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Game Modification Station / FF6 Advance makes Imp-inflicting spells fail if immunity to Imp found
« on: March 02, 2018, 12:07:18 AM »
In FF6 Advance, there's an extra bit of code that checks if a spell affecting Imp status without the "lift status" bit set is cast on a target that is immune to Imp status and, if so, makes the spell fail completely regardless of other effects. This check does not exist in the SNES version of the game.
This check seems unnecessary to me, and in fact it creates a bug with those spells. Specifically, the spells it affects are: Bad Breath/Sour Mouth, Rippler, Mind Blast, Diabolic Whistle/Evil Toot and Disaster. Those spells inflict statuses other than Imp, but don't do anything in the Advance version as long as the target is immune to Imp. Note that in the case of Rippler, the caster being immune to Imp does not matter, just the target. I can't think of any good reason why Square Enix would add this to the game.
This check seems unnecessary to me, and in fact it creates a bug with those spells. Specifically, the spells it affects are: Bad Breath/Sour Mouth, Rippler, Mind Blast, Diabolic Whistle/Evil Toot and Disaster. Those spells inflict statuses other than Imp, but don't do anything in the Advance version as long as the target is immune to Imp. Note that in the case of Rippler, the caster being immune to Imp does not matter, just the target. I can't think of any good reason why Square Enix would add this to the game.
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