2535
General Information[edit]
Chrono Cross[edit]
This file defines the characteristics of enemies. Each enemy definition is 176 (0xb0) bytes long. The player characters actually share the exact same data block format, and a couple of the missing 'unknown' bytes from the enemy section are used for characters.
Breakdown by byte:
- 0x00 unknown
- 0x01 Innate:
- 00 unknown
- 01 absorb [all?]
- 02 green
- 03 white
- 04 black
- 05 red
- 06 yellow
- 07 blue
- 0x02 unknown
- 0x03 Some kind of offset for which grid element growth table to use. There are 8 used growth types, with most of them being Pip (uses 3,4,5, and 6 for his various forms), and Harle uses 7. Serge and friends use 0 for the most part, and Viper and associates all seem to use 1. This seems to be the way the game determines which slots become available for characters at specific star levels.
- 0x04-0x14 unknown
- 0x15 Gender (00=random, 40=male, 80 or A0=female)
- 0x16-0x17 HP
- 0x18 ATK
- 0x19 DEF
- 0x1A HIT
- 0x1B EVD %
- 0x1C MAG
- 0x1D M. DEF
- 0x1E Status effect length
- 0x1F Character stamina attribute. It's listed in the block in the full integer form, the game must divide by 10 to get the decimal point, but I've verified that this is the stat that's used to regenerate character stamina. It makes sense this wouldn't be used for enemies since they use a different attribute to determine their turn order.
- 0x20-0x21 Equipped weapon
- 01 - 1F: Raw materials (Yes, like @Seed and @Copper.)
- 20 - 26: Swallows
- 27 - 2C: Daggers
- 2D - 36: Rods (2D - 2F repeat in the 30 - 36 range)
- 37 - 41: Swords
- 42 - 47: Guns
- 48 - 4D: Picks
- 4E - 4F: Carrots
- 50 - 58: Axes (56 is blank)
- 59 - 5D: Lures
- 5F - 63: Boomerangs
- 65 - 6A: Shot
- 6B - 6C: Cards
- 6E - 73: Utensils
- 75 - 7A: Gloves
- 0x22-0x23 Equipped armour, range 0x96 to 0xB1
- 0x24-0x25 Accessory 1, range 0xBA to 0xFE
- 0x26-0x27 Accessory 2, range 0xBA to 0xFE
- 0x28-0x29 Accessory 3, range 0xBA to 0xFE
- 0x2A unknown
- 0x2B Doppelgang monster ID
- 0x2C unknown
- 0x2D Model ID (numbered consecutively in file order, enemy Radius is 40)
- 0x2E Action Points
- 0x2F Weapon model (from the file bloc 3691-3707, no weapon model is 00, generic sword is 01)
- 0x30-0x3F Element Grid definition for Doppelgangs. Takes the form of a series of bitflags; each level of the grid uses 16 bits, starting with the first bit in the top left corner and working down to the bottom right (L to R first). If the flag is set, the grid position is open and can have an Element installed.
- 0x40-0x99 Elements with which to fill the Grid during Doppelgangs. A series of 2-byte little-endian values indicating Element indices (with each mysteriously inflated by 0x4000). Open slots in the Grid defined by the previous section are filled in the order in which they were defined.
- 0xA0 Treasure drop ID as defined in file 0008
- 0xA1 unknown (or 2nd byte of treasure drop pointer?)
- 0xA2-0xA3 Gold dropped
- 0xA4 Hit for medium attack
- 0xA5 Hit for heavy attack
- 0xA6 The monster is Doppelgangable if and only if the high bit is //not// set.
- 0xA7-0xAD unknown
- 0xAE-0xAF Monster type, for special weapon effects:
- bit 0 Floating
- bit 1 Undead
- bit 2 Soft
- bit 3 Inorganic
- bit 4 ? Beach Bum, Mantarrey, Lagoonate
- bit 13 Dragon
- bit 14 Human
- bit 15 Demon
From: 2518-2542