Difference between revisions of "Provoke"

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m (Formatting fixes.)
m (Formatting fixes.)
Line 28: Line 28:
 
                                               pose.
 
                                               pose.
 
Wait for Counter 1D Flow Control to reach 02  
 
Wait for Counter 1D Flow Control to reach 02  
                   // Change to value of 03 to enable target object.
+
                   // Change to value of 03 to enable target  
 +
                    object.
 
Unknown 2E // A reset command of some sort.
 
Unknown 2E // A reset command of some sort.
 
End Tech (01) // Terminate tech processing.
 
End Tech (01) // Terminate tech processing.
 
Return
 
Return
 
Target Objects
 
Target Objects
Object 2 // This section is never processed because it's the only portion using Counter 1C.  
+
Object 2 // This section is never processed because  
                     If enabled, it plays a glitchy animation on the target.
+
                    it's the only portion using Counter 1C.  
 +
                     If enabled, it plays a glitchy animation  
 +
                    on the target.
 
Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable.
 
Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable.
 
Pause for 0F
 
Pause for 0F
Line 49: Line 52:
 
Play Animation (Loop) (00)
 
Play Animation (Loop) (00)
 
Set Palette to 00
 
Set Palette to 00
Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object.
+
Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is  
 +
                                                        just a sound object.
 
Wait for Counter 1D Flow Control to reach 01
 
Wait for Counter 1D Flow Control to reach 01
 
Pause for 19
 
Pause for 19

Revision as of 01:53, 5 January 2018

This page will be a summary of the data known about Provoke.

Tech Number

0A - Provoke

Animations and Sounds

Provoke uses Animation Packet 0A.

In an unheadered ROM this is located at 0E106F, it extends to address E10AA

Here is it's HEX:

90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00

Here's the decoded version:

Caster Objects:
	Object 1
		Play Animation (Loop) (1A) // Marle's giggle.
		Pause for 14
		Play Animation (Loop) (24) // Marle's spin.
		Pause for 0A
		Increment Counter 1D Flow Control
		Pause for 0A
		Play Animation (Once) (13) // Marle's butt 
                                              smack.
		Play Animation (Once) (03) // Standard battle 
                                              pose.
		Wait for Counter 1D Flow Control to reach 02 
                  // Change to value of 03 to enable target 
                     object.
		Unknown 2E // A reset command of some sort.
		End Tech (01) // Terminate tech processing.
		Return
Target Objects
	Object 2 // This section is never processed because 
                    it's the only portion using Counter 1C. 
                    If enabled, it plays a glitchy animation 
                    on the target.
		Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable.
		Pause for 0F
		Play Sound 45, Unknown: 00
		Wait for Counter 1D Flow Control to reach 03 // Change to value of 02 to enable.
		Play Animation (Once) (24)
		Play Animation (First Frame Only) (03) // Standard battle pose.
		Increment Counter 1D Flow Control
		Return
Effect Objects
	Object 3
		Speed: Default // Everything between this comment and the next is probably 
                                  unnecessary.
		Play Animation (Loop) (00)
		Set Palette to 00
		Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is 
                                                        just a sound object.
		Wait for Counter 1D Flow Control to reach 01
		Pause for 19
		Play Sound 8B, Unknown: 00 // Chirp sound.
		Pause for 0F
		Play Sound 8B, Unknown: 00 // Chirp sound.
		Pause for 0F
		Play Sound 8B, Unknown: 00 // Chirp sound.
		Pause for 14
		Increment Counter 1D Flow Control
		Return

MP Cost

  • Located at byte 0x0C2545 one byte
  • Original is 1

Who it Affects

  • Located at byte 0x0C1ADF it is 2 bytes
  • Originally affect one enemy

Control Header

AI Properties

Magical Attack: True (Enemies that have a general magic counter will respond) Physical Attack: False

Attack Type

Enemy vs Enemy Tech: False (It's a player tech, so no) Player Attack: False (It's a tech) Tech: True (It's a tech)

Control

Performance Group: Marle (Only Marle participates)

Element

Element: None (This is only used on damaging techs) Element Unknown 01: False Element Unknown 08: False

Headers

Effect Header / MP Cost 1: 0A (Used) Effect Header / MP Cost 2: 00 (Unused) Effect Header / MP Cost 3: 00 (Unused)

Hit Effects

Hit Effect 1: None Hit Effect 2: None Hit Effect 3: None

Overrides

Ignore Hit and Evade: False Ignore Failure Conditions: False

Unknowns

Unknown 1.07: 00 Unknown 2.0F: 00 Unknown 2.20: False

Effect Header

This starts at 0xC21B7, it's 12 bytes long

Mode

Tech Mode: 02 Status Impact (First Byte) Status Type: Negative Status (Second Byte)

Status Inflicted (Third Byte)

Blind: False (Bit 01) Confuse: True (Bit 04) HP Drain: False (Bit 0x10) Lock: False (Bit 8) Poison: False (Bit 0x40) Sleep: False (Bit 2) Stop: False (Bit 0x80) Slow: False (Bit 0x20)

Animation (Twelfth Byte)

Has Miss Animation: False (This plays a separate animation if it misses) Unknown B.40: False (Definitely an animation related value)

Failure Conditions (Eleventh Byte)

Enemy can't be moved (Rock Throw): False Enemy can't be moved (Slurp Cut): False Enemy dodges physical attacks: False Enemy is airborne: False Enemy Unused 14.01: False Enemy Unused 14.08: False Enemy Unused 14.10: False

Options

Ignore Barrier Status: False (Eighth byte) Ignore Hit and Evade: False (Eighth byte) Ignore Shield Status: True (Not that it matters) (Eighth byte) Load Weapon Effect: False (Ninth byte)

Damage (Ninth byte)

Damage Modifier: 0 (Not that it matters)

Stealing (Eighth byte)

Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete)

Success Chance

Base Chance: 50 (Sixth byte) Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte)

From: Tech Data Notes