Final Fantasy Hacktics

Modding => Help! => Topic started by: RavenOfRazgriz on December 10, 2012, 05:31:47 PM

Title: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on December 10, 2012, 05:31:47 PM
Lately we've been getting many people asking questions regarding FFTPatcher, which is great - but many of them are related in one way or another, and trying to use the Search Function (http://ffhacktics.com/smf/index.php?action=search) to try and find answers can be difficult at times because of how word-specific it can be and how large the forum is overall.

In light of this, please post all questions related to FFTPatcher errors here (This includes ENTD setup, Ability Setup, Job Setup, etc.) and we'll answer your question as soon as we can.  This will help people have a nice "hub" to look to when using FFTPatcher as well.

This thread only has two rules:

1. It must be directly related to a basic function of FFTPatcher.

2. Please, please, please post a screenshot(s) of the current setup of your Job, Ability, ENTD, or whatever is giving you trouble.  It is very hard to troubleshoot FFTPatcher without seeing exactly what you currently have set up because some of the oddest mistakes can result in errors.  Many are fairly easy to fix, but this will save us the inevitable step where you ask a question and we ask you to post a screenshot before being able to help you anyway.

Other than that, fire away.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: savantopus on February 21, 2013, 07:59:01 PM
Hello, I have a FFTPatcher question. Once we have made changes inside the FFTPatcher, how do we apply those changes to the ISO and then check those changes to make sure they're working properly?? At the top of the FFTPatcher we see FILE  and PSX drop down menus which have SAVE PATCH and PATCH ISO. If I save patch, it saves as a fftpatch file... do I need to convert that into a PPF file? Or how do I do that? Also is there a quicker way of checking those changes? Thanks in advance!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: savantopus on February 22, 2013, 03:39:42 AM
.... Ok so I figured out my above question partially, but do you know of a way to quickly jump from the FFTPatcher to the game in order to test certain battles?? For example, after making a change in the ENTD tab of the FFTPatcher, can we jump right into that specific battle to experiment our tweaks? Thanks!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on March 11, 2013, 01:02:28 PM
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!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on March 11, 2013, 08:07:56 PM
player generics must have their skillset the same as the default, such as squire must be using skillset 05 or you'll encounter bugs if you dont because the game is hardcoded for them to be using those skillsets. you can change the abilities around but keep them in the job default skillset.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on March 11, 2013, 08:27:00 PM
What about the Generic Skillset Fix ASM?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on March 11, 2013, 09:14:44 PM
There is also hard coding that sets some skill sets to auto learn all abilities. I'm not sure which ones do so though.. Th
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on March 11, 2013, 09:50:06 PM
What about the Generic Skillset Fix ASM?

I dont know, but there is little reason to change from the generic job defaults anyways. I cant think of a reason.


And yes some skillsets automatically learn all of the abilities. I think its like 50-6F but Im not sure. I recall Philsov posting about it before
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on March 12, 2013, 02:16:42 AM
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...!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on March 12, 2013, 12:38:38 PM
Great, that seems to have worked! I'll let you know if things get buggy again. Thanks, everyone.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 03, 2013, 08:02:37 PM
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.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on April 03, 2013, 08:36:44 PM
You could merger the two rafas/gaff but you would have to go through the ENTD and change all the events to use the same sprite to prevent those errors.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 03, 2013, 09:21:05 PM
I think all special jobs (ones that either are not a generic job, or are not a monster) replace squire, so it shouldn't matter which you edit. For example, editing Balmafula's job for your use would be easy because she is never seen in battle, so it wouldn't change anything. Then you just give her a custom sprite and Boom! done.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 04, 2013, 02:39:08 AM
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.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 04, 2013, 01:47:55 PM
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......???
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Pride on April 04, 2013, 04:30:37 PM
... I have no idea so Ill let someone else attempt it.
The open.lzw error usually is solved by deleting all of the kanja text such as the graphic novels.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on April 04, 2013, 07:57:06 PM
Your Sprite ID and Job ID must match.  If you're going to use the Enemy Gafgarion Job, you must edit the Enemy Gafgarion Job.  (Any unit that has two sprites has two instances of their Job in place as well.)  When you check your status screen, it is determining your base Job based on your Sprite ID.

Basically, to avoid errors, should Sprite ID = Job ID at all times.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 04, 2013, 08:36:53 PM
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!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: themohs on April 05, 2013, 02:28:46 PM
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.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on April 05, 2013, 07:07:17 PM
You can use UWEntries Spreadsheet Tool Glain made a long while back to change the WLDFACE/UNIT info tied to each Job, giving the unused formation data of someone like Balmafula to the Gafgarion or Rafa you're replacing.

You can find it either in its own thread with a quick forum search or download my Workbooks and use the one contained there.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 06, 2013, 06:27:04 AM
I think all special jobs (ones that either are not a generic job, or are not a monster) replace squire, so it shouldn't matter which you edit. For example, editing Balmafula's job for your use would be easy because she is never seen in battle, so it wouldn't change anything. Then you just give her a custom sprite and Boom! done.

Wouldn't this messup the few events which Balmafula shows up with delita and olan?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 06, 2013, 02:40:00 PM
Only if you changed her sprite, I didn't actually know that job ID and sprite ID had to be the same so I guess if you did change her job then you would have to change her sprite too, unless you have a totally new story that doesn't include her...
Anyway, I would just change the doubles that people like Rafa and Gaffy have, seems like the best option anyway.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 07, 2013, 10:09:54 AM
Only if you changed her sprite, I didn't actually know that job ID and sprite ID had to be the same so I guess if you did change her job then you would have to change her sprite too, unless you have a totally new story that doesn't include her...
Anyway, I would just change the doubles that people like Rafa and Gaffy have, seems like the best option anyway.

So Rafa and Gaffy they both have two seperate sprite ID?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 07, 2013, 01:48:33 PM
A few of the Guests you get along your travels in FFT have 2 separate Jobs and Sprites, though they are identical to eachother, the only difference being the number tagged on them.
I think someone wrote a guide on how to create new units by getting rid of these duplicates, and it should be fairly simple. I'll try and find it...

