DT6

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This lump is one of two containing attack data. Each attack has 101 INTs/202 bytes of data, which is expandable (see BINSIZE.BIN). The first 40 INTs are stored in .DT6, the next 61 INTs are stored in ATTACK.BIN.

During runtime, the attack data is combined into a single 101 INT array. The complete specification combining data from both lumps follows. Offsets are in INTs from the start of the attack data.

Grey fields are obsolete or unused.
Pink fields are data that is only used in the latest development WIP version

[edit] Complete Attack Data Formal Specs

About Formal Specs

Offset Data Meaning
0INT (1)Animation picture
1INT (1)Animation palette
2INT (1)Animation pattern:

0 = Cycle forward
1 = Cycle backward
2 = Oscillate
3 = Random

3INT (1)Target Class:

0 = Enemy
1 = Ally excluding dead
2 = Self
3 = All
4 = Ally including dead
5 = Ally excluding self
6 = Revenge (last hit)
7 = Revenge (whole battle)
8 = Previous target
9 = Recorded target
10 = Dead allies (heroes only)

4INT (1)Target Setting:

0 = Focused
1 = Spread
2 = Optional spread
3 = Random focus
4 = First target

5INT (1)Damage Equation:

0 = Normal: Atk - Def*.5
1 = Blunt: Atk*.8 - Def*.1
2 = Sharp: Atk*1.3 - Def
3 = Pure Damage
4 = No Damage
5 = Set target stat to (100+extra damage)% of Max
6 = Set target stat to (100+extra damage)% of Current

6INT (1)Aim Math:

0 = Normal: Aim*4 vs Dog
1 = Poor: Aim*2 vs Dog
2 = Bad: Aim vs Dog
3 = Never misses
4 = Magic: Mag vs Wil*1.25

7INT (1)Base Attack Stat:

0 = Atk
1 = Mag
2 = HP
3 = Lost HP
4 = Random (0 to 999)
5 = 100
6 = HP
7 = MP
8 = Atk
9 = Aim
10 = Def
11 = Dog
12 = Mag
13 = Wil
14 = Spd
15 = Ctr
16 = Focus
17 = extra Hits
18 = Previous attack
19 = Last damage to attacker
20 = Last damage to target

8INT (1)MP Cost
9INT (1)HP Cost
10INT (1)Money Cost
11INT (1)Extra Damage %
12INT (1)Chain-to attack number + 1, 0 for none
13INT (1)Chain rate %
14INT (1)Attacker Animation:

0 = Strike
1 = Cast
2 = Dash In
3 = SpinStrike
4 = Jump
5 = Land
6 = Null
7 = Standing Cast
8 = Teleport

15INT (1)Attack Animation:

0 = Normal
1 = Projectile
2 = Reverse projectile
3 = Drop
4 = Ring
5 = Wave
6 = Scatter
7 = Sequential Projectile
8 = Meteor
9 = Driveby
10 = Null

16INT (1)Attack Delay (ticks)
17INT (1)Number of hits (range 1 to 20)
18INT (1)Target Stat:

0 = HP
1 = MP
2 = Atk
3 = Aim
4 = Def
5 = Dog
6 = Mag
7 = Wil
8 = Spd
9 = Ctr
10 = Focus
11 = extra Hits
12 = Poison register
13 = Regen register
14 = Stun register
15 = Mute register

