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Thread: Imzogelmo's Propsal for FF1 monster data template

  1. #1
    Floormaster Imzogelmo's Avatar
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    Imzogelmo's Propsal for FF1 monster data template

    IV. Monster
    A. Attributes (32 * 4 bytes)
    1.
    2.
    3. CurrentHP
    4. MaxHP
    5.
    6.
    7. Strength
    8. Vitality
    9. Agility
    10. Luck
    11. Intelligence
    12. NumberOfHits
    13. Attack
    14. Hit
    15. Defense
    16. Evade
    17. MagicAttack
    18. MagicDefense
    19. MagicBlock
    20. HitPercentUp
    21. Unknown
    22. Critical
    23. Morale
    24.
    25.
    26.
    27.
    28.
    29. Gil
    30. Experience
    31.
    32.
    B. Elemental (32 * 2 bytes)
    1. ElementalAttack (applied to physical attack only)
    2. (reserved for expansion of above)
    3. ElementalResistance
    4. (reserved for expansion of above)
    5. ElementalWeakness
    6. (reserved for expansion of above)
    7. ElementalNullify
    8. (reserved for expansion of above)
    9. ElementalAbsorb
    10. (reserved for expansion of above)
    11.
    12.
    13.
    14.
    15.
    16.
    17.
    18.
    19.
    20.
    21.
    22.
    23.
    24.
    25.
    26.
    27.
    28.
    29.
    30.
    31.
    32.
    C. Status (32 * 2 bytes)
    1. BlockedStatus
    2. (reserved for expansion of above)
    3. (reserved for expansion of above)
    4. (reserved for expansion of above)
    5. (reserved for expansion of above)
    6. (reserved for expansion of above)
    7. CurrentStatus
    8. (reserved for expansion of above)
    9. (reserved for expansion of above)
    10. (reserved for expansion of above)
    11. (reserved for expansion of above)
    12. (reserved for expansion of above)
    13. SpecialAttackStatus (status to apply on use of special attack)
    14. (reserved for expansion of above)
    15. (reserved for expansion of above)
    16. (reserved for expansion of above)
    17. (reserved for expansion of above)
    18. (reserved for expansion of above)
    19.
    20.
    21.
    22.
    23.
    24.
    25. PermanentStatus
    26. (reserved for expansion of above)
    27. (reserved for expansion of above)
    28. (reserved for expansion of above)
    29. (reserved for expansion of above)
    30. (reserved for expansion of above)
    31.
    32.
    D. Miscellaneous (32 * 2 bytes)
    1. Categories
    0x0001 Aquatic
    0x0002 Beast
    0x0004 Giant
    0x0008 Humanoid
    0x0010 Aquatic
    0x0020 Flying
    0x0040 Regenerative
    0x0080 Were
    0x0100 Plant
    0x0200 Machine
    0x0400 Non-corporeal
    0x0800 Undead
    0x1000 Insectoid
    0x2000 Dragon
    0x4000 Spellcaster
    0x8000 -reserved
    2. AIScript
    3. AIMagicIndex (index within circular list)
    4. AISpecialIndex (index within circular list)
    5. (reserved for AI script use)
    6. MagicChance
    7. SpecialChance
    8. (reserved for AI script use)
    9.
    10.
    11.
    12.
    13.
    14.
    15.
    16.
    17.
    18.
    19.
    20.
    21.
    22.
    23.
    24.
    25.
    26.
    27.
    28.
    29.
    30.
    31.
    32.
    Last edited by Imzogelmo; 01-16-2013 at 03:48 PM. Reason: Section A is 4 bytes each; added some flags and changed HP, Gil, and Exp. due to 4 byte size.

  2. #2
    Floormaster Imzogelmo's Avatar
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    Perhaps "Categories" should go into Attributes slot 1, giving it more options and also to parallel the use of "class" there for characters and "sphere" for spells. Thoughts?

  3. #3
    The Time-Loop Continues ZC Developer
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    I'm trying to work out the last of these today.
    As it stands now monsters are incredibly similar to characters except for item drops/steals, equipment, skill/spell management, etc. They probably need a few more variables for basic AI like spell-happiness rate, counter-attack, whatever.
    There are 32 flags for enemy "families", the same with classes - so an item can do extra damage to a Giant family, and likewise enemies can have class bits set.
    IA for 1.0 has to go inside a script "<monster-name>" otherwise the base script "Monster" is run with default AI if it is not overridden.
    Monsters will have lists of abilities, but not like the NES version (which has lame AI), so they can be a little smarter in their special attacks. (Should each ability in the list have an adjustable rate, or each category of ability?)

    Consequently items have a very similar structure to these as well, due to them being equippable. I think spells are the only thing that are very different.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  4. #4
    Floormaster Imzogelmo's Avatar
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    It wasn't just because I copy-pasted them... they all are similar in that they should probably derive from a "combatants" class or whatever. They should dump into a common struct during battle for common use in algorithms.

    Speaking of which, we need to decide how many combatants (max) a battle would contain. Since each combatant may have several parallel variables to keep track of, it would probably be helpful to have fixed indexes for each monster and character. It could be done dynamically, but then you'd need each algorithm to know the cutoff (index dividing characters and monsters) which would suddenly be moving, ergo held in a battle variable.

    One thing to consider in that is the multi-targeting attacks. We probably want to have a bit per target for those--so some even power like 16 or 32 seems appropriate (8 is too low, IMO).
    Last edited by Imzogelmo; 02-07-2013 at 10:10 PM.

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