General

Offset Sections Section Size
0x47F8 8 24 bytes

Sections

Offset Ability
0x47F8 Normal Shot
0x4810 Scatter Shot
0x4828 Dark Shot
0x4840 Flame Shot
0x4858 Canister Shot
0x4870 Quick Shot
0x4888 Armor Shot
0x48A0 Hyper Shot

Section Structure

Offset Length Description
0x0000 2 bytes Offset to limit name
0x0002 2 bytes Offset to limit description
0x0004 2 bytes Magic ID
0x0006 1 byte Attack Type
0x0007 1 byte Attack Power
0x0008 1 byte Target hit/reaction animation index (HIT_TYPE_TARGET_ANIMATION_TO_PLAY) played on the target when the ability lands — all 8 Shot entries use 4. Runtime may override: crit→6, miss→0/9, monster death→3. (This byte and 0x09 were previously documented as one WORD holding 0x8004 with an “inert” high byte — the high byte is actually the separate field below)
0x0009 1 byte Status window flags — all 8 Shot entries use 0x80 (ally status panel hidden while targeting); read by BuildLimitCommandMenu for the Seifer/Edea-style limit list path
0x000A 1 byte Target Info
0x000B 1 byte Attack Flags
0x000C 1 byte Hit Count
0x000D 1 byte Element Attack
0x000E 1 byte Element Attack %
0x000F 1 byte Status attack accuracy
0x0010 2 bytes Status 1 (statuses 0-15)
0x0012 1 byte Used item index
0x0013 1 byte Crit increase
0x0014 4 bytes Status 2 (statuses 16-47)