Updates: 10/01/2000 Added a bit of information about the speed data. The most recent copy of this document can be obtained from the Tower of Bab-Il (http://minitrue.weyland-yutani.net/tower/index.html). This document uses normal bit order (bit 0 is the least significant bit). This document details the structure of the records used for characters and monsters both in and out of battle (as the latter is a simple subset of the former). A record for a character or monster in battle is 80 bytes long; the first 40 bytes of this is copied directly from the out-of-battle record when the battle starts. When the battle ends the first 40 bytes of the battle record for each character is copied back to the out of battle character record. An asterisk (*) before a description for the data indicates that only records for characters have or use that type of data (equipment is a good example of this). Two asterisks (**) before a description for the data indicate that only monsters have or use that type of data (creature type data, for example). Three asterisks (***) after a description of the data indicates that the reader is requested to refer to the monster data document for a more complete description (again, the creature type data is a good example). Offset Meaning ------ ------- 00 *character id/handedness bits 0-4: character id bit 5: unknown bit 6: left hand equippable bit 7: right hand equippable 01 *sprite/class bits 0-3: sprite/class id bits 4-6: unknown bit 7: in back row 02 level 03-06 current status anomalies 07-08 current hp 09-0A maximum hp 0B-0C current mp 0D-0E maximum mp 0F *base strength 10 *base agility 11 *base vitality 12 *base wisdom 13 *base willpower 14 *modified strength 15 modified agility 16 *modified vitality 17 black magic power/modified wisdom 18 white magic power/modified willpower 19 attack elemental 1A *attack strong vs. creature types*** 1B physical attack multiplier 1C physical attack percent 1D physical attack base 1E attack status 1*** 1F attack status 2*** 20 elements weak vs*** 21 elements very weak vs*** 22 magical defense multiplier 23 magical defense percent 24 magical defense base 25 elemental defense (if immunity bit wasn't set)*** 26 elemental defense (if immunity bit was set)*** 27 *defense strong vs. creature types*** 28 physical defense multiplier 29 physical defense percent 2A physical defense base 2B status immunity 1*** 2C status immunity 2*** 2D-2F unknown 30 *helmet 31 *armor 32 *gauntlet 33 *right hand-item 34 *right hand-quantity 35 *left hand-item 36 *left hand-quantity 37-39 *experience 3A unknown 3B speed modifier. lower = faster. for autobattles, starts at 01; otherwise starts at 10. slow adds +08, (upper bound 20) haste adds -3 (lower bound 0C) 3C unknown 3D-3F *experience to level up 40 **creature types*** 41-50 unknown 51 next command # (from 00 to 1D) 52 next sub-action (item or spell number) 53 next action monster target(s) 54 next action party target(s) 55-5F unknown 60-61 relative speed. equal to (Cecil's agi * 32) / (our agi * 0A). if Cecil isn't in the batle, an arbitrary character is picked instead. lower number = faster speed. 62-6F unknown 70 **level and boss bit*** 71-72 unknown 73 **item byte*** 74-7F unknown