| 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 — retail entries use 4/5. (This byte and 0x09 were previously documented as one WORD holding 0x8004/0x8005 with an “inert” high byte — the high byte is actually the separate field below) |
| 0x0009 | 1 byte | Status window flags — all retail entries use 0x80 (ally status panel hidden while targeting); BuildLimitCommandMenu reads it (as HIBYTE of the old WORD) into the Seifer/Edea limit list entry’s status-window slot |
| 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 | 2 bytes | Padding (unused; IDA: 0 xrefs) |
| 0x0014 | 4 bytes | Status 2 (statuses 16-47) |