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MOTHER 3/Item data: Difference between revisions

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* <tt>20-35 (16)</tt> = <tt>{{color2|#FFFFFF|#006400|[ L ]}}</tt> [[#Status ailment protection|Status ailment protection]]
* <tt>20-35 (16)</tt> = <tt>{{color2|#FFFFFF|#006400|[ L ]}}</tt> [[#Status ailment protection|Status ailment protection]]
* <tt>36-3A (05)</tt> = <tt>{{color2|#FFFFFF|#8B0000|[ M ]}}</tt> [[#Elemental protection|Elemental protection]]
* <tt>36-3A (05)</tt> = <tt>{{color2|#FFFFFF|#8B0000|[ M ]}}</tt> [[#Elemental protection|Elemental protection]]
* <tt>3B-4D (13)</tt> = ''Unclassified data''                    
* <tt>3B-3F (05)</tt> = ''Unclassified data''
* <tt>4E-4F (02)</tt> = <tt>{{color2|#FFFFFF|#B8860B|[ N ]}}</tt> [[#Lower and upper HP/PP values|Lower HP/PP value]]
* <tt>40-43 (04)</tt> = <tt>{{color2|#FFFFFF|#EB0000|[ N ]}}</tt> [[#Item effect|Item effect in-battle]]
* <tt>50-51 (02)</tt> = <tt>{{color2|#FFFFFF|#483D8B|[ O ]}}</tt> [[#Lower and upper HP/PP values|Upper HP/PP value]]
* <tt>44-47 (04)</tt> = <tt>{{color2|#FFFFFF|#468684|[ O ]}}</tt> [[#Item element|Item attack element]]
* <tt>52-52 (01)</tt> = <tt>{{color2|#FFFFFF|#A9A9A9|[ P ]}}</tt> [[#Status ailment|Status ailment]]
* <tt>48-4B (04)</tt> = <tt>{{color2|#FFFFFF|#AF9283|[ P ]}}</tt> [[#Target|Item target]]
* <tt>4C-4D (02)</tt> = ''Unclassified data''          
* <tt>4E-4F (02)</tt> = <tt>{{color2|#FFFFFF|#B8860B|[ Q ]}}</tt> [[#Lower and upper HP/PP values|Lower HP/PP value]]
* <tt>50-51 (02)</tt> = <tt>{{color2|#FFFFFF|#483D8B|[ R ]}}</tt> [[#Lower and upper HP/PP values|Upper HP/PP value]]
* <tt>52-52 (01)</tt> = <tt>{{color2|#FFFFFF|#A9A9A9|[ S ]}}</tt> [[#Status ailment|Status ailment]]
* <tt>53-5B (09)</tt> = ''Unclassified data''
* <tt>53-5B (09)</tt> = ''Unclassified data''
* <tt>5C-5D (02)</tt> = <tt>{{color2|#FFFFFF|#000000|[ Q ]}}</tt> Battle text number
* <tt>5C-5D (02)</tt> = <tt>{{color2|#FFFFFF|#000000|[ T ]}}</tt> Battle text number
* <tt>5E-6B (0E)</tt> = ''Unclassified data''
* <tt>5E-60 (03)</tt> = <tt>{{color2|#FFFFFF|#B03843|[ U ]}}</tt> [[#Item animations|Item animation table]]
* <tt>61-69 (09)</tt> = ''Unclassified data''
* <tt>6A-6B (02)</tt> = <tt>{{color2|#000000|#27D378|[ V ]}}</tt> [[#Item uses|Item uses in-battle]]


