Fix EBINIT overlapping field ownership

This commit is contained in:
gamer147
2026-07-23 12:20:35 -04:00
parent 6b808c33e3
commit ec349ea461
6 changed files with 80 additions and 11 deletions

View File

@@ -724,7 +724,7 @@ SKINIT contributes skill category/order/icon/handler, encoded range, element, st
proc chance, and battle animation. EBINIT now contributes unit order/icon, sex and provisional species,
elements, attacks/equipment/skills, level/cost/base/growth data, canonical variants, CP/CA/CB/CS/cut-in and
voice assets, XP/drops, capture and compendium flags, summoning economy, essence yield, and level scaling.
Its linked-table shapes are 18 SKINIT and 84 EBINIT populated columns. The next EB tranche identifies roster
Its linked-table shapes are 18 SKINIT and 82 EBINIT populated columns. The next EB tranche identifies roster
state flags, per-action unlock requirements, SCJUMP event ids, normal/brainwashed unit variants, and SALLY's
per-unit bonus item. Combat tracing also names the shared column-8 item/skill modifier as critical chance.
@@ -745,8 +745,10 @@ SKINIT parallel field as the skill-change catalog inclusion flag and separates a
skill-information visibility. The remaining item/skill work is refinement rather than an unnamed populated
schema.
The remaining EBINIT unknowns are two isolated sparse writes into a runtime table; enemy AI appears to live
outside the static EBINIT schema. The signed boss class is now behaviorally separated: all nonzero values
EBINIT's populated schema is now fully named. Its apparent final two sparse runtime-table writes were flat-
address overlap collisions: they are the already-established battle-sprite asset for unit 456 and starting
level for unit 600, not distinct stride-300 fields. Enemy AI appears to live outside the static EBINIT
schema. The signed boss class is now behaviorally separated: all nonzero values
receive boss protections and targeting treatment, positive values alone count as required targets under
FIELD's defeat-boss clear rule, negative values are boss-treated adds/decoys/hazards that do not block
victory, and either sign of class 4 selects final-boss music and tactical-map presentation. Classes 1--3