DT1
The DT1 lump stores the data for all enemies in the game. It has no header, and the length of each record is stored in BINSIZE.BIN (currently 734 bytes)
[edit] Formal Specs
| Offset | Data | Meaning |
|---|---|---|
| Record start | ||
| 0-16 | FVSTR (1i+16i=17i) | Name of Enemy |
| 17 | INT | Thievability of Enemy:
-1 = Is not thievable |
| 18 | INT | Stealable item |
| 19 | INT | Item Steal Chance % |
| 20 | INT | Rare stealable item |
| 21 | INT | Rare Item Steal Chance % (if regular steal failed) |
| 22 | INT | Dissolve animation 0=Use default in gen(genEnemyDissolve) |
| 23 | INT | Dissolve animation length in ticks (0=default: Squash,Vapourise,Phase out use sprite width/5, others use sprite width/2) |
| 24 | INT | Death sound effect ID + 1 (0 for default, -1 for none) |
| 25 | INT | Battle targeting cursor X offset (relative to top-center) |
| 26 | INT | Battle targeting cursor Y offset (relative to top-center) |
| 27-52 | INT (26) | Unused |
| 53 | INT | Picture |
| 54 | INT | Palette, or -1 for default |
| 55 | INT | Picture Size:
0 = Small (From PT1) |
| 56 | INT | Gold reward |
| 57 | INT | Experience reward |
| 58 | INT | Item reward |
| 59 | INT | Item drop % |
| 60 | INT | Rare item |
| 61 | INT | Rare item drop % (If a regular item is not dropped) |
| 62 | INT | HP |
| 63 | INT | MP |
| 64 | INT | Strength |
| 65 | INT | Accuracy |
| 66 | INT | Defense |
| 67 | INT | Dodge |
| 68 | INT | Magic |
| 69 | INT | Will |
| 70 | INT | Speed |
| 71 | INT | Counter |
| 72 | INT | MP~ |
| 73 | INT | Extra Hits |
| 74-78 Enemy Bitsets | BIT (8) | 0 - 7: Weak to Elemental 1 - 8 (Obsolete, see #Note 1) |
| BIT (8) | 8 - 15: Strong to Elemental 1 - 8 (Obsolete, see #Note 1) | |
| BIT (8) | 16 - 23: Absorbs Elemental 1 - 8 (Obsolete, see #Note 1) | |
| BIT (8) | 24 - 31: Is Enemytype 1 - 8 (Obsolete, see #Note 1) | |
| BIT (22) | 32 - 53: Unused | |
| BIT | 54: Harmed by Cure | |
| BIT | 55: MP Idiot | |
| BIT | 56: Boss | |
| BIT | 57: Unescapable | |
| BIT | 58: Die Without Boss | |
| BIT | 59: Flee instead of Die | |
| BIT | 60: Untargetable by Enemies | |
| BIT | 61: Untargetable by Heros | |
| BIT | 62: Win battle even if left alive | |
| BIT | 63: Never flinch when hit | |
| BIT | 64: Ignored for "Alone" AI | |
| BIT (15) | 65 - 79: Unused | |
| 79 | INT | Enemy to Spawn on death + 1 |
| 80 | INT | Enemy to Spawn on Non-Elemental Death + 1 |
| 81 | INT | Enemy to Spawn when alone + 1 |
| 82 | INT | Enemy to Spawn on Non-Elemental Hit + 1 |
| 83-90 | INT (8) | Enemy to Spawn on Elemental 1 - 8 Hit + 1 |
| 91 | INT | Number of enemy copies to spawn on spawn trigger |
| 92-96 | INT (5) | Regular attacks + 1, 0 if unused |
| 97-101 | INT (5) | Desperation attacks + 1, 0 if unused |
| 102-106 | INT (5) | Alone attacks + 1, 0 if unused |
| 107-114 | INT (8) | Counter attack to elementals 1-8. atk_id + 1, 0=none |
| 115-126 | INT (12) | Counter attack damage to stats. atk_id + 1, 0=none |
| 127-182 | INT (56) | Counter attack to elementals 8-63. atk_id + 1, 0=none |
| 183-238 | INT (56) | Enemy to Spawn on Elemental 9-16 Hit + 1 |
| 239-366 | FLOAT (64) | Damage taken from elemental 1-64 (1.0 is 100%) #Note 1 |
[edit] Note 1
The old elemental and enemytype bits should only be used to load the enemy's elemental resists if fixEnemyElementals is OFF. (Default to 1.0. For elements 1 to 8: multiply by -1.0 for absorb, 2.0 for weak, 0.12 for strong. For elements 9 to 16: Set to 1.8 if the 'is enemytype i-8' is set.)
If fixEnemyElementals is ON, load elemental resists from the new data; the old bits contain garbage.
ARCHINYM.LMP . BROWSE.TXT . ATTACK.BIN . BINSIZE.BIN . DEFPAL#.BIN . DEFPASS.BIN . FIXBITS.BIN . LOOKUP.BIN . MENUS.BIN . MENUITEM.BIN . PALETTES.BIN . PLOTSCR.LST . SFXDATA.BIN . SONGDATA.BIN . UICOLORS.BIN . slicetree_#_#.reld . GEN . BAM . Map Format . T . P . E . D . L . N . Z . DOR . DOX . DT0 . DT1 . DT6 . EFS . FOR . FNT . HSP . HSZ . ITM . MAP . MAS . MN . MXS . PAL . PT0 . PT1 . PT2 . PT3 . PT4 . PT5 . PT6 . PT7 . PT8 . SAY . SHO . SNG . STF . STT . TAP . TIL . TMN . VEH