Difference between revisions of "InflictStatus"
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== Status : Byte (hex) == | == Status : Byte (hex) == | ||
− | * | + | *x00: Revive with 1HP if necessary |
− | * | + | *x01: Crystal |
− | * | + | *x02: Poison + Critical |
+ | *x04: Apply any status currently set on the unit (see [[Battle Stats]] 0x01A7 to 0x01AB). Requires the [[Event Instruction Upgrade]] hack. Warning: Many statuses at once might not apply properly / This instruction erases the currently written statuses! You'll have to rewrite them if you want them activated for battle. | ||
Revision as of 23:59, 16 February 2014
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 1HP if necessary
- x01: Crystal
- x02: Poison + Critical
- x04: Apply any status currently set on the unit (see Battle Stats 0x01A7 to 0x01AB). Requires the Event Instruction Upgrade hack. Warning: Many statuses at once might not apply properly / This instruction erases the currently written statuses! You'll have to rewrite them if you want them activated for battle.
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.