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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on March 31, 2008, 12:27:58 PM

Title: Enemy Special/Magic Attacks
Post by: Deathlike2 on March 31, 2008, 12:27:58 PM
There's a few attacks that I'm not too keen on.. personally I think it may be worth diving/looking into.

Bluster: Probability of Paralysis or Death to occur

How does the game check resistance with that attack? Resistance to Paralysis or Death or both to negate?
This is one of the few attacks that is actually random in result...

Status resistance in this game generally says that if you resist one of those attributes, you resist them all....

Mind you that Bluster in FF4A is screwed up since the visual occurs regardless of failure...

Slap: Probability of Paralysis or Silence or Curse to occur

Same questions for Bluster applies here...

Counter/Needle: What defense is applied here? Defense or Magic Damage? It's a strange hybrid of an attack. As far as I can tell, it seems to use the base of the enemy's normal attack (which is known), and tries to apply it against your magic defense/evade.. which would make sense since a counter script could easily be a regular/normal attack. Confirmation would be appreciated for this.

I can't think of anything else off the top off my head though.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 12, 2008, 02:15:40 PM
This needs a little bumping.. since I'm doing some analysis on enemy magic attacks.

Spell #97: Glance/Gaze
From testing, it seems to randomly afflict 3 statuses: Charm, Sleep, Paralysis
My current guess is that the distribution is 50% Charm, 25% Sleep, 25% Paralysis.
The monster that uses this is the Red Eye/Bloody Eye.

Spell #98: Blaster/Bluster
It is known that it afflicts Paralysis or Death randomly.
My current guess is that the distribution is 75% Death, 25% Paralysis.
Those Panther/Caitsith type monsters (BlackCat/Coeurl and Coeurl Regina) use this attack.

Spell #99: Slap
It is known that it afflicts Silence, Paralysis, or Curse randomly.
My current guess is that the distribution is 40% Silence, 40% Curse, 20% Paralysis.
The Lilith and one of the FF4 dev monsters use this attack.

Feel free to confirm any info I put out as I will edit this thread in time.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 12, 2008, 05:12:03 PM
BSiron's guide says Slap "randomly charm, curse, mute,or cause darkness in a single target". Is this wrong?
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 12, 2008, 05:17:55 PM
Well, that's what I'm asking you to look into the routine.  :tongue:

I've yet to see Blind status inflicted in it (tested in FF4, not FF2 though, but I doubt the routine has changed).
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 12, 2008, 09:19:09 PM
I had looked into the subroutine before, but it was a little confusing, so I skipped it. You piqued my curiousity, though, so I checked the three spells you mentioned and took the time to figure them out.

You're right on the statuses for all three spells. The distribution is even, however. They all calculate a random number, and use that to determine the status infliction. That means that Gaze has a 1/3 chance of Charm/Sleep/Paralysis each, Bluster has a 1/2 chance of Paralysis/Death each, and Slap has a 1/3 chance of Silence/Paralysis/Curse each.

In reference to your question about resistances, since the status to inflict is chosen randomly first, the only resistance applicable is resistance to the status chosen.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 12, 2008, 09:27:47 PM
I had looked into the subroutine before, but it was a little confusing, so I skipped it. You piqued my curiousity, though, so I checked the three spells you mentioned and took the time to figure them out.

You're right on the statuses for all three spells. The distribution is even, however. They all calculate a random number, and use that to determine the status infliction. That means that Gaze has a 1/3 chance of Charm/Sleep/Paralysis each, Bluster has a 1/2 chance of Paralysis/Death each, and Slap has a 1/3 chance of Silence/Paralysis/Curse each.

So it's actually a fair calculated 1/3? Hmm... While you're at it, find the Twin command spell+Wisdom selection won't ya?  :wink: :cookie: if you do that! :happy:

Quote
In reference to your question about resistances, since the status to inflict is chosen randomly first, the only resistance applicable is resistance to the status chosen.

I did actually figure that out eventually (since I had to test it for the spell doc). The different generally revolves around how it is applied (well, Blaster) for FF4A.. I hate how FF4A does the visual even if it doesn't succeed on afflicting a status.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 12, 2008, 09:57:10 PM
The Twin command is one of the more complex ones, so there's a lot I don't understand about it. I do know in general how it works, though. When Twin is chosen, it checks to make sure both twins can cast, then sets their status to "twin casting" and sets their next battle command to a command for casting a twin spell. When their next turn comes up, the spell is chosen and the spell subroutine is called.

I couldn't find any references to the wisdom values in the Twin subroutine. However, it references the RAM locations for the caster, which means that one of the twins is chosen as the caster. My pretty confident guess is that it's whichever ATB gauge fills up first, since that twin would be executing the next battle command for casting a twin spell. They would be the caster, and therefore their wisdom would be used.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 12, 2008, 10:14:23 PM
The Twin command is one of the more complex ones, so there's a lot I don't understand about it. I do know in general how it works, though. When Twin is chosen, it checks to make sure both twins can cast, then sets their status to "twin casting" and sets their next battle command to a command for casting a twin spell. When their next turn comes up, the spell is chosen and the spell subroutine is called.

I couldn't find any references to the wisdom values in the Twin subroutine. However, it references the RAM locations for the caster, which means that one of the twins is chosen as the caster. My pretty confident guess is that it's whichever ATB gauge fills up first, since that twin would be executing the next battle command for casting a twin spell. They would be the caster, and therefore their wisdom would be used.

Please look more in depth, it would be helpful anyways. Now only if I could find someone to look into FF4A's Twin version...

The worst part of what you said is it being ATB/Agility based, because if that is the case, Porom goes first more often than not unless you give Palom Haste.
This is sounding terrible by the minute.

I also wanted to know the spell randomness as well (the probability of spell selection, which is "supposedly" 75%/25% for Flare/Comet).
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 12, 2008, 11:27:54 PM
I looked more in depth, but there's nothing there about a wisdom value. I'm pretty sure about my earlier assertion.

