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{{subpage|game= | {{subpage|game=Mother 3}} | ||
{{Infobox table | {{Infobox table | ||
|name=Item data table | |name=Item data table | ||
|game= | |game=Mother 3 | ||
|loc=ROM | |loc=ROM | ||
|start=0xE5108 | |start=0xE5108 | ||
Line 12: | Line 12: | ||
==Overview== | ==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 [[ | 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 [[Mother 3/Item names|item names table]]. | ||
==Format== | ==Format== | ||
Line 20: | Line 20: | ||
* <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 | ||
* <tt>04-07 (04)</tt> = <tt>{{color2|#000000|#90EE90|[ B ]}}</tt> [[#Item type|Item type]] | * <tt>04-07 (04)</tt> = <tt>{{color2|#000000|#90EE90|[ B ]}}</tt> [[#Item type|Item type]] | ||
* <tt>08- | * <tt>08-09 (02)</tt> = <tt>{{color2|#000000|#FFB6C1|[ C ]}}</tt> [[#Key item flag|Key item flag]] | ||
* <tt>0A-0B (02)</tt> = <tt>{{color2|#000000|#FAFAD2|[ D ]}}</tt> Sell price | * <tt>0A-0B (02)</tt> = <tt>{{color2|#000000|#FAFAD2|[ D ]}}</tt> Sell price | ||
* <tt>0C- | * <tt>0C-0F (04)</tt> = <tt>{{color2|#000000|#FFFFE0|[ E ]}}</tt> [[#Equip flags|Equip flags]] | ||
* <tt>10-13 (04)</tt> = <tt>{{color2|#000000|#B0C4DE|[ F ]}}</tt> HP increase (signed) | * <tt>10-13 (04)</tt> = <tt>{{color2|#000000|#B0C4DE|[ F ]}}</tt> HP increase (signed) | ||
* <tt>14- | * <tt>14-17 (04)</tt> = <tt>{{color2|#000000|#D3D3D3|[ G ]}}</tt> PP increase (signed) | ||
* <tt>18-18 (01)</tt> = <tt>{{color2|#000000|#F08080|[ H ]}}</tt> Offense increase (signed) | * <tt>18-18 (01)</tt> = <tt>{{color2|#000000|#F08080|[ H ]}}</tt> Offense increase (signed) | ||
* <tt>19-19 (01)</tt> = <tt>{{color2|#000000|#FFA07A|[ I ]}}</tt> Defense increase (signed) | * <tt>19-19 (01)</tt> = <tt>{{color2|#000000|#FFA07A|[ I ]}}</tt> Defense increase (signed) | ||
* <tt>1A-1A (01)</tt> = <tt>{{color2|#000000|#ADD8E6|[ J ]}}</tt> IQ increase (signed) | * <tt>1A-1A (01)</tt> = <tt>{{color2|#000000|#ADD8E6|[ J ]}}</tt> IQ increase (signed) | ||
* <tt>1B-1B (01)</tt> = <tt>{{color2|#FFFFFF|#00008B|[ K ]}}</tt> Speed increase (signed) | * <tt>1B-1B (01)</tt> = <tt>{{color2|#FFFFFF|#00008B|[ K ]}}</tt> Speed increase (signed) | ||
* <tt>1C-1F (04)</tt> = | * <tt>1C-1F (04)</tt> = <tt>{{color2|#FFFFFF|#065545|[ L ]}}</tt> Kindness increase (signed) | ||
* <tt>20-35 (16)</tt> = <tt>{{color2|#FFFFFF|#006400|[ | * <tt>20-35 (16)</tt> = <tt>{{color2|#FFFFFF|#006400|[ M ]}}</tt> [[#Status ailment protection|Status ailment protection]] | ||
* <tt>36-3A (05)</tt> = <tt>{{color2|#FFFFFF|#8B0000|[ | * <tt>36-3A (05)</tt> = <tt>{{color2|#FFFFFF|#8B0000|[ N ]}}</tt> [[#Elemental protection|Elemental protection]] | ||
* <tt>3B-3F (05)</tt> = | * <tt>3B-3F (05)</tt> = <tt>{{color2|#FFFFFF|#435678|[ O ]}}</tt> [[#Attacking type|Attacking type]] | ||
* <tt>40-67 (28)</tt> = <tt>{{color2|#FFFFFF|#053656|[ | * <tt>40-67 (28)</tt> = <tt>{{color2|#FFFFFF|#053656|[ P ]}}</tt> [[#Info chunk|PSI/Item/Actions Info Chunk]] | ||
* <tt>68 | * <tt>68-6B (04)</tt> = <tt>{{color2|#000000|#27D378|[ Q ]}}</tt> [[#Item uses|Item uses in-battle]] | ||
===Table view=== | ===Table view=== | ||
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | ||
+-------------------------------------------------------------------------------- | +-------------------------------------------------------------------------------- | ||
00 | {{color2|#000000|#87CEEB|[ A ]}} {{color2|#000000|#90EE90|[ B ]}} {{color2|#000000|#FFB6C1|[ C]}} | 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|[ | 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]}} {{color2|#FFFFFF|#065545|[ L ]}} | ||
20 | {{color2|#FFFFFF|#006400|[ | 20 | {{color2|#FFFFFF|#006400|[ M ->}} | ||
30 | {{color2|#FFFFFF|#006400|<- | 30 | {{color2|#FFFFFF|#006400|<- M ]}} {{color2|#FFFFFF|#8B0000|[ N ]}} {{color2|#FFFFFF|#435678|[ O ]}} | ||
40 | {{color2|#FFFFFF|#053656|[ | 40 | {{color2|#FFFFFF|#053656|[ P ->}} | ||
50 | {{color2|#FFFFFF|#053656|<- | 50 | {{color2|#FFFFFF|#053656|<- P ->}} | ||
