokuten | **0x1 Hokuten | ||
Line 52: | Line 54: | ||
**0x5 shadows | **0x5 shadows | ||
− | *0x0005 (copied by 0x01BA)= | + | *0x0005 (normally copied by 0x01BA, but this one is affected by statuses like Charm)= |
**0x80 - Always Present | **0x80 - Always Present | ||
**0x40 - Randomly Present | **0x40 - Randomly Present | ||
Line 72: | Line 74: | ||
**0x01 Save Formation | **0x01 Save Formation | ||
− | *0x0007 Death Counter (3 for living units, unit becomes crystal/chest at zero) | + | *0x0007 Death Counter (3 for living/crystalized units, unit becomes crystal/chest at zero) |
*0x0009= | *0x0009= | ||
Line 149: | Line 151: | ||
*0x0047 X Coordinate | *0x0047 X Coordinate | ||
*0x0048 Y Coordinate | *0x0048 Y Coordinate | ||
− | + | *0x0049 Elevation/Facing: | |
− | + | **0x80 Higher Elevation | |
− | + | **0x40 Stepping Stone | |
− | + | **0x20 | |
− | + | **0x10 | |
− | + | **0x08 | |
− | + | **0x04 | |
− | + | **0x03 Facing East | |
− | + | **0x02 Facing North | |
− | + | **0x01 Facing West | |
− | + | **0x00 Facing South | |
* Equip Bytes (?) | * Equip Bytes (?) | ||
** 0x004A | ** 0x004A | ||
Line 388: | Line 390: | ||
***0x01 = Any Ground | ***0x01 = Any Ground | ||
**0x0095: | **0x0095: | ||
− | ***0x80 = Move in Water ( | + | ***0x80 = "Move in Water" (Ninja ability; the one that actually lets you stand and walk on the surface of the water) |
− | ***0x40 = Walk on Water ( | + | ***0x40 = "Walk on Water" (Samurai ability; the one that actually lets you move around unimpeded down in the water) |
***0x20 = Move on Lava | ***0x20 = Move on Lava | ||
***0x10 = Move Underwater | ***0x10 = Move Underwater | ||
Line 801: | Line 803: | ||
***0x20 Equip Knife | ***0x20 Equip Knife | ||
***0x10 Two Hands | ***0x10 Two Hands | ||
− | ***0x08 Walk on Water | + | ***0x08 Walk on Water (actually lets you move unimpeded ''in'' the water) |
***0x04 | ***0x04 | ||
***0x02 | ***0x02 | ||
Line 827: | Line 829: | ||
***0x40 Abandon | ***0x40 Abandon | ||
***0x20 Two Swords | ***0x20 Two Swords | ||
− | ***0x10 Move in Water | + | ***0x10 Move in Water (actually lets you stand and walk ''on the surface'' of the water) |
***0x08 | ***0x08 | ||
***0x04 | ***0x04 | ||
Line 963: | Line 965: | ||
*0x0128 Total Dancer Job JP | *0x0128 Total Dancer Job JP | ||
*0x012A Total Mime Job JP | *0x012A Total Mime Job JP | ||
− | *0x012C-0x013B Unit | + | *0x012C-0x013B Unit Nickname |
− | *0x013C-0x0149 Job | + | ** To find out which values correspond to which letters/numbers/symbols, check the [[Font]] page. |
+ | *0x013C-0x0149 Job Nickname (Regular job name shows up in the Unit List. Nickname only lasts until the end of the battle.) | ||
+ | ** To find out which values correspond to which letters/numbers/symbols, check the [[Font]] page. | ||
*0x015C Number of times unit has been KO'd this battle | *0x015C Number of times unit has been KO'd this battle | ||
*0x015D Charged Ability Remaining CT (0xFF if not charging) | *0x015D Charged Ability Remaining CT (0xFF if not charging) | ||
*0x015F Spritesheet ID (RemoveUnit and AddUnit to change their sprite for the duration of the event.) | *0x015F Spritesheet ID (RemoveUnit and AddUnit to change their sprite for the duration of the event.) | ||
− | *0x0160 Job Palette | + | *0x0160 Job/Portrait Palette |
*0x0161 Unit ID | *0x0161 Unit ID | ||
*0x0162 Special/Base Job Skillset (0x00 for generics) | *0x0162 Special/Base Job Skillset (0x00 for generics) | ||
Line 989: | Line 993: | ||
*0x016B ENTD "Unknown" (right) | *0x016B ENTD "Unknown" (right) | ||
*0x016C Unit Quote/Name ID | *0x016C Unit Quote/Name ID | ||
− | *0x016E [Modified on Ability Confirmation] | + | **0x00XX - Special |
− | * | + | **0x01XX - Generic Male |
− | *0x0170 Current Ability ID | + | **0x02XX - Generic Female |
− | * | + | **0x03XX - Generic Monster |
− | * | + | |
− | * | + | <br/> |
− | *0x0182 0x80 | + | 0x016E: Target Data for action [Modified on Ability Confirmation]<br/> |
− | *0x0183 | + | *0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?) |
− | **0x01 = Unit saves appropriately to formation with DisplayConditions(x07). | + | *0x016f/0x01 - Skillset of Last Attack Used |
− | **0x80 = Deactivates the unit when saved to formation, as if it had been crystallized or dismissed. | + | *0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half) |
− | **0xFF = Prevent saving to formation (set during loading screens and ChangeMap) | + | *0x0172/ox04 - Calculator Type Ability ID |
− | *0x0184 Equipped | + | *0x0174/0x06 - Calculator Multiplier Ability ID |
+ | *0x0176/0x08 - Used Item/Equip ID? | ||
+ | *0x0178/0x0a - reaction ID? | ||
+ | **0x05 - Tile-Specific Ability? | ||
+ | **0x06 - Target-Specific Ability? | ||
+ | *0x0179/0x0b - Current Ability Target when following Unit (Not Unit ID, seems to be 1->16 in their order according to ENTD / deployment, but not strictly their slot number) | ||
+ | *0x017a/0x0c - Current Ability X target panel coordinate (half) | ||
+ | *0x017c/0x0e - Current Ability target panel elevation (half) | ||
+ | **0x00 - Lower? | ||
+ | **0x01 - Upper? | ||
+ | *0x017e/0x10 - Current Ability Y target panel coordinate (half) | ||
+ | *0x0180/0x12 - death on chocobo? | ||
+ | *0x0181/0x13 - | ||