Edit: I found it, but it seems ridiculously long winded. I don't know if it really has to take a couple of pages to explain this stuff, but see if it works for you. If not come back and I can walk you through it myself.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 08, 2013, 12:06:02 AM
A few of the Guests you get along your travels in FFT have 2 separate Jobs and Sprites, though they are identical to eachother, the only difference being the number tagged on them.
I think someone wrote a guide on how to create new units by getting rid of these duplicates, and it should be fairly simple. I'll try and find it...

Edit: I found it, but it seems ridiculously long winded. I don't know if it really has to take a couple of pages to explain this stuff, but see if it works for you. If not come back and I can walk you through it myself.

Great tutorial~~~ learning something new everyday :mrgreen:

PS:Shishi promotes restructure of iso when opened an iso file,does this restructure had any side effects?like will messup the oringinal game?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 11, 2013, 10:03:45 PM
PS:Shishi promotes restructure of iso when opened an iso file,does this restructure had any side effects?like will messup the oringinal game?
Nope! Restructuring your ISO will have no negative side effects.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Glain on April 11, 2013, 10:34:45 PM
You can use UWEntries Spreadsheet Tool Glain made a long while back to change the WLDFACE/UNIT info tied to each Job, giving the unused formation data of someone like Balmafula to the Gafgarion or Rafa you're replacing.

You can find it either in its own thread with a quick forum search or download my Workbooks and use the one contained there.

I just wanted to mention that if you do this, you can use completely unused base jobs for your new characters, and use the spreadsheet to tie it to the right graphics.  As far as I know, base jobs 0x35 - 0x3A are completely unused. (Oh, and the thread is here (http://ffhacktics.com/smf/index.php?topic=7833.0h) :))
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 22, 2013, 02:15:19 AM
Is that true that Archer's charge skillset uses formula OO?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on April 22, 2013, 02:58:14 AM
Charge uses a hardcoded formula depending on the equipped weapon.  It is not possible to give this formula to another skill.

HOWEVER, if you use the Weapon XA Rewrite in my Workbooks, one of the features present there is the ability to give an ability 01 DMG_WEAPON formula with a Y value that behaves in the same manner as Charge.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on April 22, 2013, 03:40:38 AM
My bad,i mixed up the first ability above cure with formulas.

By the way Raven,is it possible to make a ability gain property of a normal attack?I mean the Golem summon spell does not work on chocobo attack,that goes for hamedo aswell.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Redline12 on May 07, 2013, 03:22:03 PM
Ok, here's a FFTPatcher question, I changed luso's sprite into my custom sprites and his job's skillsets. After applying my patch in PSP, I recruit luso in battle(With my custom sprites) But when i go in my party roster. The sprites turned into luso, but the name and job is ok. Any ideas to solve this? Thanks in advance.  :)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on May 07, 2013, 04:14:55 PM
http://ffhacktics.com/smf/index.php?topic=6702.0
This is the guide for changing the formation screen portraits and units. Good Luck!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nephlymio on June 27, 2013, 05:01:23 AM
Ok, saved my patch, now I can't open it back...

Here is what I've changed between last save and failure...

-shield items name from resources.zip
-shield items pallettes
-sprint shoes evade% P and M
-Job levels and JP need 400-9000ish
-item attributes (first 6) exept 0

I can still make a new patch, but can't open the one I've been working on

(http://D:\FFThacktics\Sprites\Failureopenpatch.png)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Glain on June 27, 2013, 10:18:25 PM
So it seems that .fftpatch files are actually zip files, where each entry in the zip file is a section of the patch.  For a zipped entry not to be found, that would imply that an entire section was missing from the file, oddly.  It seems there might have been a problem saving the patch?

You might be able to get your previous version back by opening your patched ISO, then saving that as a .fftpatch.  Once you have that, I suppose you could try applying your latest changes again (but keep a backup).
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nephlymio on June 28, 2013, 01:10:06 AM
Ya thought so... the problem is, I never did patch my iso yet, I'm just changing lot of stuff at once before going into the iso for ENTD. So I think I'll change those names to what they were in the item list in the zip file and see if it works... *cross fingers* I think I kind of saved while changing names so the patch might be fine with some names but not the new ones...

grrr... got to fix that cuz I made tons of changes... :?

EDIT: changing names back to what they were didn't change anything, got the same error message popping out. Saving new patches work, but getting that one specific doesn't work... If anyone know what happened and know how to fix, please help!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ishtar on July 08, 2013, 08:30:24 PM
running fftpatcher using wine on debian testing
installed dotnet 2.0 via winetricks
got this
Code: [Select]
user@computer ~/h4x/FFTPatcher_483_RC $ wine FFTPatcher.exe
err:ole:CoGetContextToken apartment not initialised
fixme:shell:URL_ParseUrl failed to parse L"System.Windows.Forms"
fixme:shell:URL_ParseUrl failed to parse L"System"
fixme:shell:URL_ParseUrl failed to parse L"System.Drawing"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib.Resources"
fixme:shell:URL_ParseUrl failed to parse L"System.Xml"
fixme:shell:URL_ParseUrl failed to parse L"ICSharpCode.SharpZipLib"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib.Resources.resources"
fixme:shell:URL_ParseUrl failed to parse L"PatcherLib.Resources.resources"
fixme:gdiplus:GdipGetFamilyName No support for handling of multiple languages!
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:shell:URL_ParseUrl failed to parse L"FFTPatcher.resources"
fixme:gdiplus:GdipCreateHalftonePalette stub

Code: [Select]
user@computer ~/h4x/FFTPatcher_483_RC $ wine --version
wine-1.4.1

what dlls does fftpatcher need?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on July 08, 2013, 09:32:49 PM
I got FFTPatcher running on Wine with Ubuntu 12.04 without those errors, but the whole thing is still unusable because of the many bugs. Instead go with a virtual machine, XP SP3 handled it perfectly on Virtual Box so I'm guessing other distributions will too.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Ishtar on July 08, 2013, 09:47:15 PM
bugs with wine or with fftpatcher?  where do you even find xp these days?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Myrmidon on July 09, 2013, 03:45:50 AM
ok, likely a simple question...

the above picture has Truth Sword, Maduin Shield, and other items I've never seen in-game, or in-walkthrough.