===Table view===
===Table view===
Line 50: Line 56:
  20  | {{color2|#FFFFFF|#006400|[                                      L                                    ->}}
  20  | {{color2|#FFFFFF|#006400|[                                      L                                    ->}}
  30  | {{color2|#FFFFFF|#006400|<-            L            ]}} {{color2|#FFFFFF|#8B0000|[          M          ]}} [          ?          ->
  30  | {{color2|#FFFFFF|#006400|<-            L            ]}} {{color2|#FFFFFF|#8B0000|[          M          ]}} [          ?          ->
  40  | <-                                ?                               ] {{color2|#FFFFFF|#B8860B|[  N   ]}}
  40  | {{color2|#FFFFFF|#EB0000|[        N        ]}} {{color2|#FFFFFF|#468684|[        O        ]}} {{color2|#FFFFFF|#AF9283|[        P        ]}} [  ?   ] {{color2|#FFFFFF|#B8860B|[  Q   ]}}
  50  | {{color2|#FFFFFF|#483D8B|[  O   ]}} {{color2|#FFFFFF|#A9A9A9|[ P]}} [                    ?                    ] {{color2|#FFFFFF|#000000|[  Q   ]}} [  ? ->
  50  | {{color2|#FFFFFF|#483D8B|[  R   ]}} {{color2|#FFFFFF|#A9A9A9|[ S]}} [                    ?                    ] {{color2|#FFFFFF|#000000|[  T   ]}} {{color2|#FFFFFF|#B03843|U ->}}
  60  | <-                           ?                           ]
  60  | {{color2|#FFFFFF|#B03843|<-U]}} [                  ?                     ] {{color2|#000000|#27D378|[    V  ]}}


==Item type==
==Item type==

Revision as of 15:45, 4 October 2016

This is a sub-page of MOTHER 3.

Item data table
Game MOTHER 3
Start Address 0xE5108
End Address 0xEBD07
# of Entries 256 (0x100)
Entry Length 108 bytes (0x6C)
Total Length 27648 bytes (0x6C00)
Back to the ROM map

Overview

The item data table contains the stats and parameters for each item in the game. It does not include the item names; for that, see the item names table.

Format

Each entry in the table uses 108 bytes.

Field listing

Table view

       00   01   02   03   04   05   06   07   08   09   0A   0B   0C   0D   0E   0F
    +--------------------------------------------------------------------------------
00  | [        A        ] [        B        ] [ C] [ ?] [   D   ] [   E   ] [   ?   ]
10  | [        F        ] [   G   ] [   ?   ] [ H] [ I] [ J] [ K] [        ?        ]
20  | [                                      L                                     ->
30  | <-             L            ] [           M          ] [          ?          ->
40  | [        N        ] [        O        ] [        P        ] [   ?   ] [   Q   ]
50  | [   R   ] [ S] [                     ?                    ] [   T   ] [   U  ->
60  | <-U] [                   ?                      ] [    V   ]

Item type

Not fully known. Values range from 0 to 9:

00: Weapon
01: Body armor
02: Headgear
03: Armgear
04: Food
05: Status healer
06: Nausea (Throwable item?)
07: Fleas (Unthrowable usable item?)
08: Burned
09: Solidified

Key item flag

Seems to be 01 for non-key items, 00 for key items.

Equip flags

This is a bitfield indicating who can equip this item:

  • 01 = ?
  • 02 = Flint
  • 04 = Lucas
  • 08 = Duster
  • 10 = Kumatora
  • 20 = Boney
  • 40 = Salsa
  • 80 = ?

Status ailment protection

Indicates how much to protect against certain status ailments. A more negative value means more protection. Each value is a 16-bit signed integer. There are 11 values, corresponding to the table below:

00: Poison
01: Paralysis
02: Sleep
03: Strange
04: Cry
05: Forgetful
06: Nausea
07: Fleas
08: Burned
09: Solidified
0A: Numbness?

Elemental protection

Similar to the status ailment protection, an item may also protect from elemental damage taken from PSI or Bomb items. Each value is an 8-bit signed integer. There are 5 values, corresponding to the table below:

00: Neutral (PK Love, Starstorm, Ground)
01: PK Fire
02: PK Freeze
03: PK Thunder
04: Bombs

Lower and upper HP/PP values

The lower and upper HP/PP values indicate the range of recovery for recovery-based items and the range of damage for damage-based ones. Each value uses 16 bits.

Status ailment

This seems to control which status ailment to heal for items such as the Antidote, Fresh Mint, etc., according to the table below:

01: Poison (Antidote)
02: Numbness (Anti-Paralysis)
03: Sleep (Alarm Cicada)
04: Confusion (Paper Fan)
05: Crying (Eye Drops)
06: Forgetfulness (Recollection Bell)
07: Nausea (Fresh Mint)
08: Fleas (Flea Powder)