Information on the Pray subroutine: ----------------------------------------- This command has a 50% success rate. A random number is generated between 0x00 and 0xFF, and if it is less than 0x80 then the spell is executed. The byte for this comparison is at 1EA41 (FF4j: 1EA59). Change the value of 0x80 to 0xFF for 100% success, 0xC0 for 75% success, 0x40 for 25% success, etc. The spell executed is at 1EA4F (FF4j: 1EA67). Change this byte to the desired spell number and you can successfully have a Cure2/3/4/Esuna/etc. spell executed. A patch for this command will be forthcoming as well. Gird/Endure --------------------------------------------- I forgot to post the location of the spell casted by Gird/Endure when I was researching commands a few weeks ago. The spell casted is at 1E882 (FF2us ROM with header). The value there should be 05, which refers to the spell number for the command. -reflectable -protect Kick ---------------------------------------------- Damage to all targets: Attack Power * Attack Multiplier / 4 Does no damage to monsters of the Flan type Factors against target defense Attack is not considered physical (nor magical) Non-elemental attack, regardless of what is equipped on the arms Time to command execution based on Agility. Hit rate for this command is 100%. However, the behavior of this command is "different" when you face off against Yang at Baron. If you use Protect to increase defense, Kick starts to miss the targets as the defense becomes greater than his attack power. If Yang's attack power after the randomization (which is 0 to 50% additional base attack power which is then divided by 4 since that is how the attack power is derived) is less than the target's defense, the attack misses in the SNES version. In the GBA version, the target always takes 1 damage. Twin ---------------------------------------------- When Twin is chosen, it checks to make sure both twins can cast, then sets their status to "twin casting" and sets their next battle command to a command for casting a twin spell. When their next turn comes up, the spell is chosen and the spell subroutine is called. I couldn't find any references to the wisdom values in the Twin subroutine. However, it references the RAM locations for the caster, which means that one of the twins is chosen as the caster. My pretty confident guess is that it's whichever ATB gauge fills up first, since that twin would be executing the next battle command for casting a twin spell. They would be the caster, and therefore their wisdom would be used. if the character ids of the casters are FuSoYa and Golbez, it chooses W.Meteo as the spell. As for the percentage chance, it generates a random number between 0x00 and 0xFF, and if the value is below 0x40, the spell is Comet; otherwise the spell is Flare. -However, if the value is 0xFF, then the command fails. So it appears that there's a 25% of Comet, a 74.6% chance of Flare, and a 0.4% chance of failure. 1. When Palom and Porom are both in the party, any character that uses "Twin" causes the twins to start casting. The twins MP is used. 2. When neither twin is in the party, any character that uses "Twin" causes only the character in slot #1 (the middle slot) to start casting. If that one character has enough MP, they will cast Flare or Comet. 3. When only one twin is in the party, if there is a character in slot #1, any character using "Twin" causes Palom/Porom and the slot #1 character to start casting. The twin's MP and the slot #1 character's MP is used. 4. When only one twin is in the party, if there is not a character in slot #1, Palom/Porom's "Twin" command is grayed out as if the other twin is dead. However, other character's "Twin" commands will not be grayed out, and if you use them the game will freeze. (In my case, Palom started casting, came forward with the message "Failed.", then came forward again with "Comet", but the spell animation never started because the game froze.) Recall ----------------------------------------------- Common: Ice1, Fire1, Lit1 Uncommon: Ice2, Fire2, Lit2 Ice3, Fire3, Lit3 Toad Bio Break (Stone), Tornado (Weak) Doom/Death/Fatal, Flare (Nuke) Not Cast Ever: Osmose (Psych), Drain Quake Meteor Not Sure Of: Piggy Venom, Sleep, Stop if Tellah doesn't have enough MP to cast selected spell, he will use the fail reaction instead of attempting to cast the spell. r = random number between 0x00 and 0xA0 if 0x00 <= r < 0x08 then spell is 0x2A = Stone if 0x08 <= r < 0x10 then spell is 0x26 = Virus if 0x10 <= r < 0x18 then spell is 0x27 = Weak if 0x18 <= r < 0x20 then spell is 0x2B = Fatal if 0x20 <= r < 0x38 then spell is 0x1D = Fire1 if 0x38 <= r < 0x50 then spell is 0x20 = Ice-1 if 0x50 <= r < 0x68 then spell is 0x23 = Lit-1 if 0x68 <= r < 0x80 then spell is 0x19 = Toad if 0x80 <= r < 0xA0 then fail? 5% each Stone, Virus, Weak, Fatal. 