+ | **0x10 - Stepping Stone | ||
+ | **0x01 - Walkable | ||
+ | *0x0182/0x14: Mount Info | ||
+ | **0x80 - Riding A Mount flag | ||
+ | **0x40 - Being Ridden flag | ||
+ | **0x00-0x1f - ENTD slot ID of unit riding/being ridden by this unit | ||
+ | *0x0183 - Dealing with unit's ability to appear in battle? | ||
+ | **0x00 = Unit doesn't exist, but can? | ||
+ | **0x01 = Unit exists. Unit saves appropriately to formation with DisplayConditions(x07). | ||
+ | **0x02 - Unit will be removed from party? (no longer exists, treasure/crystal?) | ||
+ | **0x80 = Was active, but now disabled. Deactivates the unit when saved to formation, as if it had been crystallized or dismissed. | ||
+ | **0xFF = Unit can't exist? Prevent saving to formation (set during loading screens and ChangeMap) | ||
+ | *0x0184: Equipped Flags? | ||
**0x08 - Sword Equipped | **0x08 - Sword Equipped | ||
**0x04 - Materia Blade Equipped | **0x04 - Materia Blade Equipped | ||
− | *0x0186 | + | *0x0185 - |
− | *0x0187 0x01 | + | *0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu |
− | *0x0188 | + | *0x0187 - Movement Taken? |
+ | **0x01 - Movement taken | ||
+ | **0x00 - has not moved yet | ||
+ | *0x0188 - Action Taken? | ||
+ | **0x01 - action taken | ||
+ | **0x00 - has not acted yet | ||
+ | *0x0189 - | ||
+ | **0x04 - target learning ability? | ||
+ | **0x02 - Target hit by ability? | ||
+ | **0x01 - Turn ended (set to 01 when reacting) | ||
+ | *0x018a - Miscellaneous Unit Data ID (without "Unit Exists" check) (doesn't necessarily match Misc Unit Data slot number) | ||
+ | *0x018b - Ability CT | ||
− | + | <br/> | |
+ | 0x018C: Temporary Battle Offsets<br/> | ||
The game writes and reads to these addresses while inflicting status, etc. This data is usually read from the "Current Action pointers". | The game writes and reads to these addresses while inflicting status, etc. This data is usually read from the "Current Action pointers". | ||
*0x18C/0x00 - Hit/Miss | *0x18C/0x00 - Hit/Miss | ||
Line 1,066: | Line 1,107: | ||
*0x1A6/0x1a - Stolen Item ID (Used for inventory increment?) | *0x1A6/0x1a - Stolen Item ID (Used for inventory increment?) | ||
*0x01A7/0x1b - Attack's Status Infliction 1 | *0x01A7/0x1b - Attack's Status Infliction 1 | ||
− | **0x80 - | + | **0x80 - |
**0x40 - Crystal | **0x40 - Crystal | ||
**0x20 - Dead | **0x20 - Dead | ||
Line 1,081: | Line 1,122: | ||
**0x08 - Silence | **0x08 - Silence | ||
**0x04 - Blood Suck | **0x04 - Blood Suck | ||
− | **0x02 - Cursed | + | **0x02 - Cursed (Dummied) |
**0x01 - Treasure | **0x01 - Treasure | ||
*0x01a9/0x1d - Attack's Status Infliction 3 | *0x01a9/0x1d - Attack's Status Infliction 3 | ||
Line 1,100: | Line 1,141: | ||
**0x04 - Slow | **0x04 - Slow | ||
**0x02 - Stop | **0x02 - Stop | ||
− | **0x01 - Wall | + | **0x01 - Wall (Dummied) |
*0x01ab/0x1f - Attack's Status Infliction 5 | *0x01ab/0x1f - Attack's Status Infliction 5 | ||
**0x80 - Faith | **0x80 - Faith | ||
Line 1,169: | Line 1,210: | ||
*0x1B6/0x04 (Attack Accuracy) | *0x1B6/0x04 (Attack Accuracy) | ||
*0x1B7/0x04 (???) | *0x1B7/0x04 (???) | ||
− | *0x1B8/0x04 | + | *0x1B8/0x04 Auto-Battle Setting |
− | *0x1B9/0x04 | + | **0x0C = Fight for life |
− | *0x1BA/0x04 (Copy of 0x0005--used in invite) | + | **0x0E = Protect Allies |
+ | **0x10 = Save fading life | ||
+ | **0x11 = Run like a rabbit | ||
+ | *0x1B9/0x04 Auto-Battle Target | ||
+ | *0x1BA/0x04 (Copy of 0x0005--used in invite, unchanged by Charm) | ||
**0x80 - Always Present | **0x80 - Always Present | ||
**0x40 - Randomly Present | **0x40 - Randomly Present |
Latest revision as of 20:35, 6 April 2024
After determining where to load stats depending on the unit's ID in battle, the game loads the information with this list.
Several bytes are also affected by the Extra Battle Stats, which store copies of a lot of unit data and overwrite some Battle Stats with them after the pre-battle event finishes.
If changing a unit's stats manually with event commands, often the unit will need to be Removed and Added back in to finalize the changes.
If you wish to edit status effects, see Editing Status Effects in Events for more information.
See also the Miscellaneous Unit Data for a lot more data loosely tied to some of the Battle Stats.
Units Stats Tables (Battle)
- ENTD slot #1 : 0x801908CC
- ENTD slot #2 : 0x80190A8C
- ENTD slot #3 : 0x80190C4C
- ENTD slot #4 : 0x80190E0C
- ENTD slot #5 : 0x80190FCC
- ENTD slot #6 : 0x8019118C
- ENTD slot #7 : 0x8019134C
- ENTD slot #8 : 0x8019150C
- ENTD slot #9 : 0x801916CC
- ENTD slot #10 : 0x8019188C
- ENTD slot #11 : 0x80191A4C
- ENTD slot #12 : 0x80191C0C
- ENTD slot #13 : 0x80191DCC
- ENTD slot #14 : 0x80191F8C
- ENTD slot #15 : 0x8019214C
- ENTD slot #16 : 0x8019230C
- Player unit #1 : 0x801924CC
- Player unit #2 : 0x8019268C
- Player unit #3 : 0x8019284C
- Player unit #4 : 0x80192A0C
- Player unit #5 : 0x80192BCC
Learn more about Player Unit Order
Stats list
- 0x0000 Character Identity
- 0x80 Generic Male
- 0x81 Generic Female
- 0x82 Monster
- 0xXX Special Character With Base Job XX
- 0x0001 Unit ENTD slot (0xFF = Unit doesn't exist)
- This value needs to match the unit's ENTD slot or else several things won't function properly.
