Difference between revisions of "InflictStatus"

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Line 19: Line 19:
 
*x01: Crystal
 
*x01: Crystal
 
*x02: Poison + Critical
 
*x02: Poison + Critical
*x04: Apply any status currently set on the unit (see [[Battle Stats]] 0x01A7 to 0x01AB). Requires the [[Event Instruction Upgrade]] hack. Warning: Many statuses at once might not apply properly / This instruction erases the currently written statuses! You'll have to rewrite them if you want them activated for battle.
+
*x80-xFF: Applies any singular status. Requires [[Event Instruction Upgrade]] hack v1.35+.
 +
**x80: Performing
 +
**x81: Defending
 +
**x82: Jump
 +
**x83: Charging
 +
**x84: Undead
 +
**x85: Dead
 +
**x86: Crystal
 +
**x87:
 +
**x88: Treasure
 +
**x89: Cursed
 +
**x8A: Blood Suck
 +
**x8B: Silence
 +
**x8C: Confusion
 +
**x8D: Darkness
 +
**x8E: Invite
 +
**x8F: Petrify
 +
**x90: Critical
 +
**x91: Frog
 +
**x92: Chicken
 +
**x93: Berserk
 +
**x94: Transparent
 +
**x95: Reraise
 +
**x96: Float
 +
**x97: Oil
 +
**x98: Wall
 +
**x99: Stop
 +
**x9A: Slow
 +
**x9B: Haste
 +
**x9C: Shell
 +
**x9D: Protect
 +
**x9E: Regen
 +
**x9F: Poison
 +
**xA0: Death Sentence
 +
**xA1: Reflect
 +
**xA2: Don't Act
 +
**xA3: Don't Move
 +
**xA4: Sleep
 +
**xA5: Charm
 +
**xA6: Innocent
 +
**xA7: Faith
  
  

Revision as of 03:00, 26 August 2021

{92} InflictStatus

InflictStatus(xID,x00,xSS,x0C,x00)

Inflict a status on a given unit.


See Also: {83} ChangeStats{E5} WaitForInstruction(x43,x00)


Unit ID : Byte (hex)

ID of the unit specified in the ENTD.


x00 : Byte (hex)

This value is always set to x00 in the original game; it probably doesn't have a function.


Status : Byte (hex)

  • x00: Revive with 1 HP if necessary. Note that the use of this command will block any attempts at event-based HP restoration on this unit within the same event. See below for an alternative.
    • (It will also play a sound effect.)
  • x01: Crystal
  • x02: Poison + Critical
  • x80-xFF: Applies any singular status. Requires Event Instruction Upgrade hack v1.35+.
    • x80: Performing
    • x81: Defending
    • x82: Jump
    • x83: Charging
    • x84: Undead
    • x85: Dead
    • x86: Crystal
    • x87:
    • x88: Treasure
    • x89: Cursed
    • x8A: Blood Suck
    • x8B: Silence
    • x8C: Confusion
    • x8D: Darkness
    • x8E: Invite
    • x8F: Petrify
    • x90: Critical
    • x91: Frog
    • x92: Chicken
    • x93: Berserk
    • x94: Transparent
    • x95: Reraise
    • x96: Float
    • x97: Oil
    • x98: Wall
    • x99: Stop
    • x9A: Slow
    • x9B: Haste
    • x9C: Shell
    • x9D: Protect
    • x9E: Regen
    • x9F: Poison
    • xA0: Death Sentence
    • xA1: Reflect
    • xA2: Don't Act
    • xA3: Don't Move
    • xA4: Sleep
    • xA5: Charm
    • xA6: Innocent
    • xA7: Faith


In order to revive a dead unit with full HP, use the following commands. (Requires the Event Instruction Upgrade hack.)

UnitAddress(x??,x70)

LoadAddress(x71,x0058,x70,001)

AND(x0071,x00DF)

SaveAddress(x71,x0058,x70,001)

LoadAddress(x71,x01BB,x70,001)

AND(x0071,x00DF)

SaveAddress(x71,x01BB,x70,001)

ChangeStats(x??,x00,x00,+00999)

RemoveUnit(x??,x00)

AddUnit(x??,x00,x00)

WaitAddUnit()

Unknown : Byte (hex)

Often 0x0C, else 0x01.


x00 : Byte (hex)

This value is always set to x00 in the original game; it probably doesn't have a function.