Difference between revisions of "Provoke"
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==Control Header== | ==Control Header== | ||
===AI Properties=== | ===AI Properties=== | ||
− | Magical Attack: True (Enemies that have a general magic counter will respond) | + | Magical Attack: True (Enemies that have a general magic counter will respond)<br> |
Physical Attack: False | Physical Attack: False | ||
===Attack Type=== | ===Attack Type=== | ||
− | Enemy vs Enemy Tech: False (It's a player tech, so no) | + | Enemy vs Enemy Tech: False (It's a player tech, so no)<br> |
− | Player Attack: False (It's a tech) | + | Player Attack: False (It's a tech)<br> |
Tech: True (It's a tech) | Tech: True (It's a tech) | ||
===Control=== | ===Control=== | ||
− | Performance Group: Marle (Only Marle participates) | + | Performance Group: Marle (Only Marle participates)<br> |
===Element=== | ===Element=== | ||
− | Element: None (This is only used on damaging techs) | + | Element: None (This is only used on damaging techs)<br> |
− | Element Unknown 01: False | + | Element Unknown 01: False<br> |
− | Element Unknown 08: False | + | Element Unknown 08: False<br> |
===Headers=== | ===Headers=== | ||
− | Effect Header / MP Cost 1: 0A (Used) | + | Effect Header / MP Cost 1: 0A (Used)<br> |
− | Effect Header / MP Cost 2: 00 (Unused) | + | Effect Header / MP Cost 2: 00 (Unused)<br> |
− | Effect Header / MP Cost 3: 00 (Unused) | + | Effect Header / MP Cost 3: 00 (Unused)<br> |
===Hit Effects=== | ===Hit Effects=== | ||
− | Hit Effect 1: None | + | Hit Effect 1: None<br> |
− | Hit Effect 2: None | + | Hit Effect 2: None<br> |
Hit Effect 3: None | Hit Effect 3: None | ||
===Overrides=== | ===Overrides=== | ||
− | Ignore Hit and Evade: False | + | Ignore Hit and Evade: False<br> |
Ignore Failure Conditions: False | Ignore Failure Conditions: False | ||
===Unknowns=== | ===Unknowns=== | ||
− | Unknown 1.07: 00 | + | Unknown 1.07: 00<br> |
− | Unknown 2.0F: 00 | + | Unknown 2.0F: 00<br> |
Unknown 2.20: False | Unknown 2.20: False | ||
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This starts at 0xC21B7, it's 12 bytes long | This starts at 0xC21B7, it's 12 bytes long | ||
===Mode=== | ===Mode=== | ||
− | Tech Mode: 02 Status Impact (First Byte) | + | Tech Mode: 02 Status Impact (First Byte)<br> |
Status Type: Negative Status (Second Byte) | Status Type: Negative Status (Second Byte) | ||
===Status Inflicted (Third Byte)=== | ===Status Inflicted (Third Byte)=== | ||
− | Blind: False (Bit 01) | + | Blind: False (Bit 01)<br> |
− | Confuse: True (Bit 04) | + | Confuse: True (Bit 04)<br> |
− | HP Drain: False (Bit 0x10) | + | HP Drain: False (Bit 0x10)<br> |
− | Lock: False (Bit 8) | + | Lock: False (Bit 8)<br> |
− | Poison: False (Bit 0x40) | + | Poison: False (Bit 0x40)<br> |
− | Sleep: False (Bit 2) | + | Sleep: False (Bit 2)<br> |
− | Stop: False (Bit 0x80) | + | Stop: False (Bit 0x80)<br> |
− | Slow: False (Bit 0x20) | + | Slow: False (Bit 0x20)<br> |
===Animation (Twelfth Byte)=== | ===Animation (Twelfth Byte)=== | ||
− | Has Miss Animation: False (This plays a separate animation if it misses) | + | Has Miss Animation: False (This plays a separate animation if it misses)<br> |
− | Unknown B.40: False (Definitely an animation related value) | + | Unknown B.40: False (Definitely an animation related value)<br> |
===Failure Conditions (Eleventh Byte)=== | ===Failure Conditions (Eleventh Byte)=== | ||
− | Enemy can't be moved (Rock Throw): False | + | Enemy can't be moved (Rock Throw): False<br> |
− | Enemy can't be moved (Slurp Cut): False | + | Enemy can't be moved (Slurp Cut): False<br> |
− | Enemy dodges physical attacks: False | + | Enemy dodges physical attacks: False<br> |
− | Enemy is airborne: False | + | Enemy is airborne: False<br> |
− | Enemy Unused 14.01: False | + | Enemy Unused 14.01: False<br> |
− | Enemy Unused 14.08: False | + | Enemy Unused 14.08: False<br> |
− | Enemy Unused 14.10: False | + | Enemy Unused 14.10: False<br> |
===Options=== | ===Options=== | ||
− | Ignore Barrier Status: False (Eighth byte) | + | Ignore Barrier Status: False (Eighth byte)<br> |
− | Ignore Hit and Evade: False (Eighth byte) | + | Ignore Hit and Evade: False (Eighth byte)<br> |
− | Ignore Shield Status: True (Not that it matters) (Eighth byte) | + | Ignore Shield Status: True (Not that it matters) (Eighth byte)<br> |
− | Load Weapon Effect: False (Ninth byte) | + | Load Weapon Effect: False (Ninth byte)<br> |
===Damage (Ninth byte)=== | ===Damage (Ninth byte)=== | ||
Damage Modifier: 0 (Not that it matters) | Damage Modifier: 0 (Not that it matters) | ||
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Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete) | Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete) | ||
===Success Chance=== | ===Success Chance=== | ||
− | Base Chance: 50 (Sixth byte) | + | Base Chance: 50 (Sixth byte)<br> |
Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte) | Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte) | ||
''From'': [[Tech Data Notes]] | ''From'': [[Tech Data Notes]] |
Latest revision as of 21:29, 16 July 2018
This page will be a summary of the data known about Provoke.