I did find that if the character ids of the casters are FuSoYa and Golbez, it chooses W.Meteo as the spell. As for the percentage chance, it generates a random number between 0x00 and 0xFF, and if the value is below 0x40, the spell is Comet; otherwise the spell is Flare.

However, if the value is 0xFF, then the command fails. So it appears that there's a 25% of Comet, a 74.6% chance of Flare, and a 0.4% chance of failure.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 12, 2008, 11:47:38 PM
That is stupidly insane. Do you know what/which message comes up on failure? My guess is the message when one of them is prevented from casting the spell.

 :cookie: :cookie: for you.

Now if you could solve the Steal rate mystery and behavior and my level check theory on certain spells (Odin, Weak, Sleep, and Holy).. then  :laugh:
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 12, 2008, 11:55:22 PM
Message 0x11: "Failed."
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 13, 2008, 12:02:13 AM
 :bah: :lame:

Why do we need a 1/256 chance of failure? Who's dumb idea is this?

Anyways, when you have the time, please look into the Steal/Sneak info and my crazy magic-level theory.

What enemy uses Spell #115 (Disrupt in FF2US)? I honestly cannot recall what enemy uses this.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 13, 2008, 01:24:00 AM
Zeromus uses this Disrupt before you use the Crystal on him. It does a full dispel (Black Hole type) on all targets. The name doesn't show up, which is why you probably don't remember it. This information is in the Tower of Bab-il document on Spell Data. You should take a look at it; it has some good information.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 13, 2008, 10:12:24 AM
I tried to recall stuff off the top of my head, but that fails when it is  :sleep: time.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 13, 2008, 06:14:29 PM
Hmm.. spell #143 seems to be for Zeromus.. but I have no idea what it does...
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on May 13, 2008, 09:59:17 PM
It recovers all one's own HP. Doesn't Zeromus do this once during the battle when his HP gets low?
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 13, 2008, 10:03:16 PM
I believe so. It may be the same reason the game won't reveal its HP to the Monster Picturebook/Beastiary...
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 14, 2008, 11:13:31 PM
Spell #144 is interesting, but it needs a little more testing in FF4...

Search "fixes" the targeting mechanism for the monster for their next turn... and it seems to have priority over the default targeting... whether it is the random targeting from a normal attack or a multitargeted attack.

For instance, Last Arm uses Fission when it is critical. This attack by default is a multitargeted sacrifice attack that damages everyone equally. If it used following Search, then the character targeted by Search gets hit instead.

Note that this behavior is occuring in the SNES version.. but not the GBA version... it should be looked into when multiple enemies are involved in the SNES version. There isn't any formation that does this, thus needing more testing.
Title: Re: Enemy Special/Magic Attacks
Post by: odditude on May 15, 2008, 08:08:55 AM
Search "fixes" the targeting mechanism for the monster for their next turn... and it seems to have priority over the default targeting... whether it is the random targeting from a normal attack or a multitargeted attack.
What is the behavior if the Search target dies or is removed before the next attack occurs?  Is the attack retargeted or does it silently fail?
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 15, 2008, 11:27:25 AM
Search "fixes" the targeting mechanism for the monster for their next turn... and it seems to have priority over the default targeting... whether it is the random targeting from a normal attack or a multitargeted attack.
What is the behavior if the Search target dies or is removed before the next attack occurs?  Is the attack retargeted or does it silently fail?

In FF4A, the spell isn't retargeted...

In FF4, the spell is retargeted.

Strange eh?
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 16, 2008, 03:51:30 PM
Drain/Osmose seem to ignore the elemental attribute of the spell when dealing damage... which is interesting.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on May 24, 2008, 02:50:47 PM
Ok.. I'm starting to dig into the stuff  that hasn't quite yet been documented yet. Some help would be appreciated.

Spell 175 (0xAF ) - Used by EvilWall to advance.

Spell 176 (0xB0) - Used by the Shadow Dragon to summon the "Mist Dragon".. to simulate Rydia summoning it behind the scenes.

Spell 188 (0xBC) - The damage data is gotten here. Note that the targeting is all allies because it would correctly reflect the damage. This is custom damage data for the spell.

More to come later...

Could someone tell me which enemy uses spell 185 (0xB9), 177 (0xB1), 178 (0xB2), and 189 (0xBD)? Thanks.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 01, 2008, 08:02:23 PM
It would be nice if someone was able to test those 4 spells and/or look into its ASM... and maybe find out which monsters use it (might have to use FF4 instead since some of the battle scripts are different than those in FF2 and FF4ET).
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 01, 2008, 10:05:08 PM
Ok, I've finally nailed down 0xB1 (stupid editor is not too great at highlighting stuff).

I get the strange feeling that Spell 0xBD is used in conjunction with Dance (the Pinkpuff battle).
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 02, 2008, 06:49:22 AM
Spell B1 is used in the Golbez/Rydia battle. I believe it's to make Rydia's entrance, right?

I can confirm that spell BD isn't used in FF2us. Neither are spells B2 or B9.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 02, 2008, 07:03:18 AM
Spell B1 is used in the Golbez/Rydia battle. I believe it's to make Rydia's entrance, right?

Yes.

Quote
I can confirm that spell BD isn't used in FF2us. Neither are spells B2 or B9.

You may want to look into FF4's battle script then... to be sure. I'm wondering if there's any sane way of testing B2 and B9.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 02, 2008, 07:41:25 AM
Quote
You may want to look into FF4's battle script then... to be sure. I'm wondering if there's any sane way of testing B2 and B9.

