| 0x0000 | 2 bytes | Offset to limit name |
| 0x0002 | 2 bytes | Magic ID |
| 0x0004 | 1 byte | Attack type |
| 0x0005 | 1 byte | Attack power |
| 0x0006 | 1 byte | Target hit animation — the hit/impact animation byte. This command type swaps the flags/animation byte order vs. Magic/Enemy-attack layouts (Battle_applyDamage) |
| 0x0007 | 1 byte | Padding (unused; IDA: 0 xrefs) |
| 0x0008 | 1 byte | Target info |
| 0x0009 | 1 byte | Attack flags — behavior bitfield (low 2 bits also stored as the last-attacker ATTACK_FLAG) |
| 0x000A | 1 byte | Hit Count |
| 0x000B | 1 byte | Element Attack |
| 0x000C | 1 byte | Element Attack % |
| 0x000D | 1 byte | Status attack accuracy |
| 0x000E | 2 bytes | Status 1 (statuses 0-15) |
| 0x0010 | 4 bytes | Status 2 (statuses 16-47) |