Contents
Tech Number
0A - Provoke
Animations and Sounds
Provoke uses Animation Packet 0A.
In an unheadered ROM this is located at 0E106F, it extends to address E10AA
Here is it's HEX:
90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00
Here's the decoded version:
Caster Objects: Object 1 Play Animation (Loop) (1A) // Marle's giggle. Pause for 14 Play Animation (Loop) (24) // Marle's spin. Pause for 0A Increment Counter 1D Flow Control Pause for 0A Play Animation (Once) (13) // Marle's butt smack. Play Animation (Once) (03) // Standard battle pose. Wait for Counter 1D Flow Control to reach 02 // Change to value of 03 to enable target object. Unknown 2E // A reset command of some sort. End Tech (01) // Terminate tech processing. Return Target Objects Object 2 // This section is never processed because it's the only portion using Counter 1C. If enabled, it plays a glitchy animation on the target. Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable. Pause for 0F Play Sound 45, Unknown: 00 Wait for Counter 1D Flow Control to reach 03 // Change to value of 02 to enable. Play Animation (Once) (24) Play Animation (First Frame Only) (03) // Standard battle pose. Increment Counter 1D Flow Control Return Effect Objects Object 3 Speed: Default // Everything between this comment and the next is probably unnecessary. Play Animation (Loop) (00) Set Palette to 00 Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object. Wait for Counter 1D Flow Control to reach 01 Pause for 19 Play Sound 8B, Unknown: 00 // Chirp sound. Pause for 0F Play Sound 8B, Unknown: 00 // Chirp sound. Pause for 0F Play Sound 8B, Unknown: 00 // Chirp sound. Pause for 14 Increment Counter 1D Flow Control Return
MP Cost
- Located at byte 0x0C2545 one byte
- Original is 1
Who it Affects
- Located at byte 0x0C1ADF it is 2 bytes
- Originally affect one enemy
Control Header
AI Properties
Magical Attack: True (Enemies that have a general magic counter will respond)
Physical Attack: False
Attack Type
Enemy vs Enemy Tech: False (It's a player tech, so no)
Player Attack: False (It's a tech)
Tech: True (It's a tech)
Control
Performance Group: Marle (Only Marle participates)
Element
Element: None (This is only used on damaging techs)
Element Unknown 01: False
Element Unknown 08: False
Headers
Effect Header / MP Cost 1: 0A (Used)
Effect Header / MP Cost 2: 00 (Unused)
Effect Header / MP Cost 3: 00 (Unused)
Hit Effects
Hit Effect 1: None
Hit Effect 2: None
Hit Effect 3: None
Overrides
Ignore Hit and Evade: False
Ignore Failure Conditions: False
Unknowns
Unknown 1.07: 00
Unknown 2.0F: 00
Unknown 2.20: False
Effect Header
This starts at 0xC21B7, it's 12 bytes long
Mode
Tech Mode: 02 Status Impact (First Byte)
Status Type: Negative Status (Second Byte)
Status Inflicted (Third Byte)
Blind: False (Bit 01)
Confuse: True (Bit 04)
HP Drain: False (Bit 0x10)
Lock: False (Bit 8)
Poison: False (Bit 0x40)
Sleep: False (Bit 2)
Stop: False (Bit 0x80)
Slow: False (Bit 0x20)
Animation (Twelfth Byte)
Has Miss Animation: False (This plays a separate animation if it misses)
Unknown B.40: False (Definitely an animation related value)
Failure Conditions (Eleventh Byte)
Enemy can't be moved (Rock Throw): False
Enemy can't be moved (Slurp Cut): False
Enemy dodges physical attacks: False
Enemy is airborne: False
Enemy Unused 14.01: False
Enemy Unused 14.08: False
Enemy Unused 14.10: False
Options
Ignore Barrier Status: False (Eighth byte)
Ignore Hit and Evade: False (Eighth byte)
Ignore Shield Status: True (Not that it matters) (Eighth byte)
Load Weapon Effect: False (Ninth byte)
Damage (Ninth byte)
Damage Modifier: 0 (Not that it matters)
Stealing (Eighth byte)
Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete)
Success Chance
Base Chance: 50 (Sixth byte)
Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte)
From: Tech Data Notes