yup, Lenophis is right. by "item", do you mean "weapon"? i fail to see how an unequipped item will get or cause the damage boost.
EDIT: actually, i believe the bit you're talking about will only increase spell damage by 25%, unless you have the normal Earring effect set from another piece of equipped gear.
The checkbox that I am talking about in fact increases spell damage by %50. For example, I made a new rod called "Quarterstaff" that you can purchase in Thamasa. I only checked the box as I described, and sure enough the damage comes out as a %50 increase. Yes, you do infact have to equip said weapon in order to have it's benefits. You can use this bonus on any equippable item. When I use the term "Item", the term is used loosely to include all those items on the list in FF3USME, in the "Item" editor, not those of a consumable nature or ones that cannot be equipped.
Lenophis:
Thanks for the information. Drakkhen's page seems to be down at the moment. However, I do in fact have a copy of MDE at home. I think that I will look into this when I get home, unless he has updated his utility.
I realize that it would be simple to swap bytes around from one animation to another. But, in understanding of the data I am looking at, the bytes almost look like code. Can you verify that for me?
Now I have a couple things to mention.
The "Relic" Sniper Sight was once used to ensure that physical hits would be unblockable. This was when Mblock was used for physical and magic hits. Now, from what I understand according to the Evade bug fix, that Evade is now usable. According to my own reasoning unless this relic was factored in to the bug fix that it no longer assumes that physical hits will be unblockable, because Sniper Sight ignores Mblock.
If this is the case, would that not make Sniper Sight useless for blocking physical hits? Would this relic be more appropriate for insuring unblockable magic? Would the name for this relic no longer apply?
Another topic:
I was doing some experimenting. With Gau having a controllable Rage patch, I think it would be good to have some type of balance factored into the host of spells that he gets to use. I was wondering if it's possible for any spell that Gau or any other character uses to use MP. I have tried to change some spells for "0 MP" usage to some variable number and it doesn't make a difference. I have also tried this with "Tools", Blitzs, etc. Changing the MP usage isn't factored in at all. Does anyone know?
Also, I am wondering if it's possible to specifically allow or not allow some characters to equip Espers. While the "Always an Esper" is a very useful patch. It allows all to equip Espers, when I only want certain ones to equip them. For example, Mog I have decided is going to be a Summoner, without the Always an Esper patch, I can't equip Espers. Celes I am debating about not allowing her to equip Espers because of the fact that she was infused with magic, doesn't necessarily mean that she can communicate with Espers. This would effectively make her more like a Red Mage, in my opinion.
That's all for now. Thanks for your guys help and replies, I appreciate it. I may be around more this weekend to check on the posts.