Well this next post is small, and more for my own purposes. I wanted to make Cid use a "Mechanize" skill that would turn his foes into Robots and while everything looked fine on the surface I couldn't get it to actually "stick" to enemies (despite being put into their temporary stats, it isn't carried out of it) so I thought to look at something that would fit with Cid's character, but effect him. Then I thought to take the idea presented in FFIV DS of "Upgrade" where it uses an elemental item to apply that element to the weapon, and use it in a different manner.
This instead is called "Coat Hammer". If the first item in your inventory is Maiden's Kiss, Echo Herb, Dwarf Bread, Eyedrops, or Antidote, the status it would cure is applied to Cid's Weapon. So say you have an Antidote as the item in the first slot, this would put Poison on Cid's Weapon. It also uses the item, but in this a glitch appeared that I cannot figure out... though the item decrements correctly, it still looks to have its original value until used or moved.
This routine also makes an exception for when you have 1 Item left and that's to end the routine.
Now I am not feeling all that well today so this code is a little sloppier than I ordinarily produce, however it works fine. You can tell it worked when a cloud of smoke is shown around Cid (to symbolize him "working" on something.) And it fails when no cloud of smoke appears.
This gives an added use to Status Healing Items and can make Cid into a fairly versatile character.
I thought this a neat way to show him as an Engineer and as a fairly knowledgeable fellow in a different way from Item Lord.
The lost command was Cry this time.
$03/EAE0 4C CF FF JMP $FFCF [$02:FFCF] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - New Jump Point (used by later in Routine)
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$03/EAE6 A6 A6 LDX $A6 [$00:00A6] A:004A X:000D Y:012D P:envMxdIzc - Load Slot of User.
$03/EAE8 AD 1C 32 LDA $321C [$7E:321C] A:004A X:000D Y:012D P:envMxdIzc - Load First Item Quantity into A.
$03/EAEB C9 02 CMP #$02 A:004A X:000D Y:012D P:envMxdIzc - Is there two or more?
$03/EAED B0 01 BCS $01 [$EAF0] A:004A X:000D Y:012D P:envMxdIzc - If so skip past the Return
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$03/EAEF 60 RTS A:004A X:000D Y:012D P:envMxdIzc - Return
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$03/EAF0 AD 1B 32 LDA $321B [$7E:321B] A:004A X:000D Y:012D P:envMxdIzc - Load First Item into A.
$03/EAF3 C9 D6 CMP #$D6 A:004A X:000D Y:012D P:envMxdIzc - Is it Maiden's Kiss?
$03/EAF5 D0 04 BNE $04 [$EAFB] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EAF7 A9 20 LDA #$20 A:004A X:000D Y:012D P:envMxdIzc - Load 20 into A (Frog)
$03/EAF9 80 1E BRA $1E [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
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$03/EAFB C9 D7 CMP #$D7 A:004A X:000D Y:012D P:envMxdIzc - Is it Dwarf's Bread?
$03/EAFD D0 04 BNE $04 [$EB03] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EAFF A9 10 LDA #$10 A:004A X:000D Y:012D P:envMxdIzc - Load 10 into A (Mini)
$03/EB01 80 16 BRA $16 [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
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$03/EB03 C9 D9 CMP #$D9 A:004A X:000D Y:012D P:envMxdIzc - Is it EchoHerb?
$03/EB05 D0 04 BNE $04 [$EB0B] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EB07 A9 04 LDA #$04 A:004A X:000D Y:012D P:envMxdIzc - Load 04 into A (Silence)
$03/EB09 80 0E BRA $0E [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
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$03/EB0B C9 DA CMP #$DA A:004A X:000D Y:012D P:envMxdIzc - Is it Eyedrops?
$03/EB0D D0 04 BNE $04 [$EB13] A:004A X:000D Y:012D P:envMxdIzc - If not, branch to next check.
$03/EB0F A9 02 LDA #$02 A:004A X:000D Y:012D P:envMxdIzc - Load 02 into A (Bliind)
$03/EB11 80 06 BRA $06 [$EB19] A:004A X:000D Y:012D P:envMxdIzc - Branch to Status Storing.
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$03/EB13 C9 DB CMP #$DB A:004A X:000D Y:012D P:envMxdIzc - Is it Antidote?
$03/EB15 D0 C9 BNE $C9 [$EAE0] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If none of the current items match, Branch back to new Jump. (Covered Below)
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$03/EAE0 4C CF FF JMP $FFCF [$02:FFCF] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - (New Coat Weapon Area)
$03/EB17 A9 01 LDA #$01 A:004A X:000D Y:012D P:envMxdIzc - Load 01 into A (Poison)
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$03/EB19 9D 1E 20 STA $201E,x[$7E:202B] A:004A X:000D Y:012D P:envMxdIzc - Store A in Attack Status 1.
$03/EB1C CE 1C 32 DEC $321C [$7E:321C] A:004A X:000D Y:012D P:envMxdIzc - Subtract 1 from Item Quantity.
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(New Section - using a copy of the data in Item Master's code to load the item, subtract it by 1, and save it back.)
$03/EB1F A9 45 LDA #$45 A:004A X:000D Y:012D P:envMxdIzc - Load Smoke's Graphic into A.
$03/EB21 8D C5 33 STA $33C5 [$7E:33C5] A:004A X:000D Y:012D P:envMxdIzc - Store A in Audiovisual Cue.
$03/EB24 60 RTS A:004A X:000D Y:012D P:envMxdIzc - Return.
Extra Functionality for Coat Weapon
$03/FFCF C9 B8 CMP #$B8 A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Is the Item VampFang?
$03/FFD1 D0 07 BNE $07 [$FFDA] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If not branch to Carrot/Greens Check.
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$03/FFD3 A9 40 LDA #$40 A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Load 40 (Drain) into A.
$03/FFD5 9D 19 20 STA $2019,x[$7E:21E8] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Store A in Weapon Elemental.
$03/FFD8 80 08 BRA $08 [$FFE2] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Branch to Jump back to normal routine.
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$03/FFDA C9 EB CMP #$EB A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Is the Item Carrot/Greens?
$03/FFDC D0 08 BNE $08 [$FFE6] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - If not, branch to End.
$03/FFDE A9 FF LDA #$FF A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Load FF into A (255 Accuracy)
$03/FFE0 9D 1C 20 STA $201C,x[$7E:21EB] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Store A in Physical Accuracy.
$03/FFE3 4C 1C EB JMP $EB1C [$02:EB1C] A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Jump back to normal Routine.
$03/FFE6 60 RTS A:00F0 X:01CF Y:0010 P:eNvMxdIzc - Return Out of Routine.

2/5/2014 Added a fix for the Coat Hammer skill to properly decrement an item.

7/27/2014 Added a new functionality which looks at the Drain Item and the Gysahl Greens Item (changed for my purposes)
Because Whistles (10 GP in every store) have replaced all need of the Big Chocobo spots, Gysahl Green/Carrots in my hack are being turned into Homing Devices (Wrench)Homing. This will give Cid 255 Accuracy for the rest of the battle as long as he doesn't switch his weapons. This combined with the innate power of the other Coat Hammer statuses can be a powerful combination. As this should guarantee that each hit will 100% apply the status.