InflictStatus

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{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
  • 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.


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.