General

Offset Sections Section Size
0x4480 5 24 bytes

Sections

Offset Ability
0x4480 No Mercy
0x4498 Ice Strike
0x44B0 Desperado
0x44C8 Blood Pain
0x44E0 Massive Anchor

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 — 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)