Devour Effects
| ID | Name |
|---|---|
| 0 | HP Recovery |
| 1 | Full HP Recovery |
| 2 | HP & Status Rec. |
| 3 | Damage & Zombie |
| 4 | Damage(m) & Poison |
| 5 | Damage & Dark |
| 6 | Damage(s) & Poison |
| 7 | Damage |
| 8 | Dmg & Random Status |
| 9 | No Change |
| 10 | Strength +1 |
| 11 | Defense +1 |
| 12 | Magic +1 |
| 13 | Spirit +1 |
| 14 | Speed +1 |
| 15 | Max HP +10 |
| 255 | Immune |
The other devour byte
The table above is the effect ID (monster bytes 251-253, one per level tier), which drives everything a player sees. A monster also carries a devour category in byte 255, and the two are easy to confuse:
| Effect ID (bytes 251-253) | Devour category (byte 255) | |
|---|---|---|
| What it selects | the row of the table above: statuses, heal/damage amounts, the permanent stat bonuses | a classification of the monster (0 prime beast, 3 plant, 7 machine, 8 inedible…) |
| What the player sees | everything | nothing |
| How the engine uses it | the kernel devour table | computeDevour stores it and Battle_DamageGettingRelated returns it as the devour hit’s damage — 0-7 points on a monster that is being ejected anyway, and 8 on a failure, hidden behind the miss flag |
So the category is read, but its only vanilla effect is invisible. The value table and the reasoning behind it are in Informations & stats.