°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1725e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd782-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd782-2.html.zxнтg^                    ╚└KWOKtext/htmlISO-8859-1gzip0|╓W        Tue, 10 Mar 2020 19:12:04 GMT0є░░ о0оPоАз▓Ёомтg^ФW Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1730
That's not what I mean, I know it does nothing, I'm curious if setting a spell for it will work. Remember, I don't know how the game determines which weapons can use magic, setting this bit and giving them a spell usually isn't enough to get them working unless they were set up to use magic originally. If the Samurai Bow can cast a spell when I assign one to it it's proof that it was originally intended to use something. I think I have a save here with the Samurai Bow, so I'm going to test real quick.

Edit: Negative in FF2us. I'll give it a try in FF4 later.

1731
Shell explains it then, the Lunar Staff is the same way in FF2us, they took the spell away but left the use as item bit set. I'm still curious about the Samurai Bow.

1732
Nothing except long range, the normal bow property, and the aerial property. Oddly the ElvenBow and Samurai Bow have the use as item bit, but no magic set to use. Do you have a save with either of those weapons? I'm going to see if I can get them to cast magic by giving them a spell.

1733
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: December 12, 2007, 10:21:18 PM »
Anti-machine and two handed are handled separately from these bits. The only thing I can think of for bit 1 is maybe an increased chance or critical hits.

1734
From the tests I did it seemed to be about half.

1735
Final Fantasy IV Research & Development / FF2/4 Unknown Weapon Bits
« on: December 12, 2007, 10:10:36 PM »
There are a number of weapon bits that I've been unable to document:

  • Bit 1: Silence Staff, Whip, Chain Whip, Blitz Whip, Flame Whip, Dragon Whip, Dwarf Axe, Ogre Axe, Crystal Sword, Ninja Star, Dummy
  • Bit 2: HandAxe, Ogre Axe
  • Bit 3: Silver Hammer, Earth Hammer, Wooden Hammer
  • Bit 5: Lit Arrows

For reference, here are all the bits:

Bit 1: Unknown
Bit 2: Unknown
Bit 3: Unknown
Bit 4: Unknown
Bit 5: Unknown
Bit 6: Long Range
Bit 7: Throwable
Bit 8: Metallic

1736
Does this exist?

Yes.

If yes, is this a specific byte set per weapon type or weapon?

It's a bit that can be set on each individual weapon.

Also, which weapons (types) does it apply to?

Whip, Chain Whip, Blitz Whip, Flame Whip, Dragon Whip, Dwarf Axe, Shuriken, Ninja Star, Boomrang, FullMoon, Dreamer Harp, Charm Harp, ShortBow, CrossBow, GreatBow, Archer Bow, ElvenBow, Samurai Bow, Artemis Bow, Iron Arrows, White Arrows, Fire Arrow, Ice Arrows, Lit Arrows, Darkness Arrows, Poison Arrows, Mute Arrows, Charm Arrows, Samurai Arrows, Medusa Arrows, Artemis Arrows

1737
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: December 12, 2007, 09:48:27 PM »
Cool, I was just going to look for those later tonight/tomorrow. Looks like my document will take a bit longer to write than I was expecting, we keep finding new things to include.

1738
Unfortunately no, I don't. I know very little about the inner workings of the battle engine, sorry.

For the weapons that cast magic, there's a "casts magic" bit that enables the weapon to target enemies when used as an item and a byte that defines the spell they use, but neither of those have any affect on whether the weapon can cast magic or not. I'm fairly certain which weapons can are hardcoded for whatever reason, the animations their spells use seem to be hardcoded as well, JCE made the Slumber Sword into a Bolt Sword in FF2usHT yet it still used Sleep's animation while casting Bolt2. I haven't played around with the magic-casting weapons all that much though, beyond finding out I couldn't make the Ragnarok cast Flare in one of my earlier FF4 hacks.

As for shields, they have no special properties so which ones can target enemies must be stored somewhere else.

1739
Final Fantasy IV Research & Development / Re: Dummied FF4 Feature
« on: December 11, 2007, 10:19:32 PM »
The option is still in the menu in Easy Type, for FF2us you'd need to reprogram the menu to allow access to it. A competent assembly hacker could probably do it in five minutes, unfortunately I'm anything but competent when it comes to assembly.

1740
A two-handed copy of the Crystal Sword that no one can equip. J2e called it "Spare" in their FF4 translation.