15% each Fire1, Ice-1, Lit-1, Toad. 20% fail. Hide ------------------------------------------------- When executed, the character "hides" from the battle, never to be targeted again (kinda like how Jump works when Kain is in the air). Statuses like gradual petrification and count are temporarily halted (Jump does the same thing). Edit: New Info In the GBA version, the Hide command is automatically executed on the very next turn according to the ATB bar if the character's current HP is less than 1/4 their max HP (which is the definition of being weak). The ATB bar is reset when the Appear command is executed. In the SNES version, the Hide command is automatically executed when the character is weak, regardless of the current allied turn being executed. This effectively takes the character out of the battle easily unless you manage to heal said character in a really small gap after being told to show themselves. The ATB bar is reset when told to Show, but that doesn't prevent Hide from being executed. However, this behavior appears to be averted in a boss themed battle (need to complete the battle at Fabul to be sure, perhaps it is the boss bit that is being adhered to instead) such as the Antlion battle. the scripted Anna-Waterhag battle forces Edward to not Hide during the battle at all (for both GBA+SNES versions). However, the similarities end there. Edward refuses to auto-hide in the Mombomb+Antlion battle because of the boss bit.. but he's free to auto-hide during the battle at Fabul since none of the battles involve an enemy with a boss bit. Auto-Hide occurs faster in the SNES version for two reasons.. 1) Auto-Hide is executed automatically on the SNES version, like how Berserk does for any character/monster. 2) Auto-Hide is executed on Gilbert's turn in the GBA version, so it gives one an opportunity to heal him before the game attempts to auto-hide on his next turn. Dark Wave ------------------------------------------------ HP Loss: MaxHP/8 Damage: Attack Power*Attack Multiplier/2 Does not factor against defense/magic defense Non-elemental based attack Undead monster types: Damage/4 Pudding/Flan/Slime monster types are immune to the attack (like Kick). -if you use it when Cecil has less than 1/8 of his max HP, it will still perform the command, but will kill him. Heal/Medicine ------------------------------------------------ SNES: -It will fail if you use it with just one Potion left, but will still consume the Potion. -If you have multiple groups of Potions, it starts with the group highest up on your list. However, it will consume two Potions, one from the highest group and one from the second highest. So if you have two groups of one Potion each, it will not only fail, but consume both Potions. 1E4D3 Value of CE (Potion) -> This is the item that the subroutine checks against and subtracts 1 of, if there's enough (FF4j: 1E4EB) 1E51D Value of CE -> This is the item effect to use. Replacing it with CF makes it a split Hi-Potion, D0 a split X-Potion, and so on (FF4j: 1E535) 1E528 Value of CE -> This is the item visual effect to use; it corresponds with the item number (FF4j: 1E540) Just wanted to say the offsets to change for these have changed in FF2us 1.1: Item Heal/Medicine checks against: 0x1E4E8 Item effect Heal uses: 0x1E532 Item visual effect Heal uses: 0x1E53D Throw/Dart ------------------------------------------------ Damage dealt is always this formula: Level * Weapon Power + rand (0, 255)-BSiron Level x Weapon Power + rand(0,98) - Phoenix Damage ignores target's armor, so Defense = 0 in the calculations. Ignore all other properties of the weapon, whether beneficial or not. Row is irrelevent for this attack (Edge's or the enemy). Aim ------------------------------------------------ This command sets the hit rate to 99%. Since hit rate correlates to damage output, this effectively increases damage UNLESS your hit rate is at or above 99%. Normally, the attack power for most characters is like this: Bow Attack Power/2 + Str/4 Aim is supposed to do this (only correctly in FF4A) Bow Attack Power + Str/4 Hit Rate = 99% The attack power change isn't done for the SNES versions of this game Apparently, in FF4A, Rosa's Fight command is intentionally crippled when she uses a Bow+Arrow. You would treat her as if she was blind when she uses the Fight command instead of Aim while equipped with a Bow+Arrow. Other characters do not have this penalty, just Rosa. The Aim subroutine decreases the target’s physical defense % to 0, increases the user’s physical attack % to 255, then calls the normal Fight subroutine. (A physical attack % value over 99 is probably reduced to 99 within the Fight subroutine.) This means that it always hits, and has the damage bonus that Deathlike2 mentioned. After Aim hits it restores the original physical defense and physical attack percentages. Regen/Spirit Wave ----------------------------------------------- Regen healing