I don't have FF4's attack sequence hex data laid out nicely like I do FF2us's, so once I get time to do that I can take a look. I think you'd have to get the circumstances just right to have B2 and B9 work properly. The Tower of Bab-il document says that B2 "makes the enemy invisible". Perhaps B9 is its counterpart, and makes the enemy visible? I'll let you know when I take a look.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 02, 2008, 11:18:35 PM
Ok, here's my finally compiled list of monster spells...

Code: [Select]
Glance/Gaze
Casting Time: 0
MP Cost: 0
Status Effect: Charm, Sleep, Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Red Eye/Bloody Eye monster. The status
affliction is random, with an equal 1/3 distribution of Charm, Sleep,
Paralysis.


Bluster/Blaster
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis, Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Panther/Cait Sith and Black Cat/Coeurl (and
Coeurl Regina in FF4A). The status affliction has a 1/2 distribution for Death,
and Paralysis. There is annoying behavior in FF4A which causes the effect to
be displayed, even though status resistance would cause it to fail.


Slap
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis, Curse, Silence
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Lilith (and one of the FF4 dev monsters).
The status affliction has a 1/3 distribution of Paralysis, Silence, and Curse.


Powder/Cold Snap/Poison Powder
Casting Time: 0
MP Cost: 0
Status Effect: Blind
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by monsters of the moth family. SandMoth/Flying
Eyes, RockMoth/Hell Flapper, and GloomWing are included here.


Glance/Pupil
Casting Time: 0
MP Cost: 0
Status Effect: Charm
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Calbrena/Calcobrena and VampLady/Miss Vamp.


Charm/Lure/Entice
Casting Time: 0
MP Cost: 0
Status Effect: Charm
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Lamia and Queen Lamia.


Tongue/Lick
Casting Time: 0
MP Cost: 0
Status Effect: Sleep
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Naga.


Curse
Casting Time: 0
MP Cost: 0
Status Effect: Curse
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Milon-Z/Scarmaglione "Elements version",
D.Fossil/Dinozombie, SwordMan/Dark Knight, and Warrior/Satanite.


Ray/Fingertip
Casting Time: 0
MP Cost: 0
Status Effect: 1/3 Petrify
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Medusa, Gorgon, and both versions of
Valvalis/Barbariccia.


Count/Doom
Casting Time: 0
MP Cost: 0
Status Effect: Count/Doom
Elemental: n/a
Spell Power: timer = 10
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is used by the Fataleye/Allemagne/Ahriman, Plague,
and Zeromus in FF4ET. The Plague overrides targeting and targets every
character. This status has a timer set to 10, which can be reset on another
casting. This attack is reflectable to kill the enemy.


Beak/Peck
Casting Time: 0
MP Cost: 0
Status Effect: Stone
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by all variations of the Cockatrice family,
including the Eagle, Cockatrice, Roc Baby, and Mist Eagle (in FF4A).
Treant/Wood Eyes also uses this.


Petrify/Stone Gaze
Casting Time: 0
MP Cost: 0
Status Effect: 1/3 Petrify
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by all variations of the Black Lizard family,
including the BlackLiz, Basilisk, IceLiz/Ice Lizard, and Catoblepas (FF4A
only).


Blast/Mind Blast (monster version)
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis, HP Leak
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Mage/Mind Flayer monster (ironic)
and Breath/Zemus's Breath. Even if the paralysis fails, the HP leak always
succeeds.


Hug/Embrace
Casting Time: 0
MP Cost: 0
Status Effect: Stone
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Kary/Moon Goddess/Selene Guardian and
Zeromus in FF4ET.


Breath/Bad Breath
Casting Time: 0
MP Cost: 0
Status Effect: Toad, Mini, Piggy, Silence, Darkness, Charm
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Molbol/Marlboro, Great Marlboro, and
D.Lunar/Lunarsaurus. If you are resistant to one status, you resist the
entire attack, which is true for any multi-status attack.


Whisper
Casting Time: 0
MP Cost: 0
Status Effect: Piggy
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Dark Elf (after the harp music is played)
and Tricker/Rilmarder/Lil'Murderer (FF4ET only).


Entangle/Wreathe
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Gung-Ryu/Gold Dragon, Hydra,
Python/Twin Asp/Twin Snake.


Weak (monster version)/Wall (monster version)/Whirl
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Ogopogo/Tidarithan in response to Lightning
and Zeromus in response to a Holy attack. It works better than the Black Magic
version.


Disrupt/Strain/Time Distortion
Casting Time: 0
MP Cost: 0
Status Effect: removes Berserk, Float, Image (2), Image (1), Barrier
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is made by Zeromus before Cecil uses the Crystal on it to reveal
his true form. It is used when he massively shakes. This spell also resets
the speed modifier to the default of 16. This is a duplicate of Black Hole
without the visual.


Cold Mist
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Ice
Spell Power: 8
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Mist Dragon in Mist form as a counter.


Explode (Mombomb version)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: fire
Spell Power: 32
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Mombomb before it splits into multiple
bombs. This spell is simply an attack, and is not part of the conversion
process. It is simply part of an uninterruptable attack sequence used in the
monster's battle script.


DullSong/Cursed Song/Song of Curse
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: +8 Speed Modifier
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Scarmaglione (undead) on Mt. Ordeals in FF4 and
FF4A in response to Fire elemental magic. This is simply a multitargeted Slow
attack.


Hold Gas/Cursed Aura/Ice Bind
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is made by Golbez when you fight him in the Crystal Room of the
Dwarves Castle. This is used by him in his scripted sequence. At this point,
noone has the equipment to resist the attack.


Gas/Sleeping Gas
Casting Time: 0
MP Cost: 0
Status Effect: Sleep
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Dr. Lugae as a counter to taking physical damage.


Poison/Poison Gas
Casting Time: 0
MP Cost: 0
Status Effect: Poison
Elemental: n/a
Spell Power: 8
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Dr. Lugae as part of his initial battle script.


Maser/Laser/Piercing Laser
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/10 of target's HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Attacker/Attack Sys/Attack Node from the CPU
battle.


