InflictStatus

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{92} InflictStatus

InflictStatus(xID,x00,xSS,x0C,x00)

Inflict a status on a given unit. The changes are visible even outside of battle.

Statuses can be stacked, but sometimes need to be applied in the correct order; for example, Chicken needs to be applied before Float.

See Also: {83} ChangeStats{E5} WaitForInstruction(x43,x00)

Warning: Any event with an InflictStatus command will instantly apply it at the start of the event to any Floating or Jumping unit with a matching Unit ID, even if the event wasn't actually going to run the command. A fix is available here (thanks Glain and Talcall):

<?xml version="1.0" encoding="UTF-8"?>
<Patches>
<Patch name="Nyzer Event Hack Thing">
<Description> Kills the routine that causes Jumping or Floating units to auto-apply every InflictStatus command with a matching Unit ID in an event file the moment the file is loaded, even if the event wasn't actually going to run the command. </Description>
<Location file="BATTLE_BIN" offset="143CB0" offsetMode="RAM" mode="ASM">
nop
</Location>
</Patch>
</Patches>


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.
    • If the unit is dead, this will also play a sound effect.
    • This will also set the unit to a Critical animation if their HP is low, or a Standing animation if it is not.
  • 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

Reviving a dead unit with full HP: Battle Stats, Remove, Add

In order to revive a dead unit with full HP, use the following commands. (Requires the Event Instruction Upgrade hack.)

Note: this will cause the unit to revert to their upright Marching animation right after they're Added.


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()

Wait Time : Byte (hex)

Often 0x0C, else 0x01.

This may be a parameter for how long to wait after inflicting the status. However, InflictStatus runs on its own thread, so this may not do anything without the appropriate WaitForInstruction.


x00 : Byte (hex)

This value is always set to x00 in the original game; it probably doesn't have a function.