How do I make FFTPatcher show names I choose?

I don't care if I even have to rechange 'em in FFTacText afterwards, I wanna be able to see "Deluge" while I'm modding...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 09, 2013, 04:01:14 AM
It's super easy, open up FFTPatcher, click Files, click 'Generate resources.zip' and then resources.zip will be in the same folder as your fftpatcher. Open it up and edit the names of the lists to your hearts desire.

You will have to put the names into the game manually using Tactext though.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on July 09, 2013, 02:59:45 PM
bugs with wine or with fftpatcher?  where do you even find xp these days?
Bugs with FFTPatcher in Wine... I doubt you could ever get it running properly with wine. And, um, you can find Windows XP by downloading it illegally? 8D
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Myrmidon on July 09, 2013, 09:57:33 PM
ok, I see a LOT about Wine on here...I'm assuming...Linux?

when I had Linux, I ran a program that let me run a full copy of XP as a program, as opposed to using Wine as a compatibility layer.  I also set it up so that my XP saw a designated folder in Linux as a Shared Folder so I could move files back and forth...it helped with essentially all my Wine compatibility issues...

...if there's enough interest, I may be able to hunt up the old links again...

Also: what do all the tickboxes on the animation tabs mean?  I assume it's stuff like "swing sword" and "throw" and such, but there' s no answer key...

...although Concentrate and 5 also have animations, so that only leaves me more confused...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ArkthePieKing on August 19, 2013, 09:45:11 AM
Been working on making a glorious Red Mage for the better part of 7 hours now, quite tired. Just want to ask a quick question before going to sleep: I found out the hard way that Generic Jobs have to use their respective Generic Skillset. This means I get the joy of trying to fix my previous mistake of changing Calculator's Math Skill to guest Rafa's Truth (The one with only 2 skills in it) and editing that skillset. My question is this: What happens when you replace Math Skill, well, skills with regular skills like fire and cure? Will it work as intended, or blow up in my face? For the record since there are no enemy Calculators (that I know of), I decided to turn Calc into my generic Red Mage, but it hasn't been working out as intended. For instance Ramza knows Protect, Cure, and Fire, but in battle the only spell he knows is Fire2. I'm just nervous about changing Math Skill and completely fubaring my ISO and having to start from scratch with that god awful sprite changing process.

Edit: Okay, so I figured out that Math Skill just flat out doesn't work with it's abilities replaced, which is what I figured would happen. Um, suggestions on how to salvage this doomed voyage? I've already replaced the calc sprites with Red Mage sprites, (male and female), edited the descriptions and names of the job and Truth. I'm more or less at a loss on what direction to take this now save starting from scratch, and I really, really don't want to do that.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on August 19, 2013, 02:08:03 PM
You need to use my generic skillset fix ASM hack. I think you basically change Math Skill to 05 in that hack, then in a FFTPatcher tab (sorry, can't check which one it is right now) you have to change the skillset type to default there too, and you're set, you'll be able to start editing it as you wish.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ArkthePieKing on August 19, 2013, 07:18:17 PM
No, that's fine. I think...I have probably hit my first honest to goodness roadblock. ASM hacking is leaps and bounds over my head. I've read the tutorials, and I'm trying to follow along, but I just can't grip what they're saying. I did find your generic ability fix, but I have no idea how to apply it. This is really daunting.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on August 19, 2013, 08:30:34 PM
You don't need the Generic Skillset Fix to replace Math Skill, just to set Math Skill to <Default> in the Actions Menu.  However, Math Skill does have hardcoded slowdown and immunity to Reflect, which you will need to apply these ASMs to remove:


You can apply ASMs with FFT OrgASM by putting them into .xml files with the proper format.  The format itself is a simple header, a <Patches> tag, the ASM hacks formatted the way I have the two here in the above spoiler, and a closing </Patches> tag at the end, which you can see by opening any of the .xml files packed with your copy of the FFTPatcher suite.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: ArkthePieKing on August 19, 2013, 08:59:59 PM
Oh man that just made things infinitely easier! However, I changed Math Skill to <Default> and patched it but it's still not operating correctly. When I opened it back in FFTPatcher, it was back to Mathmatics! Every time I try changing it it just goes back to that. I'm at quite the loss now.

But on the upside I did get those ASM hacks applied. That got me going. Thank you so much!

Edit: I thought I found the problem. I wasn't checking Action Menu when applying the patch, but even after checking that box it still doesn't seem to change Math Skill.

Edit2: Just tested this with Charge as well. It stays in aim. I can't seem to get any of the changes in the action menu to actually apply. Any idea what causes this? I haven't been able to find anyone else that has the same problem.

Edit3: Okay, apparently the changes go through on a clean ISO. This is getting to be very strange.

Edit4: Finally, FINALLY figured out what happened. Apparently if you have the calculator's skillset set as something else (In this case Truth), then FFTPatcher will just outright refuse to change the action command for anything, even Aim or Draw Out for some weird reason. Anyway I changed ti back to Math Skill and presto! It works again! That may be something worth documenting for the future.

Anyway everything works perfectly now. Thanks for the help!!!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: JikuJikuJin on September 10, 2013, 09:46:36 AM
I'm looking to make all ally guest characters controllable.
I think i have found the story levels in the ENTB list, but how do i know i won't flag any enemies as controllable? Is there a way to know if a character is supposed to be an enemy or an ally?

Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on September 10, 2013, 01:26:47 PM
On the right side there's a box showing which team a unit is on, Blue is for you and guests, Red Green and Light Blue is enemies.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Chris on December 07, 2013, 06:50:29 PM
Hey Create this patch for me? >.< Thanks
http://imageshack.com/a/img35/5246/fa2n.png (http://imageshack.com/a/img35/5246/fa2n.png)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: tithin on December 07, 2013, 11:20:13 PM
(http://i.imgur.com/iHF9E0L.gif)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: EmmaNigma on December 07, 2013, 11:20:47 PM
Hey Create this patch for me? >.< Thanks
http://imageshack.com/a/img35/5246/fa2n.png (http://imageshack.com/a/img35/5246/fa2n.png)

(http://i.imgur.com/iHF9E0L.gif)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Krendall on January 24, 2014, 11:01:10 PM
I'm using v0.482 and even though I've loaded the PSX game into the patcher it still shows the WotL names.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RavenOfRazgriz on January 24, 2014, 11:50:04 PM
I'm using v0.482 and even though I've loaded the PSX game into the patcher it still shows the WotL names.

