My pleasure, they were only moving and never attacking. There is another bug, I think that weapon effect spreads amongst the other characters : for example, if you use a whip on a char, dragging monsters, if you attack the same monster with another char, it will sometimes have the drag effect too. Another example, sometimes let' s say I have glove level 3 on the boy which has sleep, sometimes the other chars will have the sleep effect too on their weapons but I don't exactly know if it's when attacking the same monster as the boy, or when he is charging.
When a weapon causes knockback, it knocks the enemy backwards relative to what direction the enemy is facing, not the player. The way the whip pulls enemies in, is it forcibly makes the enemy face away from the player before applying the knockback (so since their back is towards the player, the knockback sends them towards the player). I've always thought the knockback behavior was a little unintuitive though, so I guess I'll use this confusion over the behavior as reason to apply the opposite of the whip to some (maybe all) of the other weapons: make the enemy face the player before applying the knockback so they're always logically knocked away. I may keep a weapon or 2 as vanilla knockback behavior (maybe the boomerang? maybe the axe?) to have some variety in weapon behavior.
As for the status effects, that I'll investigate. Off the top of my head, I can't think of why that'd be happening since melee status effects are tracked per character, so the code that uses them would be hard pressed to pull the status effect from the wrong character, but it's not like there haven't been bugs in Turbo, let alone the vanilla game.
, yeah, I won't include the default descriptions (other than maybe dropping the Relocalized one in place of its RAW data for future reference).
Part of why I gave Lava Wave engulf, is looking at vanilla spell power, costs, descriptions, data, etc. it sure looked like the original developers had engulf on Lava Wave then removed it at the last minute because of things like it making the Fire Gigas too hard. So I consider it a restoration.
That doesn't preclude it from further changes. That sort of change would make more sense either as its own feature or as part of Spell Balance Overhaul.
As for the now missing attack down effect, it really doesn't have to make its way onto a fire spell. It would probably make the most sense to be put on something that's otherwise considered too mediocre to cast to try and make it possibly worth using, like Silence. Even in that case, I'd argue it shouldn't be part of Dust Flare: Dust flare changes Fire Bouquet into a petrify spell and makes it Gnome element, and to make room on Gnome exchanges it with Speed Up, and that's all it should do, further spell changes should be their own stand alone options that work with or without it. To reiterate, that's just my opinion.
I know you crossed it out, but I'm not sure what you meant by:
Could you please tell me where the original description is in ZPS?
If you mean, are all the spell descriptions already typed out in ZPS format, they are not, I just transcribed the Fire Bouquet ones by hand, looking at their descriptions in a hex editor.
Btw, what exactly is "escapes reserved digit pairs"? (ex: \ea,\ac,\ed)
EA, AC and ED are DTE character pairs ("combine letters") but also valid hexadecimal numbers (0xEA = 234, etc.). It just means if you want to use them in text, like...
TEXT ^H \ea d b a n d \0
TEXT ^B \ac k p a c k \0
or something, they need that backslash. Note that there aren't Proper-caser versions of DTE character pairs, so they aren't usable in all contexts.