This is a file of hex values relating to the combos that player characters use in Phantasy Star IV. These are all completely distinct from the abilities that enemies use, and seem to have some quirks. Part 1) Byte descriptions [part1] Part 2) Byte list [part2] Part 3) Notes [part3] Part 1) Byte descriptions [part1] !1: This is the name that the game displays when the combo is activated. Only here as a reference, it is not stored with this data (but quite nearby). Check the offsets list if you want to find this text. !2: This is the offset at which this data can be found. Byte 1: This is the "effect". Only two are used by combos: 01: damage 02: death Byte 2: Always 0. For other similar types of data lists, this is the TP cost or the relevant statistic. For combos it's always 0. Byte 3: Targetting byte. For combos there are only two values used for this. 01: targets an enemy 02: targets all enemies Byte 4: Power byte. Y'know. It's in hex. For all damaging combos this is 0, and for all death combos this is 0x40 (which is 64 in decimal). Byte 5: This is the save. It's sort of the opposite of power; each ability is associated with the means by which to resist it. This is either subtracted from the damage or affects the chance to work for a status attack. 01: strength 02: mental 06: defense 07: magic defense Byte 6: Elemental. You ought to be used to this. Here's my naming system: 01: Physical (others may call this force) 02: Energy (others may call this radiation or laser) 03: Fire 04: Gravity 05: Water (others may call this ice) 06: Anti-Evil (others may call this energy or holy) 07: Electric (others may call this lightning) 08: Holyword (others may call this holy) 09: Brose (others may call this anti-mech) 0A: Biological (others may call this death or status or anti-bio) 0B: Psychic (others may call this status or death) 0C: Mechanical (others may call this anti-mech) 0D: Efess (others may call this holy or anti-evil) 0E: Destroy (others may call this death) Byte 7: Seemingly always 0. Makes everything nicely formatted, at least. Byte 8: Seemingly always 0. Makes everything nicely formatted, at least. Part 2) Byte list [part2] !1 !2 1 2 3 4 5 6 7 8 Paradinblw 28542c 01 00 01 00 07 06 00 00 Firestorm 285434 01 00 02 00 07 03 00 00 Blizzard 28543c 01 00 02 00 07 05 00 00 Condctthnd 283444 01 00 02 00 07 07 00 00 Grandcross 28544c 01 00 02 00 07 0D 00 00 Silentwave 285454 01 00 02 00 06 01 00 00 Shootnstar 28545c 01 00 02 00 07 03 00 00 Triblaster 285464 01 00 02 00 07 02 00 00 Holocaust 28546c 02 00 02 40 02 0A 00 00 Black Hole 285474 02 00 02 40 02 0E 00 00 Circuitbrk 28547c 02 00 02 40 01 0C 00 00 Purfylight 285484 02 00 02 40 02 08 00 00 Lethal Img 28548c 02 00 02 40 02 0A 00 00 Destruct 285494 01 00 02 00 07 06 00 00 !1 !2 1 2 3 4 5 6 7 8 Part 3) Notes [part3] -Byte 2 is always 0, but I don't know why. If you execute a combo it uses the combined relevant statistics of all of the contributing abilities. ie. Foi + Zan = Firestorm This uses the mental statistic of both casters added together. The power is actually the sum of the power, too. In this case 24 (foi) + 16 (zan) = 40. ie. Airslash + Phonon = Silentwave This uses Chaz's attack power and Demi's strength, and also that power of Airslash (0) and the power of Phonon (176). Sometime I might try testing combos with the value set to something else. -For the death attacks, the power is always 64. I have no idea how this factors into anything. Testing status spells is difficult... only moreso with these ones because they pretty much -never- fail. -I think I'd like to check whether a power bonus could be added to damaging combos. They're already good, but a little extra incentive would be nice. This document's current home is http://www.wrftpb.com/psiv/ , and was made by Kyle "FreshFeeling" Chapman in November, 2005. Last updated December 20, 2005.