- Normally set properly on AddUnit, but may need to be manually set to get AddUnit to work if something (like their X/Y coordinate) was invalid.
- This value needs to match the unit's ENTD slot or else several things won't function properly.
- 0x0002 Unit index on Formation screen(?)
- When DisplayConditions(x07) is run, and the unit's Battle Stat x0183 is not set to xFF, this may save this unit's stats to the appropriate Formation slot if the value is not xFF, even if the unit is not present and has no stats (such as from an invalid Load Formation being checked). Not fully understood just yet and may need more testing.
- 0x0003 Current Job
- 0x0004 Sprite Palette
- 0x0 Default
- 0x1 Hokuten
- 0x2 Nanten
- 0x3 Death Corps
- 0x4 Glabados Church
- 0x5 shadows
- 0x0005 (normally copied by 0x01BA, but this one is affected by statuses like Charm)=
- 0x80 - Always Present
- 0x40 - Randomly Present
- 0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
- 0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
- 0x08 - Control
- 0x04 - Immortal (also immune to knockback, poach, malboro, etc.)
- 0x02 (if both 01 and 02, then immune to knockback, and Game Over if this unit permanently dies)
- 0x01
- 0x0006=
- 0x80 Male
- 0x40 Female
- 0x20 Monster
- 0x10 Join After Event
- 0x08 Load Formation
- 0x04 ??? Stats
- 0x02
- 0x01 Save Formation
- 0x0007 Death Counter (3 for living/crystalized units, unit becomes crystal/chest at zero)
- 0x0009=
- 0xF0 =
- 0xE0 =
- 0xD0 =
- 0xC0 = Serpentarius (neutral to all signs)
- 0xB0 = Pisces
- 0xA0 = Aquarius
- 0x90 = Capricorn
- 0x80 = Sagittarius
- 0x70 = Scorpio
- 0x60 = Libra
- 0x50 = Virgo
- 0x40 = Leo
- 0x30 = Cancer
- 0x20 = Gemini
- 0x10 = Taurus
- 0x00 = Aries
- 0x000A Innate Ability #1
- 0x000C Innate Ability #2
- 0x000E Innate Ability #3
- 0x0010 Innate Ability #4
- 0x0012 Primary Skillset
- 0x0013 Secondary Skillset
- 0x0014 Reaction Ability
- 0x0016 Support Ability
- 0x0018 Movement Abilty
- 0x001A Head
- 0x001B Body
- 0x001C Accessory
- 0x001D Right Hand Weapon
- 0x001E Right Hand Shield
- 0x001F Left Hand Weapon
- 0x0020 Left Hand Shield
- 0x0021 Experience
- 0x0022 Level
- 0x0023 Original Brave
- 0x0024 Brave
- 0x0025 Original Faith
- 0x0026 Faith
- 0x0027 CT
- 0x0028 HP
- At the start of a battle, this value is overwritten by the corresponding value stored from 0x8019FD7A-0x8019FDA3
- 0x002A Max HP
- 0x002C MP
- 0x002E Max MP
- 0x0030-0x0032 Current attributes without equipment (affected by attribute decreasing/increasing abilities)
- 0x0030 PA
- 0x0031 MA
- 0x0032 SP
- 0x0033-0x0035 Attribute bonuses from equipment (updates on equip break/steal/change)
- 0x0033 PA
- 0x0034 MA
- 0x0035 SP
- 0x0036-0x0038 Current attributes (attributes w/o equipment + bonuses from equipment, updates on level up)
- 0x0036 PA
- 0x0037 MA
- 0x0038 SP
- 0x0039 CT
- 0x003A Move
- 0x003B Jump
- 0x003C Displayed Right-Hand WP
- 0x003D Displayed Left-Hand WP
- 0x003E Displayed Right-Hand W-EV
- 0x003F Displayed Left-Hand W-EV
- 0x0040 A-EV (physical)
- 0x0041 LH S-EV (physical)
- 0x0042 RH S-EV (physical)
- 0x0043 C-EV
- 0x0044 A-EV (magical)
- 0x0045 LH S-EV (magical)
- 0x0046 RH S-EV (magical)
- 0x0047 X Coordinate
- 0x0048 Y Coordinate
- 0x0049 Elevation/Facing:
- 0x80 Higher Elevation
- 0x40 Stepping Stone
- 0x20
- 0x10
- 0x08
- 0x04
- 0x03 Facing East
- 0x02 Facing North
- 0x01 Facing West
- 0x00 Facing South
- Equip Bytes (?)
- 0x004A
- 0x80 (nothing)
- 0x40 Dagger
- 0x20 Ninja Sword
- 0x10 Sword
- 0x08 Knight Sword
- 0x04 Katana
- 0x02 Axe
- 0x01 Rod
- 0x004B
- 0x80 Staff
- 0x40 Flail
- 0x20 Gun
- 0x10 Crossbow
- 0x08 Longbow
- 0x04 Harp
- 0x02 Book
- 0x01 Spear
- 0x004C
- 0x80 Stick
- 0x40 Bag
- 0x20 Carpet
- 0x10 Shield
- 0x08 Helmet
- 0x04 Hat
- 0x02 Ribbon
- 0x01 Armor
- 0x004D
- 0x80 Clothes
- 0x40 Robe
- 0x20 Shoes
- 0x10 Armguard
- 0x08 Ring
- 0x04 Armlet
- 0x02 Cloak
- 0x01 Perfume
- 0x004A
- Innate Status(as the normal statuses below)
- At the start of a battle, these values are overwritten by the corresponding values stored from 0x8019F9B4-0x8019FA1C.
- 0x004E
- 0x004F
- 0x0050
- 0x0051
- 0x0052
- Status Immunity (as the normal statuses below)
- 0x0053
- 0x0054
- 0x0055
- 0x0056
- 0x0057
- Current Statuses (If editing status effects manually, make sure the changes match at 0x01BB-0x01BE).
- At the start of a battle, these values may be overwritten by the corresponding values stored from 0x8019FA1C-0x8019FA85.