That's just an error with the resources.zip file.  Get the Resources.zip from a .478 FFTPatcher and add it to your .482 FFTPatcher and it should work fine.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Krendall on January 25, 2014, 12:20:09 AM
That's just an error with the resources.zip file.  Get the Resources.zip from a .478 FFTPatcher and add it to your .482 FFTPatcher and it should work fine.
Just tried it and it didn't work.

EDIT: Is it possible to just rename the abilities myself?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: A Blood Red Fox on March 09, 2014, 12:36:10 PM
I'm trying to change a spell's effect to increase a singe target's PA. Is "Effect" only the graphics for the ability? I changed the "effect" to "Battle Song", and the formula to the same one that spells like "Protect" use, but casting the spell in game gives a 00% chance of doing anything. I don't see any place to set the ability to raise PA or anything like that. Is this even possible using FFTPatcher?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on March 09, 2014, 02:17:45 PM
"Affected Stats" are hardcoded properties in formulas, just like steal/break equipment slots... the "easiest" way to change those is by ASM hacking the formula you wish to add it to. http://ffhacktics.com/wiki/Formulas

Otherwise, you're better off working off an ability that already grants +PA for your needs.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Dokurider on March 27, 2014, 07:05:37 PM
So the blank flag of Ability Flags 2 is Top Down Targeting?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Myrmidon on March 30, 2014, 09:02:53 PM
I've been meaning to ask this anyways, and it's technically relevant...

is there anywhere to find a listing of which skill slotshave hardcoding, and what that hardcoding is?  like how the "Steal" slots have the coding of targeting equipment, and how Negotiate redirects to the steal gil formula...
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 07, 2014, 09:46:04 AM
There is a layout problem that i found with FFTPATCHER.It seems that under WIN XP the layouts are messed up.

(http://i58.tinypic.com/fuqu6d.jpg)

(http://i57.tinypic.com/1zzyu9.jpg)

(http://i60.tinypic.com/21mra6b.jpg)

The first two image are from WIN XP,the third one are from WIN 7.

For XP,the scrolling capacity seems only limited to 8(like shown in innate slot from the second picture),While for WIN7 you could view much more with a single glimpse. Also as you can see in the second picture starting status tab,there is a left to right scrolling which all the status could not be seen in one screen but need to scroll,while in WIN7 there is no need to scroll with all the status presents in one glimpse.

And for the Patch ISO window from the first pic,in XP the buttom are some what missing or shown only half.

I wonder what cause such problem?It might not be much if you would only editing few stuff,but in a long run it really bothers me alot(since i have to stick to my destop which is XP)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 07, 2014, 01:55:59 PM
The font is wide (i.e. change it in the theme to one that's less wide with less vertical spacing).
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on July 07, 2014, 02:19:50 PM
In W7: Under Control Panel / Display, my laptop defaulted to 125% zoom which caused that first bug to occur. Set it to 100% as it should be.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Angel on July 07, 2014, 02:24:54 PM
Honest question: what is your native language set to in XP? That sort of thing occasionally happens if it's set to Japanese or Korean, though I'm not sure what causes this specifically. Font settings shouldn't matter inside the program window, but region settings can.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 07, 2014, 11:07:53 PM
The font is wide (i.e. change it in the theme to one that's less wide with less vertical spacing).

How do you change font setting WIN XP?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 07, 2014, 11:08:58 PM
Honest question: what is your native language set to in XP? That sort of thing occasionally happens if it's set to Japanese or Korean, though I'm not sure what causes this specifically. Font settings shouldn't matter inside the program window, but region settings can.

Chinese :(
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 07, 2014, 11:22:52 PM
(http://darkabstraction.com/showOff/ffhackticks/xp-theme.png)


Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 08, 2014, 07:40:22 AM
(http://darkabstraction.com/showOff/ffhackticks/xp-theme.png)

  • Open FFTPatcher to the window you're having trouble with.
  • Right-click somewhere empty on the desktop.
  • Select "Properties" from the context menu.
  • Select the "Appearance" tab.
  • Click the "Advanced" button.
  • Choose a different font and size until the program looks like you want it to (hit "OK" then "Apply"; NOTE: the program probably expects Tahoma 8pt).
  • Optional: Change the font back afterwards.


No matter what i do in the font option,i just can't get it right,could you show me your setting?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 08, 2014, 01:42:58 PM
This Version
(http://darkabstraction.com/showOff/ffhackticks/mingliu-patcher.png)

Here's a version of that program that doesn't turn visual styles on: download (http://darkabstraction.com/showOff/ffhackticks/FFTPatcher r483 rc2 (no styles).zip). There were also a couple of other things that weren't configured to have the font changed (the Patch ISO windows, for instance; also, the item heights of the ENTD unit list). This addresses those. As per the previous post, it looks for the font you set in the theme under "Message Box" (whereas the previous version didn't). The visual styles are turned off to prevent the blue buttons (which are large) from winding up on the numeric up/down controls.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 10, 2014, 01:50:12 AM
I've tried 4.83,but the problem still occur.I guess its not the font problem then.

