Okay, Bydoless...
Looking at this actually exposed an oversight in my original coding, so this works out for both of us.
What I had done originally only adjusted the elemental weakness of floating monsters if you used magic, but not if attacking with air elemental weapons. the following will correct that issue...
So, first, you want to write the routine. By the way, the location of the assembly over on that other thread would only work with my project, as vanilla FFIV has some other code in that location that would get messed up if you put my stuff in there. So we're going to use the empty space at $03/F210.
Since I am not familiar with your knowledge base, I'll say this - forgive me if I'm telling you something you already know. That offset is the LoROM offset. You'll only be using $03/F210 if you're writing the code using Geiger's SNES9x Debugger. If you're using a normal hex editor, this will be at $01/F210. You'll know you're in the right place if what is there currently is a bunch of FFs
So anyway (possibly adjusted offsets depending on how you're doing this), write this in the empty space:
$03/F210 C0 20 00 CPY #$0020
$03/F213 D0 13 BNE $13 [$F228]
$03/F215 48 PHA
$03/F216 5A PHY
$03/F217 A0 04 00 LDY #$0004
$03/F21A B1 80 LDA ($80),y[$7E:E88B]
$03/F21C 29 40 AND #$40
$03/F21E F0 06 BEQ $06 [$F226]
$03/F220 7A PLY
$03/F221 68 PLA
$03/F222 09 20 ORA #$20
$03/F224 80 02 BRA $02 [$F228]
$03/F226 7A PLY
$03/F227 68 PLA
$03/F228 99 00 27 STA $2700,y[$7E:6C10]
$03/F22B 60 RTS
So that's the subroutine, now we have to execute the jump there at the appropriate time(s).
The data being affected by this routine is loaded from a different place depending on if you're using magic or not, so we need two separate subroutine jumps.
Currently, at $03/AE7B (or $01/AE7B, depending on the same issue mentioned above), you should see:
99 00 27
You want to change that to:
20 10 F2
Likewise, at $03/CF77 (or $01/CF77), you should see the same:
99 00 27
And again, change it to read:
20 10 F2
And that should do it! whether they are set by default to have the "weak to air" property set, all floating monsters will now be weak to air.
Note again that this is "Weak" (x2 damage) and not "Very Weak" (x4 damage).
Hope that helps. Happy hacking!