Vanish
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is an "monster self suicide" spell used by enemies in scripted
sequences such as every battle with Golbez.


Demolish/Blk.Fang/Black Fangs
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is made by the Shadow Dragon monster in the scripted sequence
with the underground Golbez battle.


Blk.Hole/Black Hole
Casting Time: 0
MP Cost: 0
Status Effect: removes Berserk, Float, Image (2), Image (1), Barrier
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Zeromus and Brachioraidos (in FF4A only). This
spell resets the speed modifier to 16. The message that comes with the spell
in the Zeromus battle is part of the battle script, not the spell itself.


Dancing
Casting Time: 0
MP Cost: 0
Status Effect: Berserk
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Pinkpuff/Flan Princess.


Disrupt (TrapDoor version)/Dimension 9/Ninth Dimension
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Trapdoor. It can be reflected to kill the
monster.


Storm/Maelstorm
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Valvalis/Barbariccia in the Elements version,
and Behemoths in response to a Holy magic attack.


Magnet/Electromagnetic Field/Magnetic Radiation
Casting Time: 0
MP Cost: 0
Status Effect: Stop
Elemental: n/a
Spell Power: timer = 50
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by Last Arm and MacGiant/Giant Soldier.


Reaction/Chain Reaction
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by a Grenade/Dark Grenade in response to Lightning. The
monster explodes and every  monster explodes with it, causing all the
enemies to die.


Hatch
Casting Time: 0
MP Cost: 0
Status Effect: removes Egg
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: Enemies starting in Egg status do this in reaction to taking any damage.
This won't occur if the target dies or is in an uncontrollable state.


Remedy (monster version)/Heal (monster version)/Restore
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: healing 1/10 of target's MaxHP
Targeting: one target, default ally
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is used by Kainazzo/Cagnazzo, D.Lunar/Lunarsaurus, Wyvern/
Dark Bahamut, and Defender/DefenseSys/Defense Node.


Absorb/Suction
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: healing 1/3 of target's MaxHP
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is made by the SwordMan/Black Knight, Warrior/Satanite,
VampGirl/Draculady, and ZeromusEG (in FF4A).


Heal/Media/Panacea
Casting Time: 0
MP Cost: 0
Status Effect: remove Stone, Toad, Mini, Piggy, Mute, Darkness, Poison, Curse,
Paralysis, Sleep, Charm, Gradual Petrification, Berserk (FF4A only)
Elemental: n/a
Spell Power: n/a
Targeting: all allies
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is used by both forms of Dr. Lugae with altered targeting.
This works the same as Heal/Esuna.


Big Bang
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 200
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is used by Zeromus and ZeromusEG (in FF4A).


Vampire/Blood Suck
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 24
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by every bat monster in this game and various
other monsters.


Digest/Digestive Fluid/Digestive Acid
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 60
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Molbol/Marlboro.


Pollen
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 12
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the plant monsters, including the TrapRose/Blood
Flower, and Cannibal/Death Flower.


Crush/Crash Down
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the EvilWall/Demon Wall.


Alert/Alarm
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Alert/Security Eye and Searcher monsters to summon an
enemy. Group Slot 2 is reserved and emptied for the lone monster and the
monster is "resurrected". Group Slot 3 is usually where the additional monsters
accompany the Alert or Searcher. The annoying siren that plays ends when an
attack is made.


Call/Summon
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the Marion/Puppeteer, Sorceror, Conjurer/Summoner, and
Mist Summoner. This has the same requirements that Alert/Alarm has for proper
operation. The difference is the sound played when the spell is used.


"Dummy" - Cause Other Monster Reaction
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used to cause other monsters to use a special reaction.
This is by Milon/Scarmaglion (living) on Mt. Ordeals to order his "undead
children" to attack. King Eblan uses it to tell Queen Eblan to change her
palette (this doesn't change it directly, it is just a trigger for it). The
Baron General uses this to order his soldiers to attack. The Generals at the
battle at Fabul uses this to order his soldiers to attack as well. The
Toadlady/ToadWitch/Bog Witch uses this as well.


Vanish
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Zeromus as a reaction to the Crystal to kill its
previous form.


Search/Targeting
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the Trap Door and Last Arm for targeting purposes.
Before their next attack, Monsters change their targeting or select a new
target, but this spell prevents the aforementioned from occuring.


Fission/Nuclear Explosion
Casting Time: 0
MP Cost: 0
Status Effect: 0
Elemental: n/a
Spell Power: caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This works the same as the Bomb's explode (suicide) attack except it
hurts every target equally. Last Arm does this when it gets weak. Targeting
may be changed due to Search/Targeting.


Retreat
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: The monsters "disappears", but in actuality kill themselves. However,
you get nothing from the monster since you did not kill it.


Heal (Golbez version)/Release
Casting Time: 0
MP Cost: 0
Status Effect: remove Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Golbez as part of a scripted attack to simulate Rydia
doing something to remove the paralysis.


Beam
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/10 of target's HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes: Many mechanical monsters (even if they don't have the Mech property)
use this attack.


Globe 199/Number 199
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1020
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the CPU and the Brachioraidas (FF4A only).


Fire/Flame (monster versions)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 1/5 of target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Blaze
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Ice
Spell Power: 1/4 of target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Blitz (monster version)/Lightning Flash
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Lightning
Spell Power: 1/2 of target's MaxHP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Thunder/Lightning (monster versions)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Lightning
Spell Power: 1/4 of target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


D.Breath/Dark Breath
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 1/4 of the target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Dark Elf/Dark Dragon.


Big Wave/Big Tsunami/Tidal Wave
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/4 of the target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Blizzard/Snowstorm/Ice Storm
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Ice
Spell Power: 1/25 of caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Wave/Tsunami
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/25 of caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Tornado (monster version)/Whirlwind
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/20 of caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Laser
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/5 of caster's current HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by Dr. Lugae (undead looking form).


