Final Fantasy IV Research & Development / Re: Enemy Special/Magic Attacks
« 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
1DF5A: A2 0A 00 (Load X with #000A)to
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
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).
Consider a Rune Axe that kills mages? Try a different common FF series axe name...
Ok I see you've changed the Charm Rod to actually inflict Charm status; last time I looked at it, it still said Poison. But the Silence Staff is still pretty misleading.