19INT (1)Preferred target:
0 = default
1 = first
2 = closest
3 = farthest
4 = random
5 = weakest
6 = strongest
7 = weakest%
8 = strongest%
20 - 23:
Attack Bitsets 1 (64)
BIT (1)0: Cure Instead of Harm
BIT (1)1: Divide Spread Damage
BIT (1)2: Absorb Damage
BIT (1)3: Unreversable Picture
BIT (1)4: Steal Item
BIT (8)5 - 12: Elementary 1 - 8 Damage
BIT (8)13 - 20: Bonus vs. Monster Type 1 - 8
BIT (8)21 - 28: Fail vs. Elementary 1 - 8 Resistance
BIT (8)29 - 36: Fail vs. Monster Type 1 - 8
BIT (8)37: Cannot target enemy slot 0 - 7
BIT (4)45: Cannot target hero slot 0 - 3
BIT (1)49: Ignore attacker's extra hits
BIT (1)50: Erase rewards (enemy target only)
BIT (1)51: Show damage without inflicting
BIT (1)52: Store Target
BIT (1)53: Delete Stored Target
BIT (1)54: Automaticaly choose target
BIT (1)55: Show attack name
BIT (1)56: Do not display Damage
BIT (1)57: Reset target stat to max before hit
BIT (1)58: Allow Cure to exceed maximum
BIT (1)59: Useable Outside of Battle
BIT (1)60: Damage MP (obsolete, but still supported)
BIT (1)61: Do not randomize
BIT (1)62: Damage can be Zero
BIT (1)63: Cause heroes to run away
24 - 35FVSTR (1i+1i+10i=12i)Attack Name, 10 characters max:
First INT contains length, the second is unused
36INT (1)Caption Display Time:

-1 = Do not display
0 = Full duration of attack
>=1 = Number of ticks to display

37 - 56FVSTR (1i+38b=40b)Attack Caption, 38 characters max
57INT (1)Caption Delay (range 0 to 16383)
58INT (1)Base Defense Stat:

0 = Default (Wil if base attack stat is Mag, Def otherwise)
1 = HP
2 = MP
3 = Atk
4 = Aim
5 = Def
6 = Dog
7 = Mag
8 = Wil
9 = Spd
10 = Ctr
11 = Focus
12 = extra Hits

59INT (1)Tag to Set

0 - none
> 0 - set tag
< 0 - unset tag

60INT (1)Tag Condition

0 - Never
1 - Always
2 - Hit
3 - Miss
4 - Kill

61INT (1)Tag Check

0 - none
> 0 - tag must be on
< 0 - tag must be off

62INT (1)Tag to Set #2

0 - none
> 0 - set tag
< 0 - unset tag

63INT (1)Tag Condition #2

0 - Never
1 - Always
2 - Hit
3 - Miss
4 - Kill

64INT (1)Tag Check #2

0 - none
> 0 - tag must be on
< 0 - tag must be off

65 - 72:
Bitsets 2 (128)
BIT (1)0: Mutable
BIT (1)1: Fail if target is Poisoned
BIT (1)2: Fail if target is Regened
BIT (1)3: Fail if target is Stunned
BIT (1)4: Fail if target is Muted
BIT (1)5: % based attacks damage instead of set
BIT (1)6: Check costs when used as a weapon
BIT (1)7: Do not chain if attack fails
BIT (1)8: Reset Poisoned register
BIT (1)9: Reset Regened register
BIT (1)10: Reset Stun Register
BIT (1)11: Reset Mute Register
BIT (1)12: Cancel target's attack
BIT (1)13: Can't be canceled by other attacks
BIT (1)14: Do not trigger spawning on attack
BIT (1)15: Do not trigger spawning on death
BIT (1)16: Check costs when used as an item in battle
BIT (1)17: Re-check costs after attack delay
BIT (1)18: Does not cause target to flinch (This is a WIP feature)
BIT (109)19-127: Unused
73 - 92VSTR (1i+38b = 40b)Spell description
93, 95, 97INT (1) x 3Item ID+1 to be consumed (or given) or 0 for none (x3)
94, 96, 98INT (1) x 3Number of items to be consumed (or given) (x3)
99INT (1)Sound effect to be played + 1 (0 for none)
100INT (1)Stat for preferred target weakest/strongest
0 = same as target stat
1 = HP
2 = MP
3 = Atk
4 = Aim
5 = Def
6 = Dog
7 = Mag
8 = Wil
9 = Spd
10 = Ctr
11 = Focus
12 = extra Hits
13 = Poison register
14 = Regen register
15 = Stun register
16 = Mute register

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 . GEN . BAM . Map Format . T . P . E . D . L . N . 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

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