Explode (bomb version)/Self-Destruct
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: caster's current HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Quake (monster version)/Earthquake
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 80
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is the weakest variation of Quake.


Emission/Flame Thrower
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 20
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes:


Heat Ray
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 60
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Glare/Flame Dragon
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 360
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Odin/Zantetsuken (enemy versions)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 160
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


MegaNuke/Mega Flare (monster version)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1020
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes:


Needle
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: uses caster's attack power and attack multiplier as base
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Counter/Counter Horn
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: uses caster's attack power and attack multiplier as base
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


"Dummy"/Monster 000 - Set Monster Invincibility
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This hidden spell increases the invincibility counter. This is used by
the Mist Dragon when changing into Mist form and Zeromus when Cecil does battle
with it.


"Dummy"/Monster 000 - Remove Monster Invincibility
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This hidden spell decreases the invincibility counter. This is used by
the Mist Dragon when reverting from Mist form and Zeromus after Cecil uses
the Crystal on it.


Recover/Regenerate/Re-Form
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is usually retargeted to revive all boss monsters on the
field. All monsters revived by this method will have all statuses removed and
full HP. However, MP is not recovered.


Remedy/Reraise/Renew
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is made by the "cell" monsters to recover all HP lost.


The following spells are for the SNES version only (starting at Spell 173/0xAD)


(Unnamed) - "Tradeoff/Switch Monster"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is used by monsters to change into a different monster. The
monsters that initiate this automatically die and no GP/EXP is earned. This
is used by the Trap Door, Mombomb, Zeromus (to change forms), Dr. Lugae (in
his attempt to rebuild Balnab/Barnabas), Calbrena/Calcobrena, Dark Elf, and
the Elemental battle (from Rubicant/Rubicante to Kainazzo/Cagnazzo).


(Unnamed) - "End Battle"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by various monsters to end the battle, such as the battle
with Rydia who summons Titan.


(Unnamed) - "EvilWall Move"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in conjunction with an attack to "show" the EvilWall's
movement.


(Unnamed) - Summons "Mist Dragon"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the Shadow Dragon as method of simulating Rydia "in
the background" summoning the Mist Dragon to save Cecil.


(Unnamed) - Summons "Rydia"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Golbez to get Rydia into battle.


(Unnamed) - Unknown/Unused Audiovisual Effect
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Anna
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the WaterHag in that special sequence to "summon" Anna.


(Unnamed) - Summons Edward and Tellah
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Palom and Porom
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Cid and Yang
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Golbez and FuSoYa
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Removes Character Images
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: For any character images that appear, this is used to remove them.
This is most notable with Anna disappearing during said Waterhag battle.


(Unnamed) - Unknown/Unused Audiovisual Effect
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: It's probably the opposite the the above spell.


(Unnamed) - Revives All Characters
Casting Time: 0
MP Cost: 0
Status Effect: remove Death
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in Zeromus's battle script to revive all the characters.
However, it is retargeted in the event.


(Unnamed) - Zeromus Shakes
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Zeromus to execute his massive shaking.


(Unnamed) - "Mist Dragon" Spell Data
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 80
Targeting: all allies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell data is linked with the "Mist Dragon" the Shadow Dragon
summons. Note that the targeting is to reflect that the damage


(Unnamed) - Unknown/Unused Haste Spell
Casting Time: 1
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: -8 speed modifier
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: The default speed modifier is 16 for all targets.
Haste decreases this modifier by 8 points. The lowest this modifier can be is
at 12. At 12, the target's ATB seems to increase by 25%. This spell quickens
every timer, except for Count/Doom.


(Unnamed) - "Elixir Healing"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in the final battle with Zeromus to fully heal characters.
This is usually targeted against individual characters and executed by
Zeromus's battle script.


(unnamed) - "Flashing Heal Effect"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: 0
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in the final battle with Zeromus for the healing given
by the other characters. This is executed in Zeromus's battle script.



The following spells are for the GBA version only


Meteor - Spell #94/0x5E
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Holy
Spell Power: 1000
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This custom Meteor is probably used by Zeromus instead of the original
Meteor.


Double Meteor - Spell #173/0xAD
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Holy
Spell Power: 80
Targeting: 0
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is a revised version of Double Meteor that is used by the twins
and Golbez/FuSoYa combo. The spell algo for this is unknown as of yet.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 03, 2008, 01:32:44 AM
Good work on all these. You filled in a couple of gaps for me, thanks. You might want to add these three things in:

1. Hug also does a full HP restore for the target.
2. Zeromus' Disrupt and Blk.Hole also dispel Wall.
3. Spell 8F (Vanish) does a full HP restore, not an instant kill.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 03, 2008, 02:10:37 AM
Good work on all these. You filled in a couple of gaps for me, thanks. You might want to add these three things in:

1. Hug also does a full HP restore for the target.

Ah, oversight.

Quote
2. Zeromus' Disrupt and Blk.Hole also dispel Wall.

It's a huge list.. so much to remember.

Quote
3. Spell 8F (Vanish) does a full HP restore, not an instant kill.

I know there's two entries, so this list gets complicated relatively easy.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 03, 2008, 10:21:29 PM
I will post a copy here of what I'll submit to Gamefaqs soon, but my only question is regarding Protect/Shell.. maybe my testing could be wrong, but does changing the value ("the spell power" or whatever you want to call it) change anything at all? It doesn't seem like changing it does anything to me.