- 0x0058
- 0x80
- 0x40 Crystal
- 0x20 Dead
- 0x10 Undead
- 0x08 Charging
- 0x04 Jump
- 0x02 Defending
- 0x01 Performing
- 0x0059
- 0x80 Petrify
- 0x40 Invite
- 0x20 Darkness
- 0x10 Confusion
- 0x08 Silence
- 0x04 Blood Suck
- 0x02 Cursed
- 0x01 Treasure
- 0x005A
- 0x80 Oil
- 0x40 Float
- 0x20 Reraise
- 0x10 Transparent
- 0x08 Berserk
- 0x04 Chicken
- 0x02 Frog
- 0x01 Critical
- 0x005B
- 0x80 Poison
- 0x40 Regen
- 0x20 Protect
- 0x10 Shell
- 0x08 Haste
- 0x04 Slow
- 0x02 Stop
- 0x01 Wall
- 0x005C
- 0x80 Faith
- 0x40 Innocent
- 0x20 Charm
- 0x10 Sleep
- 0x08 Don't Move
- 0x04 Don't Act
- 0x02 Reflect
- 0x01 Death Sentence
- 0x005D Poison CT
- 0x005E Regen CT
- 0x005F Protect CT
- 0x0060 Shell CT
- 0x0061 Haste CT
- 0x0062 Slow CT
- 0x0063 Stop CT
- 0x0064 Wall CT
- 0x0065 Faith CT
- 0x0066 Innocent CT
- 0x0067 Charm CT
- 0x0068 Sleep CT
- 0x0069 Don't Move CT
- 0x006A Don't Act CT
- 0x006B Reflect CT
- 0x006C Death Sentence CT
- 0x006D Elemental Absorb
- 0x006E Elemental Cancel
- 0x006F Elemental Half
- 0x0070 Elemental Weak
- 0x0071 Elemental Strengthen
- 0x0072 Raw HP
- 0x0075 Raw MP
- 0x0078 Raw SP (no in battle effect, raises stats after battle)
- 0x007B Raw PA (^^)
- 0x007E Raw MA (^^)
- 0x0081 HPC
- 0x0082 HPM
- 0x0083 MPC
- 0x0084 MPM
- 0x0085 SPC
- 0x0086 SPM
- 0x0087 PAC
- 0x0088 PAM
- 0x0089 MAC
- 0x008A MAM
- Reaction abilities
- 0x008B:
- 0x80 = A Save
- 0x40 = MA Save
- 0x20 = Speed Save
- 0x10 = Sunken State
- 0x08 = Caution
- 0x04 = Dragon Spirit
- 0x02 = Regenerator
- 0x01 = Brave Up
- 0x008C:
- 0x80 = Face Up
- 0x40 = HP Restore
- 0x20 = MP Restore
- 0x10 = Critical Quick
- 0x08 = Meatbone Slash
- 0x04 = Counter Magic
- 0x02 = Counter Tackle
- 0x01 = Counter Flood
- 0x008D:
- 0x80 = Absorb Used MP
- 0x40 = Gilgame Heart
- 0x20 = Reflect
- 0x10 = Auto Potion
- 0x08 = Counter
- 0x04 =
- 0x02 = Distribute
- 0x01 = MP Switch
- 0x008E:
- 0x80 = Damage Split
- 0x40 = Weapon Guard
- 0x20 = Finger Guard
- 0x10 = Abandon
- 0x08 = Catch
- 0x04 = Blade Grasp
- 0x02 = Arrow Guard
- 0x01 = Hamedo
- 0x008B:
- Support abilities
- 0x008F:
- 0x80 = Equip Armor
- 0x40 = Equip Shield
- 0x20 = Equip Sword
- 0x10 = Equip Katana
- 0x08 = Equip Crossbow
- 0x04 = Equip Spear
- 0x02 = Equip Axe
- 0x01 = Equip Gun
- 0x0090:
- 0x80 = Half of MP
- 0x40 = Gained JP-UP
- 0x20 = Gained EXP-UP
- 0x10 = Attack Up
- 0x08 = Defense Up
- 0x04 = Magic Attack Up
- 0x02 = Magic Defense Up
- 0x01 = Concentrate
- 0x0091:
- 0x80 = Train
- 0x40 = Secret Hunt
- 0x20 = Martial Arts
- 0x10 = Monster Talk
- 0x08 = Throw Item
- 0x04 = Maintenance
- 0x02 = Two Hands
- 0x01 = Two Swords
- 0x0092:
- 0x80 = Monster Skill
- 0x40 = Defend
- 0x20 = Equip Change
- 0x10 =
- 0x08 = Short Charge
- 0x04 = Non-charge
- 0x02 =
- 0x01 =
- 0x008F:
- Movement abilities
- 0x0093:
- 0x80 = Move +1
- 0x40 = Move +2
- 0x20 = Move +3
- 0x10 = Jump +1
- 0x08 = Jump +2
- 0x04 = Jump +3
- 0x02 = Ignore Height
- 0x01 = Move-HP Up
- 0x0094:
- 0x80 = Move-MP Up
- 0x40 = Move-Get Exp
- 0x20 = Move-Get Jp
- 0x10 = Cannot enter water
- 0x08 = Teleport
- 0x04 = Teleport 2
- 0x02 = Any Weather
- 0x01 = Any Ground
- 0x0095:
- 0x80 = "Move in Water" (Ninja ability; the one that actually lets you stand and walk on the surface of the water)
- 0x40 = "Walk on Water" (Samurai ability; the one that actually lets you move around unimpeded down in the water)
- 0x20 = Move on Lava
- 0x10 = Move Underwater
- 0x08 = Float
- 0x04 = Fly
- 0x02 = Silent Walk
- 0x01 = Move-Find Item
- 0x0093:
- 0x0096 Unlocked Jobs 1-8
- 0x0097 Unlocked Jobs 9-16
- 0x0098 Unlocked Jobs 17-20
- Learned abilities
- 0x0099 Base Action Abilities 1-8
- 0x80 Accumulate / Stasis Sword
- 0x40 Dash / Split Punch
- 0x20 Throw Stone / Crus Punch
- 0x10 Heal / Lightning Stab
- 0x08 Yell / Holy Explosion
- 0x04 Wish
- 0x02 Cheer Up
- 0x01 Scream
- 0x009A Base Action Abilities 7-16
- 0x80 Ultima
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x009B Base R/S/M 1-6
- 0x80 Counter Tackle
- 0x40 Equip Axe
- 0x20 Monster Skill
- 0x10 Defend
- 0x08 Gained JP UP
- 0x04 Move +1
- 0x02
- 0x01
- 0x009C Chemist Action Abilities 1-8
- 0x80 Potion
- 0x40 Hi-Potion
- 0x20 X-Potion
- 0x10 Ether
- 0x08 Hi-Ether
- 0x04 Elixier
- 0x02 Antidote
- 0x01 Eye Drop
- 0x009D Chemist Action Abilities 7-16
- 0x80 Echo Grass
- 0x40 Maiden's Kiss
- 0x20 Soft
- 0x10 Holy Water
- 0x08 Remedy
- 0x04 Phoenix Down
- 0x02
- 0x01
- 0x009E Chemist R/S/M 1-6
- 0x80 Auto Potion
- 0x40 Throw Item
