Difference between revisions of "MOTHER 3:Item data"

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(Field listing)
(Format)
Line 15: Line 15:
  
 
==Format==
 
==Format==
Each entry in the table uses 108 bytes.
+
Each entry in the table uses 108 bytes.<br><br>
 
+
Even though the game considers only the first two bytes of PP cost, the developers left two more bytes.<br>
 +
This was probably done so the table has the same structure as the [[MOTHER_3:Level-up_stats_table|Level-up stats table]].
 
===Field listing===
 
===Field listing===
 
* <tt>00-03 (04)</tt> = <tt>{{color2|#000000|#87CEEB|[ A ]}}</tt> Item number                   
 
* <tt>00-03 (04)</tt> = <tt>{{color2|#000000|#87CEEB|[ A ]}}</tt> Item number                   
Line 43: Line 44:
 
     +--------------------------------------------------------------------------------
 
     +--------------------------------------------------------------------------------
 
  00  | {{color2|#000000|#87CEEB|[        A        ]}} {{color2|#000000|#90EE90|[        B        ]}} {{color2|#000000|#FFB6C1|[ C]}} [ ?] {{color2|#000000|#FAFAD2|[  D  ]}} {{color2|#000000|#FFFFE0|[  E  ]}} [  ?  ]
 
  00  | {{color2|#000000|#87CEEB|[        A        ]}} {{color2|#000000|#90EE90|[        B        ]}} {{color2|#000000|#FFB6C1|[ C]}} [ ?] {{color2|#000000|#FAFAD2|[  D  ]}} {{color2|#000000|#FFFFE0|[  E  ]}} [  ?  ]
  10  | {{color2|#000000|#B0C4DE|[        F        ]}} {{color2|#000000|#D3D3D3|[   G   ]}} [  ?  ] {{color2|#000000|#F08080|[ H]}} {{color2|#000000|#FFA07A|[ I]}} {{color2|#000000|#ADD8E6|[ J]}} {{color2|#FFFFFF|#00008B|[ K]}} [        ?        ]
+
  10  | {{color2|#000000|#B0C4DE|[        F        ]}} {{color2|#000000|#D3D3D3|[       G       ]}} {{color2|#000000|#F08080|[ H]}} {{color2|#000000|#FFA07A|[ I]}} {{color2|#000000|#ADD8E6|[ J]}} {{color2|#FFFFFF|#00008B|[ K]}} [        ?        ]
 
  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          ]}} [          ?          ]

Revision as of 18:43, 17 October 2016

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.

Even though the game considers only the first two bytes of PP cost, the developers left two more bytes.
This was probably done so the table has the same structure as the Level-up stats table.

Field listing

  • 00-03 (04) = [ A ] Item number
  • 04-07 (04) = [ B ] Item type
  • 08-08 (01) = [ C ] Key item flag
  • 09-09 (01) = Unclassified data
  • 0A-0B (02) = [ D ] Sell price
  • 0C-0D (02) = [ E ] Equip flags
  • 0E-0F (02) = Unclassified data
  • 10-13 (04) = [ F ] HP increase (signed)
  • 14-17 (04) = [ G ] PP increase (signed)
  • 18-18 (01) = [ H ] Offense increase (signed)
  • 19-19 (01) = [ I ] Defense increase (signed)
  • 1A-1A (01) = [ J ] IQ increase (signed)
  • 1B-1B (01) = [ K ] Speed increase (signed)
  • 1C-1F (04) = Unclassified data
  • 20-35 (16) = [ L ] Status ailment protection
  • 36-3A (05) = [ M ] Elemental protection
  • 3B-3F (05) = Unclassified data
  • 40-67 (28) = [ N ] PSI/Item/Actions Info Chunk
  • 68-69 (02) = Unclassified data
  • 6A-6B (02) = [ O ] Item uses in-battle

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                                     ->
50  | <-                                     N                                     ->
60  | <-                N                   ] [   ?   ] [   O   ]

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 (In battle throwable item?)
07: Fleas (Key item usable in battle?)
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

Info chunk

PSI data, Item data, Battle skills table and Battle actions table all share this group of 0x28 (40) bytes.

It is called Battle Info chunk.

Item uses

If value is 01, the item will be usable only one time, in battle, before disappearing. Otherwise, it won't disappear after the use.