Edit: Here means this forum, not this thread... go here instead: http://slickproductions.org/forum/index.php?topic=551.0
Title: Re: Enemy Special/Magic Attacks
Post by: Dragonsbrethren on June 03, 2008, 10:48:33 PM
I tried making protect more powerful in my hack and had the same result, if there was a change it wasn't very much. I only tried doubling it though, not a large increase.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 03, 2008, 10:51:37 PM
The subroutine doesn't use the spell power byte for anything, it always adds a value of 0x05. You can change the value at 1DA5A (FF2us ROM with header) to make it more or less powerful. I'm using a value of 0x0A in my hack.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 05, 2008, 12:44:25 PM
Is Zeromus's Vanish only executed when reaching 0 HP?
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 05, 2008, 05:23:07 PM
No, then you could theoretically kill him before he used it. I knew it had to be above 10,000, but I wasn't sure of the amount so I went and checked his reaction script. He casts Vanish (8F) when his HP is below 16,000.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 05, 2008, 05:34:41 PM
No, then you could theoretically kill him before he used it.

Yes, you can, read this: http://slickproductions.org/forum/index.php?topic=586.0

Quote
I knew it had to be above 10,000, but I wasn't sure of the amount so I went and checked his reaction script. He casts Vanish (8F) when his HP is below 16,000.

Ah, cool.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 05, 2008, 05:59:05 PM
Quote
Yes, you can, read this: http://slickproductions.org/forum/index.php?topic=586.0

I meant by normal means, but you have a point. Has anyone tried this on Zeromus? Does it work?
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on June 05, 2008, 06:04:20 PM
Yes, it works vs Zeromus.

I don't know of any normal means that avoids this, other than making spells that make the target uncontrollable (Sleep/Hold/Pin/Stop/Berserk, and others if I forgot) boss-compatible.
Title: Re: Enemy Special/Magic Attacks
Post by: Dragonsbrethren on June 07, 2008, 11:21:56 PM
The subroutine doesn't use the spell power byte for anything, it always adds a value of 0x05. You can change the value at 1DA5A (FF2us ROM with header) to make it more or less powerful. I'm using a value of 0x0A in my hack.

Do you have Shell's offset handy? It's time these spells were worth the turn they waste.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on June 08, 2008, 02:01:03 AM
Shell's value is at 1DA7E (FF2us 1.0 with header).
Title: Re: Enemy Special/Magic Attacks
Post by: Dragonsbrethren on June 17, 2008, 03:17:59 AM
Finally got around to changing these, FF2us 1.1 offsets:

Protect: 0x1DA6A
Shell: 0x1DA8E
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on December 17, 2008, 09:48:28 PM
 :bump:

This applies to FF4ET unheadered..

0x1D864
0x1D888
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on December 18, 2008, 05:28:07 AM
I assume that changing these values will affect any other spells that use the "defense up" / "magic defense up" routines?

What I mean is, you couldn't have, say, one spell that's a single-target protect spell that boosts the target's defense a lot and a different spell, "Protect 2" or something that targets the group but gives less of a defense boost.
Title: Re: Enemy Special/Magic Attacks
Post by: Phoenix on December 18, 2008, 08:41:19 AM
You're correct. You could, of course, modify the routine to use the spell power byte, and go about it that way. That's probably the most compact method.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on December 18, 2008, 08:50:22 AM
You're correct. You could, of course, modify the routine to use the spell power byte, and go about it that way. That's probably the most compact method.

Yea..  the spell power byte having no influence is annoying.

Just remember that defense/magic defense stats are capped at 255, unless you manage to change that.. well, maybe for magic defense, since spell power can be at 1020 or 255*4...

 :edit:

Then again, monsters with racial modifiers are usually vulnerable...

 :edit:

Just in case it wasn't already known..

Counter/Needle's spell power is always 2*attack power (unaffected by statuses)

Also, Twin's power is determined by slot position (the character in the earliest slot has their Wisdom used for the calculation). This has changed in FF4A, where it is based by Agility (which means Porom is selected by default unfortunately).
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on January 04, 2009, 03:02:19 PM
I assume that changing these values will affect any other spells that use the "defense up" / "magic defense up" routines?

What I mean is, you couldn't have, say, one spell that's a single-target protect spell that boosts the target's defense a lot and a different spell, "Protect 2" or something that targets the group but gives less of a defense boost.

lol @ stealing my screenshots. Oh well, nice patch, but I'd still recommend you add a separate patch to set the new defaults .
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on January 04, 2009, 04:52:44 PM
Actually that wasn't me. Someone else linked those there. I didn't submit any screenshots other than the title screen.

Anyway, the reason I didn't change anything else was that I figured the only possible use this patch could have is for people who want to do some sort of magic hacking in the first place, in which case I'm sure they'd have their own ideas as to what they want to do with the spells.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on January 04, 2009, 05:54:54 PM
Has it been tested on all versions of this game? The lack of a readme doesn't help the header issue either...
Title: Re: Enemy Special/Magic Attacks
Post by: Dragonsbrethren on January 04, 2009, 06:03:50 PM
Actually that wasn't me. Someone else linked those there. I didn't submit any screenshots other than the title screen.

Yeah, I threw those on there. Please include screenshots in any future submissions.
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on January 04, 2009, 06:40:58 PM
It's not that I have a problem providing screenshots in general, it's just that for this specific case I wasn't really sure what I was supposed to provide a screenshot of... the patch doesn't do anything visible; in fact on its own it doesn't even do anything measurable.
Title: Re: Enemy Special/Magic Attacks
Post by: Dragonsbrethren on January 04, 2009, 06:42:09 PM
Yeah, I realize that. Generally in that case I'd do what I did with your submission and include shots of the spells being used.
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on January 04, 2009, 06:53:19 PM
If you ask me, that's a bit deceptive; it gives the impression that the patch enables the casting of those spells...
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on January 04, 2009, 06:56:48 PM
It doesn't really suggest it.. it's based off of J2e's translation so it assumes FF4 and those were weapon-item based spells.
Title: Re: Enemy Special/Magic Attacks
Post by: Deathlike2 on January 05, 2009, 12:59:20 AM
If you're interested, there's a few tweaks worth making..

