• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - themohs

1
Ugh, so this is the kind of problem that I was hoping to avoid with my question about replacing unused jobs/sprites without causing problems. It seems there's only one Gafgarion and one Rafa in the unit.bin and wildface.bin. If I change them, I assume Gaf/Rafa will be messed up later. Actually, looking at the unit.bin in FFTEVGRP, there's not really a good unit to change b/c there are no duplicates. One will end up ruined down the road.

Any help with this? I swear this is the last question I have with this issue - the chars are almost done : )


ps. I posted this here since they're all along the same breadcrumb trail of issues started with FFTPatcher - I'd gladly re-post in another section if need be.
2
Oh, okay, thanks Raven. I'll try this again and I'm sure it will work this time. That has been seriously messing with my brain. I guess I never ran across it because I've only edited generic jobs and tweeked special jobs which already existed.

Thanks again!
3
Here are the screenshots. Also, a couple of notes: I haven't yet added Crono's name due to my FFTactText doing this weird thing where it sometimes allows my to patch and other times it gives me an error about the OPEN.LZW unable to process; second, I haven't changed Crono's formation sprite or portrait (unit.bin / wildface.bin), as I'd like to fix the basics of the job functioning before getting to the details.

Using Gafgarion's enemy sprite, linking (21) Arc Witch job:


(21) Arc Witch edited, linking to (2F) Starry Heaven:


(2F) Starry Heaven's abilities (unedited for new job - just trying to link it):


Crono uses the newly linked job abilities in battle:


But his status sheet (and, though not pictured, his formation sheet) shows Dark Knight job title and abilities:


What gives......???
4
Hm, I'm still a bit buggy (and I'll post screenshots in the morning...gotta sleep!) because I think the abilities are somehow hard-coded for Gafgarian and Rafa. Let me explain...

In ENTD 188, I have the Sprite Set as Gafgarian (which is replaced as Crono) and Job set to Arc Witch (per Jumza's suggestion), which I have edited to Epoch Traveler. In battle he knows an ability from my edited skill set, as he should, but if checked in the Status in battle or Abilities in Formation, the Job is listed as Dark Knight instead of Epoch Traveler and all of the Dark Knight abilities are learnable.

I have successfully replaced plenty of sprites and edited most jobs thus far for my homebrew, hobby patch, but never by adding a special, new job via the ENTD. Thus, I'm a bit perplexed as to why their jobs link correctly to a point, but revert in Formation.

Again, I'll post screenshots tomorrow. Maybe someone can help without them, though, in the meantime. Thanks.
5
Another couple of questions.

1) If I want to create a new base Job (I think that's the right terminology - like Holy Knight which replaces Squire), are there any slots on the Job tab of FFTPatcher which are either unused or otherwise okay to overwrite without causing problems to other npcs? And would this job's skill set be okay to replace without running into the problems I was running into in my above posts?

2) Similar to #1, are there sprites which are either redundant or unused so that I can replace them with another sprite? E.g. Gafgarian (enemy) or Rafa (guest)... (sorry this doesn't pertain specifically to FFTPatcher...)

Thanks in advance.
6
Great, that seems to have worked! I'll let you know if things get buggy again. Thanks, everyone.
7
Hm, this helps. I initially used these blank slots, as this was my first attempt at any of this, and I wanted to keep the vanilla jobs in tact in case I really screwed things up job-wise, but had other edits that I wanted to keep.

I'll see what using the default slots does to fix the problem and let you know. Thanks...!
8
Hello. I am new to the forums, though I've been using them for a little while now, having been able to answer my own questions by searching. Yet, this problem either has not been experienced by others or, as you said in your OP, is specific enough that it's hard to find via a search.

I'm working on my own hack with very different classes and have linked the abilities and skill sets so that everything works in-game, except each character randomly has access to abilities which they have not learned in the formation screen. For example, as you can see in the screenshot that I attached, I am not changing the basic class much, other than adding Cure and Fire. In the formation screen, Squire X will not have learned, say, Accumulate, and yet will be able to access and use it in battle.

This happens for all characters and all classes. So, as new jobs open up, they learn the cheapest ability, then in battle they can sometimes have 6-7 abilities which are unlearned (and stay unlearned in the formation screed), yet they can use.

Is this something that anyone has run across before? And thanks for any replies!

themohs


Also, as kind of a p.s., I finally figured out how to change the enemy sprites via the ENTD so that the custom sprites that I am using that don't have more than one palette will still show up. Is there a more general way to do this (i.e. all enemy knights use palette 0) or do I need to go through every event and tell the problematic sprites individually to use specific palettes? I assume not, but I'm asking anyhow!