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Author Topic: Weapon Properties  (Read 971 times)

Bahamut ZERO

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Weapon Properties
« on: July 03, 2015, 04:41:25 PM »
I've been looking through the Weapons Editor and trying to figure out what the 5 Properties represent. By Properites I mean the list containing things like "Magnetic", "Long-Range", and "Throwable".

So far, I've seen Property 1 being used on the Silence Rod, all whips, Dwarf Ax, both Ragnaroks, and the ninja star.

Property 2 is set on the Hand Axxe.

Property 1 & 2 are both set on the Oger Killer. 

Property 3 seems to be solely used for Hammers.

Property 4... isn't even used at all, at leasst as far as wepons go.

Property 5 is set on the Lightning Arrow.  Why just that one arrow? Is it special compared to all the others?


Has anyone figured out what any of these properties, or any theories perhaps?  I'm quite curious as to what thier purposes are.
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Grimoire LD

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Re: Weapon Properties
« Reply #1 on: July 03, 2015, 05:07:14 PM »
I've been looking through the Weapons Editor and trying to figure out what the 5 Properties represent. By Properites I mean the list containing things like "Magnetic", "Long-Range", and "Throwable".

So far, I've seen Property 1 being used on the Silence Rod, all whips, Dwarf Ax, both Ragnaroks, and the ninja star.

Property 2 is set on the Hand Axxe.

Property 1 & 2 are both set on the Oger Killer. 

Property 3 seems to be solely used for Hammers.

Property 4... isn't even used at all, at leasst as far as wepons go.

Property 5 is set on the Lightning Arrow.  Why just that one arrow? Is it special compared to all the others?


Has anyone figured out what any of these properties, or any theories perhaps?  I'm quite curious as to what thier purposes are.
NOTE: A lot of this is theory and so far there has been nothing found in the code to prove any of it.

For a very long time it was thought that Property 1 somehow nulled Critical Hits and another bug would cause this to prevent Critical Hits all together. As far as I can make out this is inaccurate (even though this did come from one of the most studious FFIV minds, DeathLike2). Critical Hits are set by character and then x2 or x4 depending on whether a normal weapon or a bow is equipped. Equipping any of the weapons with Property 1 does nothing to that number and it is nothing that checks out externally as you can manually modify the critical hit percentage and Critical Hits will still occur meaning that it is nothing in code that looks at Property 1. Verdict - Property 1's purpose is unknown.

Property 2 is a plain unknown, as it was on a dummied weapon from the start it's effects were never scanned by an observer to any noticeable effect. DeathLike2 once guessed that it may somehow "draw" the attacks of Giants towards the wielder. I have not checked to see if that is the case.

Property 3's theoretically was thought to increase Critical Hit chance and this is something I have not effectively observed.

Property 4 is completely unknown and no theory has been put forth.

Property 5 is quite unique and may be worth looking into. What this supposedly does is it ensures a hit, without causing an outright miss. May only work with Arrows though. DeathLike2 tested this on FuSoYa. Interesting if true.


Here is the old topic regarding it. Again, this is all theory and none of it has been proven true. The only bits I know that are not unset normally is the Long-Range bit, none of the other bits are saved to the character.

http://slickproductions.org/forum/index.php?topic=124.0
« Last Edit: July 03, 2015, 05:22:11 PM by Grimoire LD »

Bahamut ZERO

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Re: Weapon Properties
« Reply #2 on: July 04, 2015, 02:01:46 PM »
Hmm, seems I need to experiment a little then! For luaghs I tried setting up Dark Sword with all 5 Properties check: I didn't really notice anything different lol. I meant to test these a bit more in depth than just that, but I got bit by the spriting bug and turned one of the shuriken graphics into a gunblade. I should have some free time tonight to test some more tonight, barring a thunderstorm doesn't hit lol.

There's always a chance those properties are leftovers from when the main three were put in. and aren't really tied into anything. If that's the case then those properties could be used for other things (though only things I can think of offhand is some sort of set up for you Imbued Weapons mod to choose from different commands to set to a weapon, or perhaps a weight system that makes changes to a characters agility etc when said property is set)


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Grimoire LD

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Re: Weapon Properties
« Reply #3 on: July 06, 2015, 11:46:49 PM »
Hmm, seems I need to experiment a little then! For luaghs I tried setting up Dark Sword with all 5 Properties check: I didn't really notice anything different lol. I meant to test these a bit more in depth than just that, but I got bit by the spriting bug and turned one of the shuriken graphics into a gunblade. I should have some free time tonight to test some more tonight, barring a thunderstorm doesn't hit lol.

There's always a chance those properties are leftovers from when the main three were put in. and aren't really tied into anything. If that's the case then those properties could be used for other things (though only things I can think of offhand is some sort of set up for you Imbued Weapons mod to choose from different commands to set to a weapon, or perhaps a weight system that makes changes to a characters agility etc when said property is set)

Honestly? The superstition aside, they likely don't do anything. I've been mulling around in my head a use for the five (very likely unused) Weapon Properties, but can't think of anything concrete. Your idea about Agility seems fine, but seems a bit basic. Your idea on freeing up Imbued Weapons by having it rely on the weapon bytes are interesting.. but would be quite tricky to track and would require an entire rebuilding of the routine.