Difference between revisions of "InflictStatus"
Line 19: | Line 19: | ||
*x01: Crystal | *x01: Crystal | ||
*x02: Poison + Critical | *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 | ||
Revision as of 03:00, 26 August 2021
Contents
{92} InflictStatus
InflictStatus(xID,x00,xSS,x0C,x00)
Inflict a status on a given unit.
See Also: {83} ChangeStats ― {E5} WaitForInstruction(x43,x00)
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.
- (It will also play a sound effect.)
- 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
In order to revive a dead unit with full HP, use the following commands. (Requires the Event Instruction Upgrade hack.)
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()
Unknown : Byte (hex)
Often 0x0C, else 0x01.
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.