(http://i58.tinypic.com/s1kahl.jpg)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 10, 2014, 02:00:37 AM
The goal of the version I reconfigured wasn't to let you use the font you had (i.e. the problem font). The goal was to let you set Tahoma (i.e. the font it was designed for) in the theme so that it will look like it was designed to look. There are two problems: (1) the font and (2) the button size XP's button skins add to the really small, nearly absolutely positioned numeric up/down controls. The first issue causes overlaps like the "Effect:" over the combo box; this is the font's fault (i.e. temporarily switch to Tahoma in the theme). The second issue causes overlaps like when the numeric up/down controls would overlap each other (i.e. you could turn the theme to classic in XP which doesn't have those huge button skins, but the version I reconfigured turns that off just for the application).
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Timbo on July 11, 2014, 12:18:52 AM
I accidentally saved over my patch as a psp patch. Is there anyway to undo this?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 16, 2014, 05:04:40 PM
The goal of the version I reconfigured wasn't to let you use the font you had (i.e. the problem font). The goal was to let you set Tahoma (i.e. the font it was designed for) in the theme so that it will look like it was designed to look. There are two problems: (1) the font and (2) the button size XP's button skins add to the really small, nearly absolutely positioned numeric up/down controls. The first issue causes overlaps like the "Effect:" over the combo box; this is the font's fault (i.e. temporarily switch to Tahoma in the theme). The second issue causes overlaps like when the numeric up/down controls would overlap each other (i.e. you could turn the theme to classic in XP which doesn't have those huge button skins, but the version I reconfigured turns that off just for the application).

Still no good.I change all the font to Tahoma,the layout is still messed up.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 17, 2014, 12:16:33 AM
Okay, then please check the "Items" tab for me of this version: download (http://darkabstraction.com/showOff/ffhackticks/FFTPatcher%20r483%20rc2%20(layout).zip). It takes a lot of work to reorganize the layout into this format, but, if that tab is laid out how you expect (undo any changes you've done to the XP theme), I don't mind doing it for the rest of them. This version also benefits from the whole form's size, meaning you can see more options at any given time. Again, the "Items" tab is the only one I've done it for, and that took over an hour.

This is what it looks like:
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 21, 2014, 03:12:05 PM
Hey lirmont,how ya doing.


This is 483 from XP with window stretch to maximum.


This is the original 482 from Win7.

You see,the real problem lies in the scroll down capacity shown above.For example when i click on "formula",in XP i could only see from 01 to 08,but in Win7 i could see from 01 to 1E.

And not just that,also from the shop avalibility tab,Win7 shows more vertically while in XP its shows in horizontal which if the windows is not maximized,you would need to scroll from left to right to see it all,like the pic thats shown in your reply
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 21, 2014, 09:03:19 PM
The setting for how many drop down items to show can be overridden easily enough in the code. I'll start working on the rest of the layouts now.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: scbw1234 on July 22, 2014, 05:06:33 PM
The setting for how many drop down items to show can be overridden easily enough in the code. I'll start working on the rest of the layouts now.

Thank you lirmont!I really appreciate the hard work you put into this!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: lirmont on July 23, 2014, 12:23:58 PM
Alright, here it is (same link): download (http://darkabstraction.com/showOff/ffhackticks/FFTPatcher%20r483%20rc2%20(layout).zip).

It's not 100%, but I believe it will suit your purposes: (1) combo box drop downs use available space (sometimes less options are shown on purpose, though), (2) no controls overlap, and (3) the "Patch ISO" screens are sizable now. Things I know are still wrong: (1) doesn't handle big fonts, (2) controls near edges of parents sometimes get cut off (change to smaller font), and (3) animation tab takes a long time to load (but it looks nice).

Here is a screenshot:
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Touchet on September 12, 2014, 03:27:18 PM
So I am following Elric's guide on how to make a story mod, http://ffhacktics.com/smf/index.php?topic=8229.0 (http://ffhacktics.com/smf/index.php?topic=8229.0), and he mentions
Quote
Step 16:  Go into your FFTP Folder and Open FFTP, Step 17: Once FFTP is open load your Vanilla Image file
.

When I open FFTP482, I'm not exactly sure how to open my image. I got to the 'PSX' tab and 'Open Patched ISO' but when I choose my vanilla image I get the error "An error of type System.IO.IOException occurred: IO error occurred.

Is there some other way I am supposed to open my image other than that? I don't see another option and this is preventing me from moving forward to learn all of this stuff.

Thanks in advance to anyone who has any information on this.

~Touchet
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Celdia on September 12, 2014, 04:08:36 PM
I'm not certain, but I think that error pops up when you're trying to open the ISO and it's already open in something like [like Shishi.]
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Touchet on September 12, 2014, 07:48:18 PM
Thank you Celdia, this was absolutely the problem. You rock!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: JoeCool on January 03, 2015, 01:15:41 AM
Can somebody pls make a patch that works on psn version for vita =/
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on January 03, 2015, 01:28:27 AM
You were already told that nobody here works on Vita hacking.
Also, this is not the right topic for your request, because it is in no way related to FFTP.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Murex on March 01, 2015, 05:18:54 PM
For some reason, some of the spear animations are off in combat, and I also see some interesting sprite sheets for weapons in my Sushi (at the bottom of the list). I was wondering if some of those Unknown, or second table fields in the item tab of FFTPatcher change the weapon look in combat or not.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on March 01, 2015, 09:41:30 PM
The only ones that are unused are the voodoo doll thing. Its not accessible since it was never put in.

If the spear animations look wrong, then you changed something you shouldn't have :P
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on March 01, 2015, 10:12:09 PM
No, the Unknown tabs are unknown... and the second table ID is... less unknown, but not quite what you're looking for.

However, fret not! To change the graphic and palette of in-battle weapon sprites, use on of Raven's workbooks which offers this functionality. Look in the important links thread to find his workbooks.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Zolias on April 03, 2015, 02:27:32 PM
I'm not exactly sure if this is the right place to ask this, but it does involve at least something I've noticed while using the FFTP, and I'd rather ask than make a blunder.  Feel free to move it into the correct area if I AM asking in the wrong place.

Under the job tab, I've noticed Ramza's Squire sets have an automatic immunity to the Traitor status.  Obviously, being the main character, he should be immune to becoming an enemy, for obvious reasons.  My question is whether or not that, since his sprite doesn't change when he changes his jobs, if his immunities transfer to whatever job he has, or if it's just hard-coded into the game that he just cannot be an enemy at all?  I'm asking because he's the only unit in the game to be able to have his faith increased beyond 93 (I believe) without deserting. 

I'm wondering because I'm in the very, VERY early stages of an attempt to create my own hacked version, and I want to know if it's possible to be able to have the few 'special' (in my game's case, human) units be unable to desert, regardless of an enemy's attempt to inflict Traitor or their Faith totals like the main character, regardless of when you get them in the storyline.