- 0x20 Maintenance
- 0x10 Equip Change
- 0x08 Move-Find Item
- 0x04
- 0x02
- 0x01
- 0x009F Knight Action Abilities 1-8
- 0x80 Head Break
- 0x40 Armor Break
- 0x20 Shield Break
- 0x10 Weapon Break
- 0x08 Magic Break
- 0x04 Speed Break
- 0x02 Power Break
- 0x01 Mind Break
- 0x00A0 Knight Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00A1 Knight R/S/M 1-6
- 0x80 Weapon Guard
- 0x40 Equip Armor
- 0x20 Equip Shield
- 0x10 Equip Sword
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00A2 Archer Action Abilities 1-8
- 0x80 Charge +1
- 0x40 Charge +2
- 0x20 Charge +3
- 0x10 Charge +4
- 0x08 Charge +5
- 0x04 Charge +7
- 0x02 Charge +10
- 0x01 Charge +20
- 0x00A3 Archer Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00A4 Archer R/S/M 1-6
- 0x80 Speed Save
- 0x40 Arrow Guard
- 0x20 Equip Crossbow
- 0x10 Concentrate
- 0x08 Jump +1
- 0x04
- 0x02
- 0x01
- 0x00A5 Monk Action Abilities 1-8
- 0x80 Spin Fist
- 0x40 Repeating Fist
- 0x20 Wave Fist
- 0x10 Earth Slash
- 0x08 Secret Fist
- 0x04 Stigma Magic
- 0x02 Chakra
- 0x01 Revive
- 0x00A6 Monk Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00A7 Monk R/S/M 1-6
- 0x80 HP Restore
- 0x40 Counter
- 0x20 Hamedo
- 0x10 Martial Arts
- 0x08 Move-HP Up
- 0x04
- 0x02
- 0x01
- 0x00A8 Priest Action Abilities 1-8
- 0x80 Cure
- 0x40 Cure 2
- 0x20 Cure 3
- 0x10 Cure 4
- 0x08 Raise
- 0x04 Raise 2
- 0x02 Reraise
- 0x01 Regen
- 0x00A9 Priest Action Abilities 7-16
- 0x80 Protect
- 0x40 Protect 2
- 0x20 Shell
- 0x10 Shell 2
- 0x08 Wall
- 0x04 Esuna
- 0x02 Holy
- 0x01
- 0x00AA Priest R/S/M 1-6
- 0x80
- 0x40 Regenerator
- 0x20 Magic DefendUP
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00AB Wizard Action Abilities 1-8
- 0x80 Fire
- 0x40 Fire 2
- 0x20 Fire 3
- 0x10 Fire 4
- 0x08 Bolt
- 0x04 Bolt 2
- 0x02 Bolt 3
- 0x01 Bolt 4
- 0x00AC Wizard Action Abilities 7-16
- 0x80 Ice
- 0x40 Ice 2
- 0x20 Ice 3
- 0x10 Ice 4
- 0x08 Poison
- 0x04 Frog
- 0x02 Death
- 0x01 Flare
- 0x00AD Wizard R/S/M 1-6
- 0x80 Counter Magic
- 0x40 Magic AttackUP
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00AE Time Mage Action Abilities 1-8
- 0x80 Haste
- 0x40 Haste 2
- 0x20 Slow
- 0x10 Slow 2
- 0x08 Stop
- 0x04 Don't Move
- 0x02 Float
- 0x01 Reflect
- 0x00AF Time Mage Action Abilities 7-16
- 0x80 Quick
- 0x40 Demi
- 0x20 Demi 2
- 0x10 Meteor
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00B0 Time Mage R/S/M 1-6
- 0x80 Critical Quick
- 0x40 MP Switch
- 0x20 Short Charge
- 0x10 Teleport
- 0x08 Float
- 0x04
- 0x02
- 0x01
- 0x00B1 Summoner Action Abilities 1-8
- 0x80 Moogle
- 0x40 Shiva
- 0x20 Ramuh
- 0x10 Ifrit
- 0x08 Titan
- 0x04 Golem
- 0x02 Carbunkle
- 0x01 Bahamut
- 0x00B2 Summoner Action Abilities 7-16
- 0x80 Odin
- 0x40 Leviathan
- 0x20 Salamander
- 0x10 Silf
- 0x08 Fairy
- 0x04 Lich
- 0x02 Cyclops
- 0x01 Zodiac
- 0x00B3 Summoner R/S/M 1-6
- 0x80 MP Restore
- 0x40 Half of MP
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00B4 Thief Action Abilities 1-8
- 0x80 Gil Taking
- 0x40 Steal Heart
- 0x20 Steal Helmet
- 0x10 Steal Armor
- 0x08 Steal Shield
- 0x04 Steal Weapon
- 0x02 Steal Accessry
- 0x01 Steal Exp
- 0x00B5 Thief Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00B6 Thief R/S/M 1-6
- 0x80 Caution
- 0x40 Gilgame Heart
- 0x20 Catch
- 0x10 Secret Hunt
- 0x08 Move +2
- 0x04 Jump +2
- 0x02
- 0x01
- 0x00B7 Mediator Action Abilities 1-8
- 0x80 Invitation
- 0x40 Persuade
- 0x20 Praise
- 0x10 Threaten
- 0x08 Preach
- 0x04 Solution
- 0x02 Death Sentence
- 0x01 Negotiate
- 0x00B8 Mediator Action Abilities 7-16
- 0x80 Insult
- 0x40 Mimic Daravon
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00B9 Mediator R/S/M 1-6
- 0x80 Finger Guard
- 0x40 Equip Gun
- 0x20 Train
- 0x10 Monster Talk
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00BA Oracle Action Abilities 1-8
- 0x80 Blind
- 0x40 Spell Absorb
- 0x20 Life Drain
- 0x10 Pray Faith
- 0x08 Doubt Faith
- 0x04 Zombie
- 0x02 Silence Song
- 0x01 Blind Rage
- 0x00BB Oracle Action Abilities 7-16
- 0x80 Foxbird
- 0x40 Confusion Song
- 0x20 Dispel Magic
- 0x10 Paralyze
- 0x08 Sleep
- 0x04 Petrify
- 0x02
- 0x01
- 0x00BC Oracle R/S/M 1-6
- 0x80 Absorb Used MP
- 0x40 Defence UP
- 0x20 Any Weather
- 0x10 Move-MP UP
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00BD Geomancer Action Abilities 1-8
- 0x80 Pitfall
- 0x40 Water Ball
- 0x20 Hell Ivy
- 0x10 Carve Model
- 0x08 Local Quake
- 0x04 Kamaitachi
- 0x02 Demon Fire
- 0x01 Quicksand
- 0x00BE Geomancer Action Abilities 7-16
