General

Offset Sections Section Size
0x44F8 16 16 bytes

Sections

Offset Ability
0x44F8 Laser Eye
0x4508 Ultra Waves
0x4518 Electrocute
0x4528 LV?Death
0x4538 Degenerator
0x4548 Aqua Breath
0x4558 Micro Missiles
0x4568 Acid
0x4578 Gatling Gun
0x4588 Fire Breath
0x4598 Bad Breath
0x45A8 White Wind
0x45B8 Homing Laser
0x45C8 Mighty Guard
0x45D8 Ray-Bomb
0x45E8 Shockwave Pulsar

Section Structure

Offset Length Description
0x0000 2 bytes Offset to limit name
0x0002 2 bytes Offset to limit description
0x0004 2 bytes Attack animation — id of the effect / animation played (the engine “special action”)
0x0006 1 byte Target hit/reaction animation ID (HIT_TYPE_TARGET_ANIMATION_TO_PLAY) played on the target when the ability lands
0x0007 1 byte Attack Type
0x0008 1 byte Status window flags — all 16 blue magics use 0x80 (ally status panel hidden while targeting). BuildLimitCommandMenu copies it into the Blue Magic list entry’s status-window slot
0x0009 1 byte TargetInfo — NOT padding: BuildLimitCommandMenu copies it into the list entry’s target slot. Retail: 0x40/0x50 for the offensive blue magics, 0x00 for the ally-support ones (White Wind, Mighty Guard)
0x000A 1 byte Attack Flags
0x000B 1 byte Hit Count
0x000C 1 byte Element
0x000D 1 byte Status attack accuracy — chance to inflict the attached statuses (0 = never; the status flags themselves are in Quistis limit-break parameters, per crisis level)
0x000E 1 byte Crit Bonus
0x000F 1 byte Padding (unused; IDA: 0 xrefs)