Any answers, or possible ideas in this regard, would be highly appreciated.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on April 03, 2015, 04:51:00 PM
for special units (any job that's not 0x4a - 0x5d) if you give them immunity to invite, they won't be able to be invited. However, i believe they will still desert if their brave/faith is high/low enough. I think I have a hack to remove units leaving because of faith/brave... but it would apply to all units.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 03, 2015, 05:10:24 PM
for special units (any job that's not 0x4a - 0x5d) if you give them immunity to invite, they won't be able to be invited

Does this apply to all immunities? Or just immunity to invite?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Choto on April 03, 2015, 06:32:40 PM
It applies to all immunities... so you can make any job innately immune to any status.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on April 03, 2015, 09:55:56 PM
I think I may have misinterpreted what you said :P Whatever though.

for special units (any job that's not 0x4a - 0x5d)

And I believe that even generic jobs can be made to be immune to invite.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Seph24 on July 08, 2015, 04:13:46 PM
Hi everyone! I've been wanting to do a patch for a while and have been playing around with FFTpatcher for a couple of days now and have some questions. It's worth noting before I ask that one of the main intents is to NOT have anyone on the main formation screen or manage any ability learning or equips at all (besides Ramza). I wanna know if:

1) When generating controllable guests in the ENTD section, is the chance of "randomly present" set to 50%? Can that be changed?
2) Can those guests (both always present and randomly) be made to appear in the formation screen before the fight somehow, so that you can choose from those who are generated and place them normally yourself?
3) How can you manage what specific abilities generated guests learn? I know I can set up main and secondary job skills, r/s/m and equips, but I don't know if I can make a Black Mage know specifically Fire 1 and 2 for example.
4) Having the Equip Innate all ASM activated, let's say I equip a randomly generated guest in a fight with a sword I bought. At the end of the fight, given that the guest doesn't join the party, will I lose that sword forever? Will it appear in the fur shop with the "buy back stolem/broken items" ASM? (don't think so, but still worth asking)

EDIT: In question 4 I already know for sure that you indeed lose the equips you give the guests during the fight with "Equip Change". I'll report later if I find out if they can be bought back or not (which is probably a no).

Also I wanted to add another question:
5) Can Ramza's starting position be set with FFT patcher so that he start where I palce him and disregards his position on the battle formation screen? Or maybe it can be done but only editing events?
I think that's all for now, thx in advance!
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Kaijyuu on July 18, 2015, 10:15:09 PM
Few questions:

1) What's the best way to ensure an enemy calculator has access to a lot of good spells (flare, holy, petrify, etc) without modifying the normal generic jobs in any player noticeable way? I don't want to mess with JP costs or requirements. (giving them access to dummy jobs or something is fine though)

2) I seem to recall hearing that I shouldn't use the Lucavi sprites for regular enemies. Some quick and not very thorough testing showed that they worked fine. Any pitfalls I might fall into, or is my memory shot?

3) I found a list of sprite numbers for most the generic jobs (basically what shishi says +1), but this doesn't include calculators, bards, dancers, or mimes. If I want to force one of those sprites for a unit, what numbers should I use?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on July 19, 2015, 12:17:06 AM
To force a generic. Select either generic male, female, or monster as the spriteset. Then choose the job for the unit you want.

When using Zodiac Beasts in other slots make sure to set their SEQ and SHP accordingly (Arute, etc)

(This should've been it's own thread in the help section)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Kaijyuu on July 19, 2015, 04:45:47 AM
Moving to a thread then.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: nitwit on July 22, 2015, 04:37:33 AM
Not sure if my version of FFTOrgasm is out of date, but I don't see this asm hack in it.

http://ffhacktics.com/smf/index.php?topic=10097.msg193564#msg193564
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 22, 2015, 01:02:32 PM
Just copy Choto's Hamedo Fix Hack into an XML file in the same directory as your FFTOrgasm program and you can use it
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: reversebustersword on August 07, 2015, 01:41:42 AM
Hi, I'm trying to figure how to save changes to fftpatcher for fft wotl. I'm trying to get choasbringer. I'm in the beginning of ch.4

nvm, I figured it out
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: mcabel on October 19, 2015, 05:36:09 AM
 
in FFT Patcher, in Ability tab, Is "chance to learn" % textbox is for your characters?
I know that if I have a black mage and someone hits me with fira I have a chance to learn it.

1-This text box has a %, so is this percent the chance I have to learn it when damaged in battle or is this for the chance an enemy has to learn it when randomly generating  ? (if it's not the % I have for learning an ability, how do I modify that?)

2- I'm aware there are spells like ultima that can also be learned, but work with the text box "learn on hit" which I assume is a different mechanic?

3-I notice there are other non spell abilities in this tab, besides some summons, ultima and other spells, does the vanilla game support learning abilities when hit?
Title: Re: Question regarding "chance to learn"
Post by: Jumza on November 01, 2015, 07:13:02 PM

in FFT Patcher, in Ability tab, Is "chance to learn" % textbox is for your characters?
I know that if I have a black mage and someone hits me with fira I have a chance to learn it.

1-This text box has a %, so is this percent the chance I have to learn it when damaged in battle or is this for the chance an enemy has to learn it when randomly generating  ? (if it's not the % I have for learning an ability, how do I modify that?)

2- I'm aware there are spells like ultima that can also be learned, but work with the text box "learn on hit" which I assume is a different mechanic?

3-I notice there are other non spell abilities in this tab, besides some summons, ultima and other spells, does the vanilla game support learning abilities when hit?

First: You do not have a chance to learn Fira in vanilla when hit with it, you can tell because the box labeled 'Learn on Hit' would be checked. The % chance to learn is for enemy units, the game checks to see (for example, a black mage) if it has enough JP to learn the first skill in the skillset, Fire. If it does, it'll randomly be put into the skillset based on that percentage. You'll see about 90% of wizards have Fire because of it's low JP cost and 90% chance to learn.

I don't think that Learn on Hit chance is tied to Chance to learn. (Keyword being think :P)

Any ability with the box Learn on Hit checked will allow you to sometimes learn that ability when an enemy (or I think any AI controlled unit?) hits you with it. This will indeed work for more than summon magic and Ultima.

