Difference between revisions of "31 Dmg ((PA+Y)/2*PA)"
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− | + | 00189cd0: 27bdffe8 addiu r29,r29,0xffe8 | | |
− | 00189cd0: 27bdffe8 addiu r29,r29,0xffe8 | + | 00189cd4: afbf0010 sw r31,0x0010(r29) | |
− | 00189cd4: afbf0010 sw r31,0x0010(r29) | + | 00189cd8: 0c062144 jal 0x00188510 |{{f/jal|Physical Evade Calculation|Physical Evade Calculation}} If Abillity is evadeable roll Ability Evade byte against Ability base Hit - Returns r2 |
− | 00189cd8: 0c062144 jal | + | 00189cdc: 00000000 nop | |
− | 00189cdc: 00000000 nop | + | 00189ce0: 14400020 bne r2,r0,0x00189d64 {{f/Cond|If Attack is not evaded}} |
− | 00189ce0: 14400020 bne r2,r0, | + | 00189ce4: 00000000 nop | |
− | 00189ce4: 00000000 nop | + | 00189ce8: 0c061740 jal 0x00185d00 |{{f/jal|Store PA and PA + Y / 2|Store PA and PA + Y / 2}} Set XA = Attacker's PA and YA = (Attacker's PA + Ability Y)/2 |
− | 00189ce8: 0c061740 jal | + | 00189cec: 00000000 nop | |
− | 00189cec: 00000000 nop | + | 00189cf0: 0c0617ff jal 0x00185ffc |{{f/jal|Elemental Strengthen|Elemental Strengthen}} XA + 25% if used Ability Element is strengthened |
− | 00189cf0: 0c0617ff jal | + | 00189cf4: 00000000 nop | |
− | 00189cf4: 00000000 nop | + | 00189cf8: 0c061853 jal 0x0018614c |{{f/jal|Formula 32, 33, 34, 35 Attack Up and Martial Arts|Formula 32, 33, 34, 35 Attack Up and Martial Arts}} Increase XA if Attacker uses Attack Up or Martial art with elligible weapon |
− | 00189cf8: 0c061853 jal | + | 00189cfc: 00000000 nop | |
− | 00189cfc: 00000000 nop | + | 00189d00: 0c0622b7 jal 0x00188adc |{{f/jal|Cluster of Physical Routines|Cluster of Physical Routines}} Modify XA (Attacker status, Target Status/Support, Compatibility) |
− | 00189d00: 0c0622b7 jal | + | 00189d04: 00000000 nop | |
− | 00189d04: 00000000 nop | + | 00189d08: 0c06193e jal 0x001864f8 |{{f/jal|Critical Hit Calculation|Critical Hit Calculation}} If Critical Hit : Increase XA (+0% to +100%) Add Knockback (if possible) |
− | 00189d08: 0c06193e jal | + | 00189d0c: 00000000 nop | |
− | 00189d0c: 00000000 nop | + | 00189d10: 0c06195a jal 0x00186568 |{{f/jal|XA * YA Calculation|XA * YA Calculation}} Store XA*YA as Target Current Action HP damage (TCA 0x04) and Set TCA Attack type to 0x80 (HP damage) |
− | 00189d10: 0c06195a jal | + | 00189d14: 00000000 nop | |
− | 00189d14: 00000000 nop | + | 00189d18: 0c061bb4 jal 0x00186ed0 |{{f/jal|Weather Elemental effects|Weather Elemental effects}} +25% HP damage For Thunder and Ice or -25% damage For Fire according to the weather |
− | 00189d18: 0c061bb4 jal | + | 00189d1c: 00000000 nop | |
− | 00189d1c: 00000000 nop | + | 00189d20: 0c061bfe jal 0x00186ff8 |{{f/jal|Ability Elemental?|Ability Elemental?}} Checks For Target Elemental resistance/Weakness - Deals with [Oil + Fire] and [Float + Earth] |
− | 00189d20: 0c061bfe jal | + | 00189d24: 00000000 nop | |
− | 00189d24: 00000000 nop | + | 00189d28: 3c028019 lui r2,0x8019 | |
− | 00189d28: 3c028019 lui r2,0x8019 | + | 00189d2c: 8c422d90 lw r2,0x2d90(r2) |{{f/adr|<nowiki>r2 = Target Current Action (TCA) data pointer</nowiki>}} |
− | 00189d2c: 8c422d90 lw r2,0x2d90(r2) | + | 00189d30: 00000000 nop | |
− | 00189d30: 00000000 nop | + | 00189d34: 90420000 lbu r2,0x0000(r2) |{{f/load|<nowiki>r2 = TCA hit flag</nowiki>}} |
− | 00189d34: 90420000 lbu r2,0x0000(r2) | + | 00189d38: 00000000 nop | |
− | 00189d38: 00000000 nop | + | 00189d3c: 10400009 beq r2,r0,0x00189d64 {{f/Cond|If Attack hits (not canceled by elements)}} |
− | 00189d3c: 10400009 beq r2,r0, | + | 00189d40: 00000000 nop | |
− | 00189d40: 00000000 nop | + | 00189d44: 0c061c3f jal 0x001870fc |{{f/jal|Elemental Absorption|Elemental Absorption}} HP damage becomes HP recovery - Changes Attack Type from 0x80 to 0x40 (HP recovery) |
− | 00189d44: 0c061c3f jal | + | 00189d48: 00000000 nop | |
− | 00189d48: 00000000 nop | + | 00189d4c: 0c062130 jal 0x001884c0 |{{f/jal|Conditional Status Proc Roll (19%)|Conditional Status Proc Roll (19%)}} Returns r2 = 0x00 if Proc is triggered (and enables TCA special flag 2 0x02) |
