Final Fantasy IV Research & Development / Initial Spell List
« on: January 24, 2009, 07:21:40 AM »Additionally, is the initial spell list initialized at the very beginning of the game?
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:edit:2
WHY MUST EVERYTHING COUNTER-ATTACK?
It's hard to spice something up that didn't do anything special in the first place.
this is true. the imps' new ability makes for some interesting battles very early on.
:edit:2
WHY MUST EVERYTHING COUNTER-ATTACK?
[spoiler]cecil really isn't doing much of anything during battle, anymore...[/spoiler]
Let me see if I can help clear it up. I renamed that little section at the top "Conditions Encoded Data", because it's the actual data that determines the conditions.
The Attack Sequence Groups are in two byte sets, like you said; for example, "If charmed, do such-and-such." The "if charmed" part is condition 01 -- that actual data that determines that is in the Conditions Encoded Data section.
The conditions are encoded in four bytes. Condition 00 is just FF FF FF FF (i.e. "nothing"). Condition 01 (the "if charmed" one) is 00 17 01 08. According to the guide I patched together, that means, "If 17's status byte 01 is status 08...". Since the character/enemy 17 is above 16, the value is 17 -1 = 16. 16 corresponds to "self", as seen in the Enemy Attack Sequences document. Status byte 01 is:Code: [Select]Byte Bit Text Notes
---- --- ---- -----
01: 7 Curse
6 Float
5 Paralyze
4 Sleep
3 Charm
2 Berserk
1 Petrify 2/3 petrified
0 D 1/3 petrified
Status 08 of this byte, when done in binary (08 = 00001000) corresponds to Charm. So, the translation is, "If self is charmed..." If you changed that 08 to 10 (in binary: 00010000), then the status would correspond to Sleep, and the condition would be, "If self is sleeping..."
Does all that make sense? Is that what you were asking?

Enemy Condition Indices (76900-76AFF)
[first byte of attack group sets]
00xxyyzz = if xx's status byte yy is status zz
01xx00yy = if xx's HP is less than [index yy of HP table at 76200]
020000xx = if condition flag is xx
020001xx = if reflex flag is xx
03xx0100 = if character xx is dead
040001xx = if enemy xx is dead
050000xx = if current enemy set is Overworld xx
050001xx = if current enemy set is Underground/Moon xx
06000000 = if only enemy type alive
07xxyyzz = if xx does command yy with element zz (00 = any)
08xxyyzz = ?? duplicated 07?
09000000 = ??
0A000000 = if HP damage
0B000000 = if only enemy alive
Note: for character/enemy xx, values above 16 are xx-1