For instance, the Bomb's Explode or the Last Arm's Fission attack use the same sacrifice code.. it ignores the multiplier that's set for the attack.. fixing that would be nice (although, this means that the Fission attack needs the spell power set).

Remedy (heals 1/10 of the target's MaxHP) and Absorb (heals 1/3 of the target's CurrentHP) can't be changed (it obviously ignores the spell power bit).. changing that behavior would be nice.

Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on January 05, 2009, 08:10:19 AM
Remedy (heals 1/10 of the target's MaxHP) and Absorb (heals 1/3 of the target's CurrentHP) can't be changed (it obviously ignores the spell power bit).. changing that behavior would be nice.

I agree... and I tried my hand at it this morning. I found the code for those routines and found the places where it loads the constants 10 and 3 respectively. Changing those constants to other constants indeed changes the number the HP is divided by. Sadly however, when I tried to get it to load the spell power byte it resulted in healing 0 HP no matter what.

For example, changing

Code: [Select]
1DF5A: A2 0A 00   (Load X with #000A)
to

Code: [Select]
1DF5A: A2 02 00   (Load X with #0002)
caused the spell to cure 1/2 the target's max HP rather than 1/10. However, changing it to

Code: [Select]
1DF5A: AE 9D 28   (Load X with $7E:289D)
should have caused it to cure 1/(spell power) the target's max HP, but instead it cured 0. The same goes for the absorb routine. In both cases, the spell power for the spell I was using to test the routine was 2 (so it should have healed 1/2 in each case).
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on February 05, 2015, 03:12:01 PM
GINORMOUS NECRO TIME!

I was wondering if perhaps some of our assembly miracle workers can enlighten me as to what I did wrong in the post above? For context, I was trying to make it so that the code for the "Resore 1/10 of target's max HP" spell routine, instead of healing 1/10 max, healed 1/(spell power) max.

For my hack, I was trying to create a "White Wind" ability for Draghinazzo. I figured if he absorbs Holy then if I made a Holy attack that dealt damage equal to caster's HP that would more or less do the trick. However, I found that instead what happened was that he would heal only a tiny amount, no matter what his HP was. I thought that if the problem I was tackling here years ago could be solved, I could use that routine and make the spell power 1 and get the White Wind effect.

Any ideas?
Title: Re: Enemy Special/Magic Attacks
Post by: avalanche on February 05, 2015, 07:13:53 PM
It is probably because the X register is 16 bits at that time, so it is loading 2 bytes; the power and the following byte.  If there is a non-zero value for that byte, then it would probably result in zero after the division.

There isn't enough room to switch register sizes around that, but you can make room by altering the instructions above that.  If you go up to the start of the routine (03:DD4E, or 1DF4E in the ROM)

From:
Code: [Select]
03:DD4E  AD 09 27    LDA $2709
03:DD51  8D 45 39    STA $3945
03:DD54  AD 0A 27    LDA $270A
03:DD57  8D 46 39    STA $3946
03:DD5A  A2 0A 00    LDX #$000A

To:
Code: [Select]
  AE 09 27  LDX $2709
  8E 45 39  STX $3945
  AD 9D 28  LDA $289D
  AA        TAX

  Then I think that leaves 5 bytes of extra room, so fill with no-ops?  (EA)


Full disclosure, I didn't test this, just scribbled it on paper.

Title: Re: Enemy Special/Magic Attacks
Post by: Grimoire LD on February 05, 2015, 09:25:16 PM
GINORMOUS NECRO TIME!

I was wondering if perhaps some of our assembly miracle workers can enlighten me as to what I did wrong in the post above? For context, I was trying to make it so that the code for the "Resore 1/10 of target's max HP" spell routine, instead of healing 1/10 max, healed 1/(spell power) max.

For my hack, I was trying to create a "White Wind" ability for Draghinazzo. I figured if he absorbs Holy then if I made a Holy attack that dealt damage equal to caster's HP that would more or less do the trick. However, I found that instead what happened was that he would heal only a tiny amount, no matter what his HP was. I thought that if the problem I was tackling here years ago could be solved, I could use that routine and make the spell power 1 and get the White Wind effect.

Any ideas?

You asked about this a while back and here was my fix...

$03/DD5A   AD 9D 28   LDA $289D  [$7E:289D]   A:0000   X:004E   Y:0000   P:envMxdiZc
$03/DD5D   8D 47 39   STA $3947  [$7E:3947]   A:0005   X:004E   Y:0000   P:envMxdizc

When you look at the formula you can see that LDA is loaded again before it is reused for 2707 below, so it's safe to load the Spell Power into A rather than X in the first place.
Title: Re: Enemy Special/Magic Attacks
Post by: chillyfeez on February 05, 2015, 09:45:20 PM
Umm... Target's max HP will be in 2709. I don't know where you got 2894 from...
Max HP is two bytes, so that's not a problem, but your fraction there would be 1/max HP, which would be zero for all intents and purposes.

I made a white wind spell for TfW, the ASM is pretty simple actually. I think it's just:
Code: [Select]
C2 20 REP #$20; make A 16 bits
AD 87 26 LDA $2687; load caster's current HP
09 00 80 ORA #$8000; set HP recovery bit
85 A4 STA $A4; store A in target damage
7B TDC; clear A
E2 20 SEP #$20; make A 8 bits again
I too am just scribbling this out, I'm not positive that's how I wrote it, but this should work.
What this does is restore the target's HP in the amount of the caster's current HP (which is what white wind does in most FF games)
 :edit: fixed a couple of errors in that code
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on February 06, 2015, 05:01:35 AM
You asked about this a while back and here was my fix...