normally under my group: 10 Regen healing when FuSoYa under Haste: ~8 Regen healing when FuSoYa under Slow: 20 Regen healing when FuSoYa under Slowx2: 26 Regen healing when FuSoYa under Slowx3: 27 -This suggests Slow being very stackable.. Haste is relatively inconclusive at best. -Regen healing can last forever if Stop has been casted on FuSoYa while on Regen Status. Regen's timer seems to be messed up under this, and FuSoYa then is allowed to input other commands under this instance. Executing Regen again resets the timer. I've finished looking into this subroutine, and have discovered the calculation for how long Regen lasts. It seems very complicated considering how little the command is used, and how little variation it results in. I believe the calculation is: Timer = (value at A0089 - 0x80) x relative speed x speed modifier / 0x10 This timer counts down about two or three times every character (ally and enemy) turn. HP is restored every 6 clicks of the timer. Stop probably uses the same timer, which is why it restores FuSoYa's movements after it's used. I've also found two ways to make this command more useful. The first is simply increasing the HP recovery. The data to change is at 1E5E9 (FF2us ROM with header) or 1E601 (FF4j ROM with header). This byte is 0x0A = 10 HP, so changing this to 0xFF = 255 HP. Unfortunately, you can't make it any higher than this, at least not that I could discover. The second way I thought would be useful is to let FuSoYa input commands again immediately (i.e. have no delay) and just restore 10 HP for the entire battle. To do this, change the data at 1E601 (FF4j: 1E619) to 01, and change the data at 1E60F (FF4j: 1E627) to 00. Just wanted to say the offsets to change for these have changed in FF2us 1.1: Regen/Spirit Wave HP restoration value: 0x1E5FE Values to prevent Regen from freezing FuSoYa: 0x1E616, 0x1E624 Jump ------------------------------------------------ Increases base attack power by 2. User cannot be targeted physically. I could be wrong, but Reflected spell attacks can target the user while in Jump status, although this will fail miserably. This implies there may be issues in targeting while under Reflect (like all those hidden spells that were dummied out in FF2 US. This is more notable behavior with Evilmasks. Not sure if this is fixed in FF4A. FF4A Specific: Double Jump seems to consider the attack a result of 2 Jumps. New Edit: Time to command execution is based on Agility. Consider the effect of the Blood Spear early game. -spears do NOT effect the dmg dealt. Cover ------------------------------------------------ This command is two-fold. When used as a command, the target of the Cover will always be protected by attacks (unless it is the same character that is initiating the command, which is counter productive). The command is "automatic" when any target, other than the character with Cover command is low on HP, which is defined by having their current HP being less than 1/4 of their max HP. Damage taken from the covering character will reflect the row that the covered character is defending... further tests needed to determine if the row of the covering character is factored in as well... However, the Cover command in either form will not execute if the following are true: The character is unable to execute the command due to current status. The following status attributes will prevent Cover from working: Stop Berserk Charm Sleep Paralysis Petrification (the final stage, which is essentially death according to the game) Death Other reasons why Cover will fail to work: The character doing the covering is low on HP. The character doing the covering is using their turn to defend. Another character is attacking the weak character, including the weak character themselves... this doesn't matter if any/all of the characters are charmed/confused. The row of the character that is doing the covering is used in the damage algo, not the character that is being covered (in order words, Cecil's current row is used in the damage algo). Power/Deadly -------------------------------------------------- Increases base attack power by 2. Time to command execution most likely based on Agility. This command is most effective vs Flan/Pudding, even though it isn't a targeted weakness, but a complementary command to Kick. FF4A Specific: Deadly increases base attack power by 3. -The enemy type multiplier probably only applies against the calculated damage (even though defense is considered 0). -The elemental type multiplier applies against the attack power when calculated against defense. -This command is affected by the back row (unless perhaps a back row compatible weapon is equipped). The following commands are not considered physical attacks, even though they are technically physical attacks: Jump/Double Jump Aim (only in the SNES versions) Kick Build Up (only in the SNES versions)