− | 00189d4c: 0c062130 jal | + | 00189d50: 00000000 nop | |
− | 00189d50: 00000000 nop | + | 00189d54: 14400003 bne r2,r0,0x00189d64 {{f/Cond|If Proc is triggered}} |
− | 00189d54: 14400003 bne r2,r0, | + | 00189d58: 00000000 nop | |
− | 00189d58: 00000000 nop | + | 00189d5c: 0c061fad jal 0x00187eb4 |{{f/jal|Apply status (to action) - (Preserve hit status, evade type, hit %) |Apply status (to action) - (Preserve hit status, evade type, hit %) }} Update Target Current Action status infliction/Removal |
− | 00189d5c: 0c061fad jal | + | 00189d60: 00000000 nop | |
− | 00189d60: 00000000 nop | + | 00189d64: 8fbf0010 lw r31,0x0010(r29) END |
− | 00189d64: 8fbf0010 lw r31,0x0010(r29) | + | 00189d68: 27bd0018 addiu r29,r29,0x0018 |
− | 00189d68: | + | 00189d6c: 03e00008 jr r31 |
− | 00189d6c: 03e00008 jr r31 | ||
00189d70: 00000000 nop | 00189d70: 00000000 nop | ||
+ | === Return location === | ||
+ | '''Battle.bin''' | ||
+ | 0018b97c - [[Pre Formula Setup (FDC)|Pre Formula Setup]] |
Latest revision as of 19:23, 23 April 2022
00189cd0: 27bdffe8 addiu r29,r29,0xffe8 | 00189cd4: afbf0010 sw r31,0x0010(r29) | 00189cd8: 0c062144 jal 0x00188510 |-->Physical Evade Calculation If Abillity is evadeable roll Ability Evade byte against Ability base Hit - Returns r2 00189cdc: 00000000 nop | 00189ce0: 14400020 bne r2,r0,0x00189d64 #If Attack is not evaded 00189ce4: 00000000 nop | 00189ce8: 0c061740 jal 0x00185d00 |-->Store PA and PA + Y / 2 Set XA = Attacker's PA and YA = (Attacker's PA + Ability Y)/2 00189cec: 00000000 nop | 00189cf0: 0c0617ff jal 0x00185ffc |-->Elemental Strengthen XA + 25% if used Ability Element is strengthened 00189cf4: 00000000 nop | 00189cf8: 0c061853 jal 0x0018614c |-->Formula 32, 33, 34, 35 Attack Up and Martial Arts Increase XA if Attacker uses Attack Up or Martial art with elligible weapon 00189cfc: 00000000 nop | 00189d00: 0c0622b7 jal 0x00188adc |-->Cluster of Physical Routines Modify XA (Attacker status, Target Status/Support, Compatibility) 00189d04: 00000000 nop | 00189d08: 0c06193e jal 0x001864f8 |-->Critical Hit Calculation If Critical Hit : Increase XA (+0% to +100%) Add Knockback (if possible) 00189d0c: 00000000 nop | 00189d10: 0c06195a jal 0x00186568 |-->XA * YA Calculation Store XA*YA as Target Current Action HP damage (TCA 0x04) and Set TCA Attack type to 0x80 (HP damage) 00189d14: 00000000 nop | 00189d18: 0c061bb4 jal 0x00186ed0 |-->Weather Elemental effects +25% HP damage For Thunder and Ice or -25% damage For Fire according to the weather 00189d1c: 00000000 nop | 00189d20: 0c061bfe jal 0x00186ff8 |-->Ability Elemental? Checks For Target Elemental resistance/Weakness - Deals with [Oil + Fire] and [Float + Earth] 00189d24: 00000000 nop | 00189d28: 3c028019 lui r2,0x8019 | 00189d2c: 8c422d90 lw r2,0x2d90(r2) |r2 = Target Current Action (TCA) data pointer 00189d30: 00000000 nop | 00189d34: 90420000 lbu r2,0x0000(r2) |r2 = TCA hit flag 00189d38: 00000000 nop | 00189d3c: 10400009 beq r2,r0,0x00189d64 #If Attack hits (not canceled by elements) 00189d40: 00000000 nop | 00189d44: 0c061c3f jal 0x001870fc |-->Elemental Absorption HP damage becomes HP recovery - Changes Attack Type from 0x80 to 0x40 (HP recovery) 00189d48: 00000000 nop | 00189d4c: 0c062130 jal 0x001884c0 |-->Conditional Status Proc Roll (19%) Returns r2 = 0x00 if Proc is triggered (and enables TCA special flag 2 0x02) 00189d50: 00000000 nop | 00189d54: 14400003 bne r2,r0,0x00189d64 #If Proc is triggered 00189d58: 00000000 nop | 00189d5c: 0c061fad jal 0x00187eb4 |-->Apply status (to action) - (Preserve hit status, evade type, hit %) Update Target Current Action status infliction/Removal 00189d60: 00000000 nop | 00189d64: 8fbf0010 lw r31,0x0010(r29) END 00189d68: 27bd0018 addiu r29,r29,0x0018 00189d6c: 03e00008 jr r31 00189d70: 00000000 nop
Return location
Battle.bin 0018b97c - Pre Formula Setup