- 0x80 Sand Storm
- 0x40 Blizzard
- 0x20 Gusty Wind
- 0x10 Lava Ball
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00BF Geomancer R/S/M 1-6
- 0x80 Counter Flood
- 0x40 Attack UP
- 0x20 Any Ground
- 0x10 Move on Lava
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00C0 Lancer Action Abilities 1-8
- 0x80 Level Jump2
- 0x40 Level Jump3
- 0x20 Level Jump4
- 0x10 Level Jump5
- 0x08 Level Jump8
- 0x04 Vertical Jump2
- 0x02 Vertical Jump3
- 0x01 Vertical Jump4
- 0x00C1 Lancer Action Abilities 7-16
- 0x80 Vertical Jump5
- 0x40 Vertical Jump6
- 0x20 Vertical Jump7
- 0x10 Vertical Jump8
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00C2 Lancer R/S/M 1-6
- 0x80 Dragon Spirit
- 0x40 Equip Spear
- 0x20 Ignore Height
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00C3 Samurai Action Abilities 1-8
- 0x80 Asura Knife
- 0x40 Koutetsu
- 0x20 Bizen Boat
- 0x10 Murasame
- 0x08 Heaven's Cloud
- 0x04 Kiyomori
- 0x02 Muramasa
- 0x01 Kikuichimoji
- 0x00C4 Samurai Action Abilities 7-16
- 0x80 Masamune
- 0x40 Chirijiraden
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00C5 Samurai R/S/M 1-6
- 0x80 Meatbone Slash
- 0x40 Blade Grasp
- 0x20 Equip Knife
- 0x10 Two Hands
- 0x08 Walk on Water (actually lets you move unimpeded in the water)
- 0x04
- 0x02
- 0x01
- 0x00C6 Ninja Action Abilities 1-8
- 0x80 Shuriken
- 0x40 Ball
- 0x20 Knife
- 0x10 Sword
- 0x08 Hammer
- 0x04 Katana
- 0x02 Ninja Sword
- 0x01 Axe
- 0x00C7 Ninja Action Abilities 7-16
- 0x80 Spear
- 0x40 Stick
- 0x20 Knight Sword
- 0x10 Dictionary
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00C8 Ninja R/S/M 1-6
- 0x80 Sunken State
- 0x40 Abandon
- 0x20 Two Swords
- 0x10 Move in Water (actually lets you stand and walk on the surface of the water)
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00C9 Calculator Action Abilities 1-8
- 0x80 CT
- 0x40 Level
- 0x20 Exp
- 0x10 Height
- 0x08 Prime Number
- 0x04 5
- 0x02 4
- 0x01 3
- 0x00CA Calculator Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00CB Calculator R/S/M 1-6
- 0x80 Distribute
- 0x40 Damage Split
- 0x20 Gained Exp UP
- 0x10 Move-Get Exp
- 0x08 Move-Get JP
- 0x04
- 0x02
- 0x01
- 0x00CC Bard Action Abilities 1-8
- 0x80 Angel Song
- 0x40 Life Song
- 0x20 Cheer Song
- 0x10 Battle Song
- 0x08 Magic Song
- 0x04 Nameless Song
- 0x02 Last Song
- 0x01
- 0x00CD Bard Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00CE Bard R/S/M 1-6
- 0x80 MA Save
- 0x40 Face Up
- 0x20 Move +3
- 0x10 Fly
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00CF Dancer Action Abilities 1-8
- 0x80 Witch Hunt
- 0x40 Wiznaibus
- 0x20 Slow Dance
- 0x10 Polka Polka
- 0x08 Disillusion
- 0x04 Nameless Dance
- 0x02 Last Dance
- 0x01
- 0x00D0 Dancer Action Abilities 7-16
- 0x80
- 0x40
- 0x20
- 0x10
- 0x08
- 0x04
- 0x02
- 0x01
- 0x00D1 Dancer R/S/M 1-6
- 0x80 A Save
- 0x40 Brave Up
- 0x20 Jump +3
- 0x10 Fly
- 0x08
- 0x04
- 0x02
- 0x01
- 0x0099 Base Action Abilities 1-8
- 0x00D2 Base/Chemist Job Level
- 0x00D3 Knight/Archer Job Level
- 0x00D4 Monk/Priest Job Level
- 0x00D5 Wizard/Time Mage Job Level
- 0x00D6 Summoner/Thief Job Level
- 0x00D7 Mediator/Oracle Job Level
- 0x00D8 Geomancer/Lancer Job Level
- 0x00D9 Samurai/Ninja Job Level
- 0x00DA Calculator/Bard Job Level
- 0x00DB Dancer/Mime Job Level
- 0x00DC Base Job JP
- 0x00DE Chemist Job JP
- 0x00E0 Knight Job JP
- 0x00E2 Archer Job JP
- 0x00E4 Monk Job JP
- 0x00E6 Priest Job JP
- 0x00E8 Wizard Job JP
- 0x00EA Time Mage Job JP
- 0x00EC Summoner Job JP
- 0x00EE Thief Job JP
- 0x00F0 Mediator Job JP
- 0x00F2 Oracle Job JP
- 0x00F4 Geomancer Job JP
- 0x00F6 Lancer Job JP
- 0x00F8 Samurai Job JP
- 0x00FA Ninja Job JP
- 0x00FC Calculator Job JP
- 0x00FE Bard Job JP
- 0x0100 Dancer Job JP
- 0x0102 Mime Job JP
- 0x0104 Total Base Job JP
- 0x0106 Total Chemist Job JP
- 0x0108 Total Knight Job JP
- 0x010A Total Archer Job JP
- 0x010C Total Monk Job JP
- 0x010E Total Priest Job JP
- 0x0110 Total Wizard Job JP
- 0x0112 Total Time Mage Job JP
- 0x0114 Total Summoner Job JP
- 0x0116 Total Thief Job JP
- 0x0118 Total Mediator Job JP
- 0x011A Total Oracle Job JP
- 0x011C Total Geomancer Job JP
- 0x011E Total Lancer Job JP
- 0x0120 Total Samurai Job JP
- 0x0122 Total Ninja Job JP
- 0x0124 Total Calculator Job JP
- 0x0126 Total Bard Job JP
- 0x0128 Total Dancer Job JP
- 0x012A Total Mime Job JP
- 0x012C-0x013B Unit Nickname
- To find out which values correspond to which letters/numbers/symbols, check the Font page.
