Difference between revisions of "InflictStatus"

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== Status : Byte (hex) ==
 
== Status : Byte (hex) ==
*0x00 = Revive with 1HP if necessary
+
*x00: Revive with 1HP if necessary
*0x01 = Crystal
+
*x01: Crystal
*0x02 = 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.
  
  

Revision as of 23:59, 16 February 2014

{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 1HP if necessary
  • 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.


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.