Hopefully that answers your questions!
Title: Re: Question regarding "chance to learn"
Post by: mcabel on November 02, 2015, 03:32:12 AM
Thanks for your reply

I might have misunderstood a faq I read somewhere or something~
Now it makes sense.
Title: Re: Question regarding "chance to learn"
Post by: Xifanie on November 02, 2015, 04:09:34 AM
Let's say you have a 65% learn spell:
- Units generated have 65% chance to learn the spell (given enough JP)
- You'll have 65% chance to learn the spell being hit by it (with Learn on Hit)
- You'll have 65% chance to learn it when picking up the crystal of a unit who knew the spell.

So yes Jumza, same thing
Title: Re: Question regarding "chance to learn"
Post by: Jumza on November 02, 2015, 03:58:11 PM
Thanks for clearing that up Xifanie :)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on December 31, 2015, 05:25:34 PM
Please , i have two small questions.
1-Does the ??? status multiplicates every unit status by 10?
2-Can FFpatcher edit the job level of any job for any unit on ENDT?If yes ,how?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on December 31, 2015, 05:33:45 PM
1) 10x HP, 10x MP, 1x otherwise
2) No
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on December 31, 2015, 07:50:59 PM
Ok , thank you very much xifanie.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on January 04, 2016, 03:53:07 PM
Another question please, how many types of sprites can i have in a battlefield at once?
I am asking this because i saw in a post that in order to give lavian ,alicia and rad new special jobs you will have to change fukes the chemist to an archer, otherwise the battle would not start.
Is there any other battlefield that have this limitation?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Xifanie on January 04, 2016, 04:06:19 PM
no limit for the types (TYPE1, TYPE2, MON, CYOKO, KANZEN, etc.), but you can only have 9 spritesheets loaded in the game at any given time. Being over the limit would only cause graphical glitches though, it would not prevent the battle from starting.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on January 05, 2016, 12:03:46 PM
Thank you again xifanie, you have no idea of how much you are helping me out.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: foofatron on January 20, 2016, 01:44:14 AM
How can I make an attack to go from person to person? I remember seeing a fire attack that would "spread" to clumped together people. Is there a way to do it with just fftpatcher?

If I want a spell to go in three lines away from the caster, like triple chain lightening, what would I check off in fftpatcher? (ai behavior) Linear attack. triple breath ; (bottom box) vertical fixed, linear attack, 3 directions. I haven't tested it yet but that is what I set the spell to have.

Also, is there a formula that does damage and guarantees a status effect?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Black Knight Egroj on January 20, 2016, 11:34:05 AM
You will have to mark 3 directions , linear attack and adjust the area of effect .Also , i have a question, when i change an ability to "weapon strike" it does not "weapon strike" in game , am I missing somenthing?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RedNax on August 27, 2016, 02:19:01 PM
I want to make some items available in the shops. I can do it with the normal items, but I want to add the extra rare ones, like the chaosbringer. It doesn't give me the option to do that. What can I do?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Emmy on August 27, 2016, 04:14:47 PM
Uncheck "rare"
Choose a Shop availability (for example, Ch 4 Start) and a price for your item
Check off the towns that you want it to be sold in.

Here's an example of an item that was rare in vanilla that is not rare in my mod.  I changed item names in Patcher to match those in my mod, but this still gives you an idea of what to check:

(https://i.imgur.com/mjaacMW.jpg)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RedNax on August 27, 2016, 07:12:57 PM
My problem is on the PSP version of the game. I want to add the items on the left side, but it doesn't show me the cities or shops.

Here is want I mean.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on August 27, 2016, 11:18:38 PM
The PSP exclusive items were crudely tacked on in a completely separate item databank that was never made available to anything the Patcher can affect. All you can do with them is change their stats, names, and descriptions.

Saying that WotL is mod-unfriendly compared to the PSX version is, frankly, putting it lightly.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: RedNax on August 28, 2016, 03:16:57 AM
Thanks, man.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on September 20, 2016, 01:19:07 AM
Hi guys, I'm trying to create an ability in order to beef up the archer class a bit. Ideally, what I'd like to have is:
"Do weapon damage and have a 33% chance of adding poison." I couldn't find a formula to do that, so I tried just modeling it after Mustadio's snipes. In the screenshot, I'm on my third attempt, simply modeling it after poison but making it an attack based on the weapon's range. All 3 attempts have ended in the same behavior:
1. The turn window cannot be displayed because the desired effect is too far in the future.
2. Nothing happens, but it counts as an attack attempted.
3. If the battle goes on long enough, the game crashes.

The answer may very well be "Don't try to mod WotL", but I've been able to do everything else I've tried except this, so I think it may just be my inexperience. What am I doing wrong?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on September 20, 2016, 03:02:57 AM
I think I may have found an answer to both of my questions.
1. It kept crashing because I had corrupted the ISO with an earlier version. I will be starting over tomorrow with a clean ISO.
2. Eye Gouge is the ability that I need to copy. It uses formula 50: "Hit(MA+X)% Status PE".
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 10, 2016, 10:07:50 PM
Hello, wanted to thank the contributors here, long time user of some of the tools here for the original FFT.  Now I'm moving onto PSP stuff.

My issue is that if I apply the slowdown patch + the patch I created with the editor, the game will crash when Delita in the first battle takes a turn (haven't tested elsewhere).  I've used a fresh game and tried both patches separately and they will definitely work alone, just not together.   Any ideas?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on October 11, 2016, 01:03:46 AM
Did you edit anything on the Animations tab? If so, you need to patch in this order:
1. Start with a raw ISO (no slowdown patch)
2. Apply your FFTPatcher patch
3. THEN apply the slowdown PPF.