- 0x013C-0x0149 Job Nickname (Regular job name shows up in the Unit List. Nickname only lasts until the end of the battle.)
- To find out which values correspond to which letters/numbers/symbols, check the Font page.
- 0x015C Number of times unit has been KO'd this battle
- 0x015D Charged Ability Remaining CT (0xFF if not charging)
- 0x015F Spritesheet ID (RemoveUnit and AddUnit to change their sprite for the duration of the event.)
- 0x0160 Job/Portrait Palette
- 0x0161 Unit ID
- 0x0162 Special/Base Job Skillset (0x00 for generics)
- 0x0163 War Trophy
- 0x0164 Bonus Money Mod (* 100 = Gil)
- 0x0165 AI X Target
- 0x0166 AI Y Target
- 0x0167 AI/Autobattle setting
- 0x40 - Focus on target?
- 0x20 - Stay near X/Y? (+0x08 = never move once there)
- 0x10 - more aggressive?
- 0x08 - Coward-like?
- 0x04 -
- 0x02 -
- 0x01 -
- 0x0168 Prioritized Target
- 0x0169 ENTD "Unknown" (left)
- 0x016A
- 0x04 - Save CT? (don't move unless needed?)
- 0x016B ENTD "Unknown" (right)
- 0x016C Unit Quote/Name ID
- 0x00XX - Special
- 0x01XX - Generic Male
- 0x02XX - Generic Female
- 0x03XX - Generic Monster
0x016E: Target Data for action [Modified on Ability Confirmation]
- 0x016e/0x00 - Attacker/Self ID? (this data for charging attacks?)
- 0x016f/0x01 - Skillset of Last Attack Used
- 0x0170/0x02 - Last Attack Used ID (Currently Charging/performing action?)(half)
- 0x0172/ox04 - Calculator Type Ability ID
- 0x0174/0x06 - Calculator Multiplier Ability ID
- 0x0176/0x08 - Used Item/Equip ID?
- 0x0178/0x0a - reaction ID?
- 0x05 - Tile-Specific Ability?
- 0x06 - Target-Specific Ability?
- 0x0179/0x0b - Current Ability Target when following Unit (Not Unit ID, seems to be 1->16 in their order according to ENTD / deployment, but not strictly their slot number)
- 0x017a/0x0c - Current Ability X target panel coordinate (half)
- 0x017c/0x0e - Current Ability target panel elevation (half)
- 0x00 - Lower?
- 0x01 - Upper?
- 0x017e/0x10 - Current Ability Y target panel coordinate (half)
- 0x0180/0x12 - death on chocobo?
- 0x0181/0x13 -
- 0x10 - Stepping Stone
- 0x01 - Walkable
- 0x0182/0x14: Mount Info
- 0x80 - Riding A Mount flag
- 0x40 - Being Ridden flag
- 0x00-0x1f - ENTD slot ID of unit riding/being ridden by this unit
- 0x0183 - Dealing with unit's ability to appear in battle?
- 0x00 = Unit doesn't exist, but can?
- 0x01 = Unit exists. Unit saves appropriately to formation with DisplayConditions(x07).
- 0x02 - Unit will be removed from party? (no longer exists, treasure/crystal?)
- 0x80 = Was active, but now disabled. Deactivates the unit when saved to formation, as if it had been crystallized or dismissed.
- 0xFF = Unit can't exist? Prevent saving to formation (set during loading screens and ChangeMap)
- 0x0184: Equipped Flags?
- 0x08 - Sword Equipped
- 0x04 - Materia Blade Equipped
- 0x0185 -
- 0x0186 - Character's turn if 01, otherwise 00 - able to use move/act/wait menu
- 0x0187 - Movement Taken?
- 0x01 - Movement taken
- 0x00 - has not moved yet
- 0x0188 - Action Taken?
- 0x01 - action taken
- 0x00 - has not acted yet
- 0x0189 -
- 0x04 - target learning ability?
- 0x02 - Target hit by ability?
- 0x01 - Turn ended (set to 01 when reacting)
- 0x018a - Miscellaneous Unit Data ID (without "Unit Exists" check) (doesn't necessarily match Misc Unit Data slot number)
- 0x018b - Ability CT
0x018C: Temporary Battle Offsets
The game writes and reads to these addresses while inflicting status, etc. This data is usually read from the "Current Action pointers".
- 0x18C/0x00 - Hit/Miss
- 0x01 - Hit
- 0x00 - Miss
- 0x18D/0x01 - Critical Hit
- 0x01 - Crit
- 0x00 - Regular
- 0x18E/0x02 - Miss Type
- 0x07 - Catch
- 0x06 - Miss
- 0x05 - Nullified
- 0x02 - Guarded [some other kind]
- 0x01 - Guarded (accessory)
- 0x00 - Hit
- 0x18F/0x03 - Item Lost--Potions/Break/Steal/Draw Out
- 0x190/0x04 - HP Damage Halfword
- 0x192/0x06 - HP Healing Halfword
- 0x194/0x08 - MP Damage Halfword
- 0x196/0x0a - MP Healing Halfword
- 0x198/0x0c - Gil Stolen/Lost Signed Halfword
- 0x19A/0x0e - Reaction ID Halfword
- 0x19C/0x010 - Special Effect Halfword
- 0x80 - +1 Level
- 0x40 - Switch Team
- 0x20 - Poached
- 0x10 - Steal Item
- 0x08 -
- 0x04 - Break Item
- 0x02 - Malboro (moldball virus)
- 0x01 - Golem
- 0x019D/0x11 - Special Flags 2
- 0x80 -
- 0x40 - Knockback?
