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Mother 3/Item data
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
- 08-08 (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)
- 14-15 (02) = [ G ] PP increase (signed)
- 16-17 (02) = Unclassified data
- 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
- 40-43 (04) = [ N ] Item effect in-battle
- 44-47 (04) = [ O ] Item attack element
- 48-4B (04) = [ P ] Item target
- 4C-4D (02) = Unclassified data
- 4E-4F (02) = [ Q ] Lower HP/PP value
- 50-51 (02) = [ R ] Upper HP/PP value
- 52-52 (01) = [ S ] Status ailment
- 53-5B (09) = Unclassified data
- 5C-5D (02) = [ T ] Battle text number
- 5E-60 (03) = [ U ] Item animation table
- 61-69 (09) = Unclassified data
- 6A-6B (02) = [ V ] 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 ] [ 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 |
Item effect
Based on the value of these bytes, the item will do different things in battle.
Here are the values:
- 00 - Damage
- 01 - 1 Damage
- 02 - Random Damage (Uses HP values as a base, but then randomizes even more)
- 03 - HP Healing
- 04 - HP Healing
- 05 - PP Healing
- 06 - PP Healing / Shield Removal
Item element
These bytes tell the game what elemental type of damage the item will deal.
Here are the values:
- 00 - Neutral
- 01 - Fire
- 02 - Freeze
- 03 - Thunder
- 04 - Bomb
Target
These bytes tell the game who will be targeted by using the item.
Here are the values:
- 00 - To the character who has it
- 01 - Choose to which character
- 02 - Choose to which character
- 03 - To all characters
- 04 - To all characters
- 05 - To a random character
- 06 - To two random characters
- 07 - To three random characters
- 08 - To all characters in a random order
- 09 - To a random number of slots for five times
- 0A - To a random number of slots for six times
- 0B - To a random number of slots for eight times
- 0C - Choose to which character
- 0D - Choose one enemy
- 0E - To all enemies
- 0F - To a random enemy
- 10 - Twice to random enemies
- 11 - Thrice to random enemies
- 12 - Four times to random enemies
- 13 - Five times to random enemies
- 14 - Choose one enemy
- 15 - To a random entity on the field
- 16 - To all the ones on the field
- 17 - Unselectable item
- 18 - Can only choose the first character
- 19 - Can only choose the third character
- 1A - Can only choose the second character
- 1B - Can only choose the fourth character
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) |
Item animations
These bytes manage which animations get played when using an item.
Byte 5E, if different from 00, will make the background darker while the item animation plays.
Byte 5F is the battle animation number.
Byte 60 is the number of the animation that plays only if the item hits the target, otherwise it won't play. This animation also prints the damage/healing numbers.
It is not fully known how byte 5F and 60 correspond to the battle animations entry table.
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.