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Final Fantasy IV Research & Development / Re: Completing Weapon-Spell Magic Hacks
« on: March 14, 2008, 08:07:04 PM »
I will revisit this later though...
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Alright...
I equipped Rydia (Adult) at level 66 with the Flame Rod. It normally has a power value of $03
I attacked a common Imp and it did 267 points damage, and pretty consistently does that kind of damage.

I set the power value to $FF and it did 9999 points of damage, again to a poor common variety Imp loitering about Baron.
The flame rod does just have Fire 1 mapped to it like it normally does.
Does this help? It looks like it busts the damage amounts you expected.
I just set the Holy/White Lance to have an Enable/Power value of FF and it just sufficiently Nuked some enemy for 9999 damage so looks like it will take any value between 01-FF.

I think it may work as if the caster normally cast the spell. For example I messed with giving the Dragon Whip the Dark Bahamut's MegaFlare, as I had done with the Dragon Lance. I set the power/enable byte to $05 for both. When Cain used the lance the damage was 3000 something to each enemy (that mega flare is multi targeted only). When Rydia used the whip the damage was like 8000 or so per enemy (which wasn't a behavior I wanted). Now I think that particular spell is pretty strong anyway. But it does look like the game uses the stats of the person equipped when the spell is cast, which I guess makes sense. It may be a good idea to really test that out further...




It's certainly looking that way, originally one could have said it was for Rydia but we now know she was going to retain white magic, leaving her with no empty slots.




This is interesting information.
I always kind of wondered about the Darkness element and what exactly it was and could be used for.
The Holy/Light element is used all over the place in terms of enemies weak to it and weapons and spells that have it as an attribute.
But it seems that darkness is used ONLY for Cecil as a Dark Knight and only on his dark swords. It's almost like it's an underused thing.
Since there aren't any monsters that appear to be weak vs. darkness (I don't know that for certain I don't have hard data in front of me) it wouldn't help a weapon or spell anyway, it seems to only really matter when Cecil fights monsters strong against darkness.

In an advanced game hack it seems like it might be kind of cool to make enemies weak vs. darkness so that darkness weapons or magic would make sense.
Another thing I noticed in another thread was that someone mentioned that getting hit with the darkness element is what triggers Zeromus' transformation to his final form. Is this true?
I might test this by going into the final battle with someone wielding a dark sword, that'd be interesting if Zeromus transformed because of that.
This might be a consideration if one was going to say make darkness elemental magic or perhaps add the attribute to weapons later in the game (for example I'm thinking of making a character a dark knight throughout the game and he would thus have darkness elemental weapons). You might accidentally trigger zeromus' transformation without using the Crystal...well if that really matters to anyone...
Just out of curiosity, have you tested the behaviors of other elements in terms of inverse weakness?
For example, the Diamond equipment is all resistant to Lightning, but does it imply a weakness to some other element?
So it's just hard coded that if a piece of equipment is resistant to fire, it's also weak vs. ice? That's a bizzare way to do that, though it's no more bizzare than any of the rest of the engine I suppose. :)
14 Peep 58 one ally/enemy
15 Dummy 60 (Unknown and unused command)
16 Dart 50 one ally/enemy