- 0x20 -
- 0x10 -
- 0x08 - Weakness?
- 0x04 - Absorption?
- 0x02 - Nullification? (Disabled by nullification)
- 0x01 - -1 Level
- 0x19E/0x12 - (SP Change Byte)
- 0x19F/0x13 - (CT Change Byte)
- 0x1A0/0x14 - (PA Change Byte)
- 0x1A1/0x15 - (MA Change Byte)
- 0x1A2/0x16 - (Br Change Byte)
- 0x1A3/0x17 - (Fa Change Byte)
- 0x1A4/0x18 - (Status Change?)
- 0x1A5/0x19 - Equipment Destroyed Slot--FE means triggers weapon attack by default
- 0x80 - Remove Helmet
- 0x40 - Remove Armor
- 0x20 - Remove Accessory
- 0x10 - Remove Right Hand Weapon
- 0x08 - Remove Right Hand Shield
- 0x04 - Remove Left Hand Weapon
- 0x02 - Remove Left Hand Shield
- 0x01 -
- 0x1A6/0x1a - Stolen Item ID (Used for inventory increment?)
- 0x01A7/0x1b - Attack's Status Infliction 1
- 0x80 -
- 0x40 - Crystal
- 0x20 - Dead
- 0x10 - Undead
- 0x08 - Charging
- 0x04 - Jump
- 0x02 - Defending
- 0x01 - Performing
- 0x01a8/0x1c - Attack's Status Infliction 2
- 0x80 - Petrify
- 0x40 - Invite
- 0x20 - Darkness
- 0x10 - Confusion
- 0x08 - Silence
- 0x04 - Blood Suck
- 0x02 - Cursed (Dummied)
- 0x01 - Treasure
- 0x01a9/0x1d - Attack's Status Infliction 3
- 0x80 - Oil
- 0x40 - Float
- 0x20 - Reraise
- 0x10 - Transparent
- 0x08 - Berserk
- 0x04 - Chicken
- 0x02 - Frog
- 0x01 - Critical
- 0x01aa/0x1e - Attack's Status Infliction 4
- 0x80 - Poison
- 0x40 - Regen
- 0x20 - Protect
- 0x10 - Shell
- 0x08 - Haste
- 0x04 - Slow
- 0x02 - Stop
- 0x01 - Wall (Dummied)
- 0x01ab/0x1f - Attack's Status Infliction 5
- 0x80 - Faith
- 0x40 - Innocent
- 0x20 - Charm
- 0x10 - Sleep
- 0x08 - Don't Move
- 0x04 - Don't Act
- 0x02 - Reflect
- 0x01 - Death Sentence
- 0x01ac/0x20 - Attack's Status Removal 1
- 0x80 -
- 0x40 - Crystal
- 0x20 - Dead
- 0x10 - Undead
- 0x08 - Charging
- 0x04 - Jump
- 0x02 - Defending
- 0x01 - Performing
- 0x01ad/0x21 - Attack's Status Removal 2
- 0x80 - Petrify
- 0x40 - Invite
- 0x20 - Darkness
- 0x10 - Confusion
- 0x08 - Silence
- 0x04 - Blood Suck
- 0x02 - Cursed
- 0x01 - Treasure
- 0x01ae/0x22 - Attack's Status Removal 3
- 0x80 - Oil
- 0x40 - Float
- 0x20 - Reraise
- 0x10 - Transparent
- 0x08 - Berserk
- 0x04 - Chicken
- 0x02 - Frog
- 0x01 - Critical
- 0x01af/0x23 - Attack's Status Removal 4
- 0x80 - Poison
- 0x40 - Regen
- 0x20 - Protect
- 0x10 - Shell
- 0x08 - Haste
- 0x04 - Slow
- 0x02 - Stop
- 0x01 - Wall
- 0x01b0/0x24 - Attack's Status Removal 5
- 0x80 - Faith
- 0x40 - Innocent
- 0x20 - Charm
- 0x10 - Sleep
- 0x08 - Don't Move
- 0x04 - Don't Act
- 0x02 - Reflect
- 0x01 - Death Sentence
- 0x1B1/0x25 (Attack Type--HP/MP Damage/Healing or Status/Stats and Pseudo-Status)
- 0x80 - HP Damage
- 0x40 - HP Recovery
- 0x20 - MP Damage
- 0x10 - MP Recovery
- 0x08 - Status Change?
- 0x04 - ?
- 0x02 - ?
- 0x01 - Pseudo-Status change?
- 0x1B2/0x04 (Last Received Attack [for Counter Magic] or weapon [for Catch] Halfword - Data for reactions, varies with Ability ID (could be MP to absorb, Excendent heal to distribute etc...)
- 0x1B4/0x04 (EXP Change from Steal EXP)
- 0x1B5/0x04 (???)
- 0x1B6/0x04 (Attack Accuracy)
- 0x1B7/0x04 (???)
- 0x1B8/0x04 Auto-Battle Setting
- 0x0C = Fight for life
- 0x0E = Protect Allies
- 0x10 = Save fading life
- 0x11 = Run like a rabbit
- 0x1B9/0x04 Auto-Battle Target
- 0x1BA/0x04 (Copy of 0x0005--used in invite, unchanged by Charm)
- 0x80 - Always Present
- 0x40 - Randomly Present
- 0x20 - Team Bit 1. 0x20 and 0x10 is Light Blue. 0x20 is Green.
- 0x10 - Team Bit 2. 0x10 is Red. If neither bit, team is Blue.
- 0x08 - Control
- 0x04 - Immortal (also immune to knockback, poach, malboro, etc.)
- 0x02 (if both 01 and 02, then immune to knockback, and Game Over if this unit permanently dies)
- 0x01
- 0x1BB/0x04 (Inflicted Statii--factors in Random/Separate/All or Nothing/Immunities/Accuracy)
- (If editing status effects manually, make sure the changes match at 0x0058-0x005C).
- 0x1BF/0x04 Last byte of unit's data
- 0x1C0 First byte of next unit's data