Encounter data

Value Description
0x0 Regular battle.
0x1 No escape?
0x2 Disable victory fanfare (battle music keeps playing after win/loss).
0x4 Inherit countdown timer from field.
0x8 No Item/XP Gain?
0x10 Use current music as battle music.
0x20 Force preemptive attack.
0x40 Force back attack.
0x80 Unknown.

Monster info byte flag

Byte 0

Bit Position Flag (Hex) Description
0 (LSB) 0x01 UNKNOWN0
1 0x02 UNKNOWN1
2 0x04 UNKNOWN2
3 0x08 UNKNOWN3
4 0x10 UNKNOWN4
5 0x20 UNKNOWN5
6 0x40 UNKNOWN6
7 (MSB) 0x80 UNKNOWN7

Byte 1

Bit Position Flag (Hex) Description
0 (LSB) 0x01 Zombie
1 0x02 Fly
2 0x04 zz1
3 0x08 LvUp-Down Immunity
4 0x10 HP Hidden
5 0x20 Auto-Reflect
6 0x40 Auto-Shell
7 (MSB) 0x80 Auto-Protect

Byte 2

Bit Position Flag (Hex) Description
0 (LSB) 0x01 zz1
1 0x02 zz2
2 0x04 unused
3 0x08 unused
4 0x10 unused
5 0x20 unused
6 0x40 Gravity Immunity
7 (MSB) 0x80 Always obtains card

GF/ Magic / Item Type damage

Value Description
0x00 Magic unmissable
0x01 % Current HP
0x02 GF damage
0x04 Diablos damage
0x05 GF damage ignore SPR
0x06 Magic ignore SPR and unmissable
0x07 Curative magic
0x09 White wind (Quistis blue magic)
0x0A Magic damage
0x0A Depends HIT% (100*Power-Hit%)
0x0C Target Current HP - 1 (Moomba)
0x0D Based on GF level (Cactuar)
0x0E Curative item
0x0F Angelo recover
0x11 ?
0x12 1 HP (Excalipoor)

enum GFMagicDamageType : __int8 { GF_MAGIC_DAMAGE_TYPE_MAGIC_UNMISSABLE = 0x00, // Magic unmissable GF_MAGIC_DAMAGE_TYPE_PERCENT_CURRENT_HP = 0x01, // % Current HP GF_MAGIC_DAMAGE_TYPE_GF_DAMAGE = 0x02, // GF damage GF_MAGIC_DAMAGE_TYPE_DIABLOS_DAMAGE = 0x04, // Diablos damage GF_MAGIC_DAMAGE_TYPE_GF_DAMAGE_IGNORE_SPR = 0x05, // GF damage ignore SPR GF_MAGIC_DAMAGE_TYPE_MAGIC_IGNORE_SPR_AND_UNMISSABLE = 0x06, // Magic ignore SPR and unmissable GF_MAGIC_DAMAGE_TYPE_MAGIC_DAMAGE = 0x0A, // Magic damage GF_MAGIC_DAMAGE_TYPE_UNKNOWN = 0x11 // (Unknown) };


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