$03/DD5A   AD 9D 28   LDA $289D  [$7E:289D]   A:0000   X:004E   Y:0000   P:envMxdiZc
$03/DD5D   8D 47 39   STA $3947  [$7E:3947]   A:0005   X:004E   Y:0000   P:envMxdizc

When you look at the formula you can see that LDA is loaded again before it is reused for 2707 below, so it's safe to load the Spell Power into A rather than X in the first place.

I did?? My apologies! I had completely forgotten!

Anyway thanks all for your input! I will test these solutions when I get home tonight or possibly tomorrow.
Title: Re: Enemy Special/Magic Attacks
Post by: Grimoire LD on February 06, 2015, 09:30:08 AM
Heh, the topic is rather large and I was updating it at a feverish pace at the time, knocking out all of the documentation of routines as I could, so it's little surprise you missed it.
Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on February 07, 2015, 07:08:53 AM
I tried Grimoire's solution and it didn't work. I tried avalanche's and it did work.

Any chance I can bug you guys for one more thing: How to change "recover 1/3 target's current HP" to "recover 1/(spell power) caster's current HP"?
Title: Re: Enemy Special/Magic Attacks
Post by: Grimoire LD on February 07, 2015, 08:07:45 AM
It... didn't work? I tested it at the time and I just tested it now (to reassure I actually did test it back then), the objective was to make it so that 1/10 of HP recovered becomes 1/X'th of HP recovered, wasn't it? What happened when you tried it, out of curiosity? That sort of shakes my confidence a little to have it work for me, but not for others.

A fix for 1/3 current HP is the same case as my original formula posted above... changing This...

$03/DD6E   A2 03 00   LDX #$0003   A:0000   X:0001   Y:0000   P:envMxdiZc - Load 03 into X (/3. How much % of HP to heal.)
$03/DD71   8E 47 39   STX $3947  [$7E:3947]   A:0000   X:0003   Y:0000   P:envMxdizc - Store X in 7E3947.

To this...

$03/DD6E   AD 9D 28   LDA $289D  [$7E:289D]   A:000B   X:0058   Y:FFFF   P:envMxdizc
$03/DD71   8D 47 39   STA $3947  [$7E:3947]   A:0002   X:0058   Y:FFFF   P:envMxdizc

Title: Re: Enemy Special/Magic Attacks
Post by: Pinkpuff on February 07, 2015, 09:09:00 AM
It... didn't work? I tested it at the time and I just tested it now (to reassure I actually did test it back then), the objective was to make it so that 1/10 of HP recovered becomes 1/X'th of HP recovered, wasn't it? What happened when you tried it, out of curiosity? That sort of shakes my confidence a little to have it work for me, but not for others.

Hm, could have simply been a typo on my part or something... though I was sure I checked carefully... anyway the result was that it always healed 1/10 target's max even after making the spell power 1.

 :edit: Definitely was a typo on my part; I just tried it again and it worked no problem. Sorry if I gave you a fright!

A fix for 1/3 current HP is the same case as my original formula posted above... changing This...

$03/DD6E   A2 03 00   LDX #$0003   A:0000   X:0001   Y:0000   P:envMxdiZc - Load 03 into X (/3. How much % of HP to heal.)
$03/DD71   8E 47 39   STX $3947  [$7E:3947]   A:0000   X:0003   Y:0000   P:envMxdizc - Store X in 7E3947.

To this...

$03/DD6E   AD 9D 28   LDA $289D  [$7E:289D]   A:000B   X:0058   Y:FFFF   P:envMxdizc
$03/DD71   8D 47 39   STA $3947  [$7E:3947]   A:0002   X:0058   Y:FFFF   P:envMxdizc

This worked, for target's current HP. I managed to figure out how to change it over to caster's current HP without any difficulty.

Thank you all so much for your help!
Title: Re: Enemy Special/Magic Attacks
Post by: Grimoire LD on February 07, 2015, 09:42:31 AM
It... didn't work? I tested it at the time and I just tested it now (to reassure I actually did test it back then), the objective was to make it so that 1/10 of HP recovered becomes 1/X'th of HP recovered, wasn't it? What happened when you tried it, out of curiosity? That sort of shakes my confidence a little to have it work for me, but not for others.

Hm, could have simply been a typo on my part or something... though I was sure I checked carefully... anyway the result was that it always healed 1/10 target's max even after making the spell power 1.

 :edit: Definitely was a typo on my part; I just tried it again and it worked no problem. Sorry if I gave you a fright!

A fix for 1/3 current HP is the same case as my original formula posted above... changing This...

$03/DD6E   A2 03 00   LDX #$0003   A:0000   X:0001   Y:0000   P:envMxdiZc - Load 03 into X (/3. How much % of HP to heal.)
$03/DD71   8E 47 39   STX $3947  [$7E:3947]   A:0000   X:0003   Y:0000   P:envMxdizc - Store X in 7E3947.

To this...

$03/DD6E   AD 9D 28   LDA $289D  [$7E:289D]   A:000B   X:0058   Y:FFFF   P:envMxdizc
$03/DD71   8D 47 39   STA $3947  [$7E:3947]   A:0002   X:0058   Y:FFFF   P:envMxdizc

This worked, for target's current HP. I managed to figure out how to change it over to caster's current HP without any difficulty.

Thank you all so much for your help!

I misread that part, that makes a lot of sense and is a neat idea! It wouldn't quite work for Combat Boost because of Kain's already beefy HP, but on a Mage character it does encourage the use of Apples on them, very nice thinking!

Heh, just good to know I'm not completely losing my touch.
Title: Re: Enemy Special/Magic Attacks
Post by: avalanche on February 07, 2015, 02:13:35 PM
One quick thing to point out about the math routines.  I believe the division routine at 03:8407 takes two 16-bit parameters.  So if you are not explicitly writing to the second byte, I don't think you can be sure it's a zero which you need it to be.  I'd be worried that you might occasionally get an incorrect result because of whatever value happened to be there from the previous call to the routine.