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- Equipped items: (item # refers to the position stored in inventory (10 slots), see below)
- 11C - First digit is item # equipped in sub (0 if equipped with two-handed weapon)
- Second digit is item # equipped in MAIN
- 11D - First digit is item # equipped on body
- Second digit is item # equipped on head
- 11E - First digit is item # equipped on legs
- Second digit is item # equipped on hands
- 11F - First digit is item # equipped on ACC-2
- Second digit is item # equipped on ACC-1
- Inventory - Item ID in little endian
- 122 - Item #1
- 124 - Item #2
- 126 - Item #3
- 128 - Item #4
- 12A - Item #5
- 12C - Item #6
- 12E - Item #7
- 130 - Item #8
- 132 - Item #9
- 134 - Item #10
- 138 - Beginning of Item Data block (total length: 3C) for Item #1
- These four likely deal with what material and quality was used?
- 00 - Status of item
- 00 - Unidentified
- 01 - Identified
- 02 - Broken
- Flamberge with Sensolite with 18 AP. Adds +36 Fire attack
- Forging Material:
- 01 - 4A
- First digit - Added to Item ID offset (from second digit of next byte)
- Second digit - Something to do with what modifiers can be applied using this material (F is all?)
- 02 - A6
- First Digit - Additive to AP and item ID (WHY)
- 0 - +0, -512 item ID
- 1 - +0, -256 item ID
- 2 - +0
- 3 - +1, invalid item ID
- 4 - +1, -512 item ID
- 5 - +1, -256 item ID
- 6 - +1
- 7 - +1, invalid Item ID
- 8 - +2, -512 item ID
- 9 - +2, -256 Item ID
- A - +2
- B - +2, invalid Item ID
- C - +3, -512 Item ID
- D - +3, -256 item ID
- E - +3
- F - +3, invalid Item ID
- Second digit - 512 + 16 x digit - beginning Item ID
- 03 - 04
- First digit - 64 x this is added to AP
- Second digit - 4x this is added to AP
- 04 - Added to Weapon's min/max damage. Turns negative at 80 (so, 80 = -128 damage, FF = -1 damage)
- 05 - First digit: x16 added to AC, turns negative at 8 (so, FF is -1 AC)
- Second digit: added to AC
- Turn Recovery:
- 06 - num / 2 added
- 07 - (num % 4) * 128 added
- 08 - Mage Resist
- 09 - Cleric Resist
- 0A - Alchemy Resist
- 0B - Summon Resist
- Attack - percents in little endian (negative?)
- 0C - Fire
- 0E - Water
- 10 - Thunder
- 12 - Holy
- 14 - Dark
- Defense - Percents in little endian (negative?)
- 16 - Fire
- 18 - Water
- 1A - Thunder
- 1C - Holy
- 1E - Dark
- 20 - Sleep Chance (negative?)
- 21 - Poison Chance
- 22 - Paralysis Chance
- 23 - Silence Chance
- 24 - Confusion Chance
- 25 - Charm Chance
- 26 - Petrify Chance
- 27 - Behead Chance
- 28 - Drain Chance
- 29 - Sleep Resist (can be negative at >80)
- 2A - Poison Resist
- 2B - Paralysis Resist
- 2C - Silence Resist
- 2D - Confusion Resist
- 2E - Charm Resist
- 2F - Petrify Resist
- 30 - Beheading Resist
- 31 - Drain Resist
- 32 - First Digit: Modifier to Chimeric Damage (2 for double, 3 for 5x, 4 for S?, 5 for +)
- Second Digit: Main/Range/Sub unlimited (kind of in a binary pattern)
- 33 - First Digit: Modifier to Elmental Damage (2 for double)
- Second Digit: Modifier to Undead Damage (2 for double)
- 34 - First Digit: Modifier to Animal Damage (4 for double)
- Second Digit: Modifier to Insect Damage
- 35 - First Digit: Modifier to Ghost Damage
- Second Digit: Modifier to Mythical Damage
- 36 - First Digit: Modifier to Dragon Damage
- Second Digit: Modifier to Devil Damage
- 37 - First Digit: Modifier to Mage Damage
- Second Digit: Modifier to Fighter Damage
- 38 - First Digit: Modifier to Thief Damage
- Second Digit: Modifier to Cleric Damage
- 39 - First Digit: Modifier to Giant Damage (4 for double)
- Second Digit: Modifier to Beast Damage (4 for double)
- 3A - First Digit: Added to Status Recovery Rate
- Second Digit: Modifier to God damage (4 for double)
- 3B - First Digit: Gender/Race restrictions (kind of in a binary pattern)
- Second Digit: (num % 8) x 16 added to Status Recovery Rate
- if > 8, removes Alignment restrictions
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