Difference between revisions of "Provoke"
m (Formatting fixes.) |
m (Formatting fixes.) |
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Line 28: | Line 28: | ||
pose. | pose. | ||
Wait for Counter 1D Flow Control to reach 02 | Wait for Counter 1D Flow Control to reach 02 | ||
− | // Change to value of 03 to enable target object. | + | // Change to value of 03 to enable target |
+ | object. | ||
Unknown 2E // A reset command of some sort. | Unknown 2E // A reset command of some sort. | ||
End Tech (01) // Terminate tech processing. | End Tech (01) // Terminate tech processing. | ||
Return | Return | ||
Target Objects | Target Objects | ||
− | Object 2 // This section is never processed because it's the only portion using Counter 1C. | + | Object 2 // This section is never processed because |
− | If enabled, it plays a glitchy animation on the target. | + | 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. | Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable. | ||
Pause for 0F | Pause for 0F | ||
Line 49: | Line 52: | ||
Play Animation (Loop) (00) | Play Animation (Loop) (00) | ||
Set Palette to 00 | Set Palette to 00 | ||
− | Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object. | + | 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 | Wait for Counter 1D Flow Control to reach 01 | ||
Pause for 19 | Pause for 19 |
Revision as of 01:53, 5 January 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