Difference between revisions of "Magical Evade Calculation"

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Magical Evade Calculation:
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  001885b8: 27bdffe8 addiu r29,r29,-0x0018   
  001885b8: 27bdffe8 addiu r29,r29,0xffe8
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  001885bc: afbf0010 sw r31,0x0010(r29)      
  001885bc: afbf0010 sw r31,0x0010(r29)
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  001885c0: 0c061471 jal 0x001851c4           |{{f/jal|Equipment Evasion Setting (Magical) |Equipment Evasion Setting (Magical) }} Set Base Hit to 100 / Set Ability Acc. Right Hand and Left Hand Evasion
  001885c0: 0c061471 jal 0x001851c4 [[Equipment Evasion Setting (Magical)]] (Base Hit set to 100)
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  001885c4: 00000000 nop                     |
  001885c4: 00000000 nop
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  001885c8: 0c06152e jal 0x001854b8           |{{f/jal|Transparent Calculation|Transparent Calculation}} Nullify the All Ability Evasion bytes if Attacker uses Concentration
  001885c8: 0c06152e jal 0x001854b8 [[Transparent Calculation]]
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  001885cc: 00000000 nop                     |
  001885cc: 00000000 nop
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  001885d0: 0c0614df jal 0x0018537c           |{{f/jal|Abandon Calculation |Abandon Calculation }} If target as abandon (and it is usable) --> Ability Base Hit/2
  001885d0: 0c0614df jal 0x0018537c [[Abandon Calculation]] (if Abandon base hit = 50)
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  001885d4: 00000000 nop                     |
  001885d4: 00000000 nop
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  001885d8: 0c0614fd jal 0x001853f4           |{{f/jal|Evasion Changes due to Statuses|Evasion Changes due to Statuses}} Nullify all Ability evasion bytes based on Target status - Ability Base Hit/2 if target defending
  001885d8: 0c0614fd jal 0x001853f4 [[Evasion Changes due to Statuses]]
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  001885dc: 00000000 nop                     |
  001885dc: 00000000 nop
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  001885e0: 0c062122 jal 0x00188488           |{{f/jal|Calculate Hit %|Calculate Hit %}} If Ability is evadeable : Roll the All Ability Evade bytes (one after another) against Ability base Hit
  001885e0: 0c062122 jal 0x00188488 [[Calculate Hit %]]
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  001885e4: 00000000 nop                     |
  001885e4: 00000000 nop
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  001885e8: 8fbf0010 lw r31,0x0010(r29)      
  001885e8: 8fbf0010 lw r31,0x0010(r29)
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  001885ec: 27bd0018 addiu r29,r29,0x0018    
  001885ec: 27bd0018 addiu r29,r29,0x0018
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  001885f0: 03e00008 jr r31                  
  001885f0: 03e00008 jr r31
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  001885f4: 00000000 nop  
  001885f4: 00000000 nop
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=== Return Locations ===
 
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'''Battle.bin '''
== Return Locations ==
 
 
 
*Battle.bin  
 
 
  00188d94: [[08_Dmg_F(MA*Y)|Formula 08 - Dmg F(MA*Y)]]
 
  00188d94: [[08_Dmg_F(MA*Y)|Formula 08 - Dmg F(MA*Y)]]
 
  00188e04: [[09_Dmg_(Y/100)%25_Hit_F(MA%2BX)%25|Formula 09 - Dmg (Y/100)% Hit F(MA+X)%]]
 
  00188e04: [[09_Dmg_(Y/100)%25_Hit_F(MA%2BX)%25|Formula 09 - Dmg (Y/100)% Hit F(MA+X)%]]

Revision as of 18:49, 13 April 2022

001885b8: 27bdffe8 addiu r29,r29,-0x0018    
001885bc: afbf0010 sw r31,0x0010(r29)       
001885c0: 0c061471 jal 0x001851c4           |-->Equipment Evasion Setting (Magical)  Set Base Hit to 100 / Set Ability Acc. Right Hand and Left Hand Evasion
001885c4: 00000000 nop                      |
001885c8: 0c06152e jal 0x001854b8           |-->Transparent Calculation Nullify the All Ability Evasion bytes if Attacker uses Concentration
001885cc: 00000000 nop                      |
001885d0: 0c0614df jal 0x0018537c           |-->Abandon Calculation  If target as abandon (and it is usable) --> Ability Base Hit/2
001885d4: 00000000 nop                      |
001885d8: 0c0614fd jal 0x001853f4           |-->Evasion Changes due to Statuses Nullify all Ability evasion bytes based on Target status - Ability Base Hit/2 if target defending
001885dc: 00000000 nop                      |
001885e0: 0c062122 jal 0x00188488           |-->Calculate Hit % If Ability is evadeable : Roll the All Ability Evade bytes (one after another) against Ability base Hit
001885e4: 00000000 nop                      |
001885e8: 8fbf0010 lw r31,0x0010(r29)       
001885ec: 27bd0018 addiu r29,r29,0x0018     
001885f0: 03e00008 jr r31                   
001885f4: 00000000 nop 

Return Locations

Battle.bin 
00188d94: Formula 08 - Dmg F(MA*Y)
00188e04: Formula 09 - Dmg (Y/100)% Hit F(MA+X)%
00188e88: Formula 0A - Hit F(MA+X)%
00188fd4: Formula 0E - Dmg (Y)% Hit F(MA+X)% 100% Status Hide Status
00189094: Formula 0F - AbsMP(Y%) Hit F(MA+X)%
001890e8: Formula 10 - AbsHP(Y%) Hit F(MA+X)%
001891bc: Formula 15 - Set CT00 Hit F(MA+X)%
00189214: Formula 16 - DmgMP (TarCurMP) Hit F(MA+X)%
0018926c: Formula 17 - Dmg (TarCurHP-1) Hit F(MA+X)%
001892bc: Formula 1A - Hit F(MA+Y)% // -PA/MA/SP (X)
0018934c: Formula 1B - DmgMP (MA+Y)% Hit F(X)%
00189444: Formula 1E - Dmg ((MA+Y)*MA/2)
00189474: Formula 1F - Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2)
001896c4: Formula 24 - Dmg ((PA+Y)/2*MA)
00189fdc: Formula 3D - Hit (MA+X)%
0018a430: Formula 3E - Dmg (MA*Y)
0018a5f4: Formula 53 - Dmg (X)% Hit (MA+X)%
0018a6a8: Formula 55 - –PA (Y) Hit (MA+X)%
0018a708: Formula 56 - –MA (Y) Hit (MA+X)%
0018a918: Formula 59 - –Lvl(1) Hit (MA+X)%
0018aaa8: Formula 5E - Dmg ((MA+Y)/2*MA)
0018aad8: Formula 5F - Dmg ((MA+Y)/2*MA)
0018ab28: Formula 61 - –Brave (Y) Hit F(MA+X)%
0018ab68: Formula 62 - –Brave (Y) Hit (MA+X)%