FF3us/FF6j Magic Effects Configuration, written by Lord J, June 2000 lord_j@hotmail.com, http://www.angelfire.com/pq/jumparound/index.html Credits for offset discovery: Cless, http://surf.to/starocean Descr.: Magic effects data base Base: 46CC0 FF3us/FF6j Length: 14 bytes (some are binary) Number of tmp: 256 Offset from base: 00: Targeting: No bits selected: caster only bit 0: Can move cursor (allies and enemies) bit 1: One side only (depends on bit 6) bit 2: Selects both parties bit 3: Select one party (depends on bit 6) bit 4: Auto confirm selection bit 5: Can select more than one bit 6: Cursor start on ennemy bit 7: Randomise for one ally or enemy Notes: Mixing some bits may just not work, e.g. bit 0 + bit 3 ON does not work 01: Elements: bit 0: Fire bit 1: Ice bit 2: Lightning bit 3: Poison bit 4: Wind bit 5: Pearl bit 6: Earth bit 7: Water 02: Effects bit 0: bit 1: bit 2: Give life bit 3: bit 4: bit 5: bit 6: bit 7: 03: Damage type (bit 7-4), where to be used (bit 3-0) bit 0: Can use outside battles bit 1: bit 2: bit 3: bit 4: ? bit 5: ? bit 6: caster die bit 7: concern MP 04: Effects 2 bit 0: HP heal bit 1: HP redirection (depend on bit 0) bit 2: Remove Status bit 3: Give Status 05: MP cost 06: Power 07: ? bit 0: bit 1: bit 2: bit 3: bit 4: bit 5: bit 6: bit 7: 08: Success rate % (not sure) 09: Special effects (directly copied from Cless' FF6hack page) 00 = Physical damage? (Pummel) 10 = See enemy's HP/MP/LV/Weaknesses (Scan) 11 = The Earth Wall effect (Golem) 12 = Morph enemy (Ragnarok) 13 = Makes target jump (Palidor) 15 = Hit everyone in target group except caster (if in target group); Damage/Heal points are dealt by dividing by the amount of targets. (Mantra) 16 = Removes caster from battle, fully restores target party (Spiraler) 18 = Party runs away if possible, does not matter who the target is (Warp) 19 = Does damage = to caster's HP to the caster and the enemy (Exploder) 1A = Does 1000 damage (Blow Fish) 1B = Attack/Healing move subtracts/adds HP according to caster's HP (Pearl Wind) 1C = Only works if enemy has Reflect status (Reflect???) 1D = Damages enemies whose levels are multiples of the last digit of your GP (L? Pearl) 1E = Damage in accordance to # of steps (Step Mine) 1F = Halves level (Dischord) 20 = Kills Caster, sets HP and MP to 0 and removes him/her from battle (Pep Up) 21 = Switches all status ailments or effects that are listed in bytes 11, 12, 13, and 14 if found (Rippler) 22 = Mucho extra damage if target enemy is same level as the caster (Stone) 23 = Death; kills undead too (Odin, Raiden, Cleave, X-Fer, X-Zone) 25 = Does not hit Floating enemies, ignores unblockable status in spell (Quake, Terrato, Takedown, Wild Fang, Magnitude8, and any other Earth-elemental spell in the game) 26 = Changes weakness to one particular element, all others ineffective, exact opposites of weak element absorbed (WallChange) 27 = Causes one to be counted as run away? Untested. (Escape) 28 = ??? (Mind Blast) 29 = Freeze target in ice (N. Cross) 2A = Level * spell strength determines damage (Flare Star) 2B = Switches target's row position [untested] (R. Polarity) 2C = Spell attacks eight times [can't aim, autoaims at enemies] (Launcher) 2D = Makes target take physical blows for target (Love Token) 2E = Takes opponent and drains HP [Enemy only, makes spell miss every time for player controlled characters] (Seize) 2F = ??? (Targetting) 30 = ??? (Suplex) 31 = Eliminates one random element [Maybe this could be derandomized? Nah.] (ForceField) 32 = Spell attacks four times [same as 2C in aiming] (Quadra Slam, Quadra Slice) 33 = ??? (Bababreath) 34 = Muddle, unblockable, no visual effect (Charm) 35 = Death; restores undead/character with Relic Ring (Doom) 36 = Combined with drain (1st part = 2 on 5th byte) and A2 on 4th byte, allows one to drain both HP and MP. Without one or the other, it causes the visual effect of the spell not to occur and do instant damage (or at least it looks like it if left without modifications at all). Doesn't have the intended effect unless the 2 bytes are changed to the previously specified as well (or to something that does the same, I guess) Complicated little thing. (Empowerer) 38 = Banish target from battle? (Sneeze) 39 = Banish target from battle? (Engulf) 3A = Possession of an enemy or ally until he/she dies [I think, untested, but Zinger does work when used by player-controlled characters so...] (Zinger) 3B = ??? (Evil Toot) 3C = ??? (Retort) 3E = Small HP drain, uncurable (Phantasm) 3F = ??? (Stunner) 40 = Drop HP to 1 (Fallen One) 43 = Target gets 2 turns in a row without interruption, effects only player-controlled characters (Quick) 44 = Eliminates Seize effect? (Discard) 45 = ??? (Clear) FF = Nothing (Most spells) 0A: Status 1 bit 0: blind bit 1: zombie bit 2: poison bit 3: m-tek bit 4: invizible bit 5: imp bit 6: stone bit 7: death 0B: Status 2 bit 0: count bit 1: weak bit 2: image bit 3: mute bit 4: berserk bit 5: confuse bit 6: seizure bit 7: sleep 0C: Status 3 bit 0: dance bit 1: regen bit 2: slow bit 3: haste bit 4: stop bit 5: shell bit 6: safe bit 7: wall 0D: Status 4 bit 0: rage bit 1: freeze bit 2: life 3 bit 3: morph bit 4: spell bit 5: hide bit 6: dog block bit 7: float