For me, I only had one animation edited, so I just removed the edit and accepted my fate that that one ability just wouldn't look perfect. (I had been trying to add the animation of the character swinging their sword to cast the spell.)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 13, 2016, 04:09:27 AM
I realized editing Luso's skillset caused Delita as an AI to freeze.   Might have been because I didn't add enough abilities and made the AI go wonky since they share similar skills even though they're technically not in the same table?  lolIdunno.   I just left my move/find item % and shop edits in for now.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: BleuVII on October 14, 2016, 03:49:29 AM
I realized editing Luso's skillset caused Delita as an AI to freeze.   Might have been because I didn't add enough abilities and made the AI go wonky since they share similar skills even though they're technically not in the same table?  lolIdunno.   I just left my move/find item % and shop edits in for now.

Hmmm... I've edited Luso to oblivion (made him a Blue Mage), and Delita's AI has no trouble, either in Chapter 1 or the others. I don't know that editing Luso is the culprit. Have you done any other more-than-normal hacking, particularly with the ability animations? (If you hack ability animations, then the animation slowdown removal corrupts a lot of abilities.)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on October 14, 2016, 04:11:37 PM
I think we'd need more specifics to find out what the issue is. I haven't had any problems like that and I've been able to play with Animations decently well.

That said, it doesn't matter what "table" their skills are in. There's only one Shout, only one Tailwind, only one Chant, etc. If you kept all of Luso's original skills, and edited several of those, then you also edited several of Ramza and Delita's by proxy. (And regular Squires.)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 15, 2016, 11:31:31 PM
I did not edit any animations.  Only Luso's skillset.  Problem is, I did not add the same amount of abilities that he normally has (qty) that is known to cause the AI to act odd.     For example, if I edit Algus' skillset and only give him one ability, he won't function properly or potentially cause a crash because the game will probably try to cycle through something that isn't there anymore.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on October 16, 2016, 01:23:34 AM
Problem is, I did not add the same amount of abilities that he normally has (qty) that is known to cause the AI to act odd.     For example, if I edit Algus' skillset and only give him one ability, he won't function properly or potentially cause a crash because the game will probably try to cycle through something that isn't there anymore.

That doesn't even make sense. And since when was that known to cause AI issues?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Blandation on October 24, 2016, 01:56:32 AM
I don't know, ask my game why it crashed until I changed it back, lol.   I saw it posted somewhere too about having less QTY of skills for guest characters, it may have even been here.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on October 24, 2016, 04:45:07 AM
ooookay... Please show this picture to your copy of FFT and get back to me.

(http://ecx.images-amazon.com/images/I/41U38lJvIYL._SY300_.jpg)

Thank you
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Chronosplit on March 08, 2017, 07:14:45 PM
This question isn't quite the normal thing for this topic, but would anyone happen to have any info about running the FFTPatcher suite in Wine?  Is there anything I need to do in Winetricks to get these to run?  I'm guessing at least dotnet40.

After managing to get Oblige for doom working in Wineskin, I figured I should give it a shot.

EDIT: I'm still working on this, but Winetricks needed seem to be dotnet20, dotnet40, and core fonts for TactText.  After that you just extract the RAR (OSX users might need something like The Unarchiver), put everything into a folder and move it in, point Wine to the tool you need to use, and bang (sort of, still getting a couple of issues... may be dotnet40's fault).

EDIT 2: Turns out this doesn't need dotnet40 to run only FFTactText.  This fixes the above bugs.  Also yes, this does confirm that the issue is a bug with Wine's implementation of .NET 4.0.

EDIT 3: Nope, I was wrong.  Turns out the only thing in the world that needs dotnet40 is FFTOrgASM!  So only your ASM patching can't be done.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Prometheus-BR on November 28, 2017, 10:00:29 PM
Hi, what  is the fastest way to check/test/watch firsthand changes made with FFTpatcher and other tools such as FFTactext, ASMhacks, Shishi Sprite Editor, etc?

Im modding on the FFTpacther formulas, elements, effects etc, and wish to know whats is the fastest way to see the differences I made to geomancy, draw-out, holy sword, and others.


It would be totally dreamy if the FFTpatcher had a feature, a button for testing where you input the caster and target info, like in FFTastic or FFTarena, and it showed how the modded ability worked in an small test arena.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Nyzer on November 29, 2017, 01:08:43 AM
The fastest way is to apply your changes to a savestate or the ISO, then load the game.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 04:59:19 AM
Okay I have a question
how can I have an item attribute added, I tried testing an item like the dagger, added regen to the item, patched the iso tested it, but it did not work
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 14, 2018, 05:14:53 AM
Make sure that on the item that you want to add this attribute to (select the specific item in the Items tab), you go to the box marked Item Attributes and you put the correct number there. 0 is the default, with no attributes, the one you've modified is 01. Keep in mind the Item Attribute number is not the same as the Item number, so modifying 01 for Item Attributes does not automatically change the Item at the 01 index.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 05:39:27 AM
jumza my man. thank you. youre a helpful kupo
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 05:46:58 AM
another quick question
if I want the story line battle enemies to be at the same level as my party, do I have to manually switch each enemy character option to match mine
for example goblin from sweegy woods battle
instead of random level, do I switch it to party level ?
and do I have to do every enemy manually for all the story battles?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 14, 2018, 05:56:20 AM
Yeah, unfortunately there isn't really a better way right now that I know of. It can be tedious but at least you only have to go through it all once! (Remember to save!)
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 14, 2018, 06:24:29 AM
okay yeah ill just go ahead and do that, but I do have to change it to party level and not party level random right? I want it to be balanced with the level of my party
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Jumza on July 14, 2018, 12:28:27 PM
It depends on what you want, both of those options means that the level will be around the party level. Party Level Random just means that it will randomly modify the Party Level number by some small number like +2, +1, 0.
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Mrfuzzy on July 18, 2018, 02:09:57 PM
Is there a reliable source to download cd mage?
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on July 18, 2018, 02:29:20 PM
I already told you where to get CDMage yesterday......

In case you didnt read the title, this thread is for troubleshooting fftp... not getting locations to other programs
Title: Re: Troubleshooting FFTPatcher! (Post all FFTPatcher questions here!)
Post by: Elric on August 27, 2018, 04:17:39 AM
In .492, under other images, if you go down to Dragon on Unit.bin, it doesn't give the 4th palette which is used for Reis in dragon form.

Normal EVGRP doesnt have this either, it can currently only be seen in the Japanese version of EVGRP which is in the japanese programs set.