60 | {{color2|#FFFFFF|#053656|<- | 60 | {{color2|#FFFFFF|#053656|<- P ]}} {{color2|#000000|#27D378|[ Q ]}} | ||
===About PP increase (signed)=== | |||
Even though the game considers only the first two bytes of PP increase, 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]]. | |||
==Item type== | ==Item type== | ||
Line 68: | Line 68: | ||
| <tt>05</tt>: Status healer | | <tt>05</tt>: Status healer | ||
|- | |- | ||
| <tt>06</tt>: | | <tt>06</tt>: Damaging Item | ||
|- | |- | ||
| <tt>07</tt>: | | <tt>07</tt>: Special Effect Item | ||
|- | |- | ||
| <tt>08</tt>: | | <tt>08</tt>: Key Item | ||
|- | |- | ||
| <tt>09</tt>: | | <tt>09</tt>: Unused Key Item | ||
|} | |} | ||
Line 135: | Line 135: | ||
| <tt>04</tt>: Bombs | | <tt>04</tt>: Bombs | ||
|} | |} | ||
==Attacking type== | |||
These bytes are only considered if the item is a Weapon.<br> | |||
The first byte detemines what battle action the normal "Bash" one should become when the weapon is equipped.<br> | |||
This is used to make the battle action name change to "Kick", "Shoot" and other such names.<br> | |||
By modifying this value, one can make characters who aren't supposed to use PSI use them or use the battle action Consider.<br> | |||
The battle action name pointers to the [[MOTHER_3:Battle_text|Battle text]] are obtained by adding 0x9D to the value of the first byte.<br> | |||
Boney's battle action won't change name if it's an attack, but it will change name if the action becomes a skill. | |||
==Info chunk== | ==Info chunk== | ||
[[MOTHER_3:PSI_data|PSI data]], [[MOTHER_3:Item_data|Item data]], [[MOTHER_3:Battle_skills_table|Battle skills table]] and [[MOTHER_3:Battle_actions_table|Battle actions table]] all share this group of 0x28 (40) bytes.<br><br> | |||
It is called [[MOTHER_3:Battle_tables_info_chunk|Battle Info chunk]].<br> | |||
==Item uses== | ==Item uses== | ||
If value is 01, the item will be usable only one time, in battle, before disappearing. | If the third byte value is 01, the item will be usable only one time, in battle, before disappearing.<br> | ||
If the third byte value is 00, the item won't disappear after the use. | |||
[[Category: | [[Category:Mother 3|Item data]] |
Latest revision as of 02:26, 20 May 2024
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
- 00-03 (04) = [ A ] Item number
- 04-07 (04) = [ B ] Item type
- 08-09 (02) = [ C ] Key item flag
- 0A-0B (02) = [ D ] Sell price
- 0C-0F (04) = [ E ] Equip flags
- 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) = [ L ] Kindness increase (signed)
- 20-35 (16) = [ M ] Status ailment protection
- 36-3A (05) = [ N ] Elemental protection
- 3B-3F (05) = [ O ] Attacking type
- 40-67 (28) = [ P ] PSI/Item/Actions Info Chunk
- 68-6B (04) = [ Q ] 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] [ L ] 20 | [ M -> 30 | <- M ] [ N ] [ O ] 40 | [ P -> 50 | <- P -> 60 | <- P ] [ Q ]
About PP increase (signed)
Even though the game considers only the first two bytes of PP increase, the developers left two more bytes.
This was probably done so the table has the same structure as the Level-up stats table.
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: Damaging Item |
07: Special Effect Item |
08: Key Item |
09: Unused Key Item |
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 |
Attacking type
These bytes are only considered if the item is a Weapon.
The first byte detemines what battle action the normal "Bash" one should become when the weapon is equipped.
This is used to make the battle action name change to "Kick", "Shoot" and other such names.
By modifying this value, one can make characters who aren't supposed to use PSI use them or use the battle action Consider.
The battle action name pointers to the Battle text are obtained by adding 0x9D to the value of the first byte.
Boney's battle action won't change name if it's an attack, but it will change name if the action becomes a skill.
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 the third byte value is 01, the item will be usable only one time, in battle, before disappearing.
If the third byte value is 00, the item won't disappear after the use.