A little update on what I've been up to. I've managed to get the title screen working with an actual button that closes the game. Things look pretty good as far as me actually having the ability to make things happen. I managed to find something called "Play Maker" for Unity that allows code ignorant monkeys like myself to actually build working events.
I will upload something for you all to look at shortly if you're bored.
Hi, i am new to the forum. This is in fact my first post ever. I started my own project, re-creating ALL jobs in the game and i have a few questions about what is possible or not to do. My question is more like: I want to do XYZ and i want to know if someone did it already, if it's possible, etc. So, here's my few ideas:
1- I have merged Squire and chemist into a single, basic job for all and i want to know how i can put the item command as an innate skill-set (with his primary skillset) to a job. That means that i want this unit to have his ''squire'' skillset as his primary skillset, to have the item command has an innate skillset AND so he can have a secondary, other skillset.
This is possible.
You have to be careful though, there is a limit to how many innate skillsets you can add but just one is absolutely fine. If you know ASM you can add it yourself in a nice succinct way, else you can use the ALMA spreadsheet hack (search for it on here) to add this.
And adding a slightly new spin on my next playthrough, i'm gonna try and get rid of the Dark Knight class and transform Ramzas Squire class into a default Dark Knight (as a kind of Gaffgarion protégé), not really changing too much from the obtainable Dark Knight class other than renaming the ability from 'Darkness' to 'Dark Sword'.
Anyway, in a kind of memory of Cecil and his Dark Knight class I was going to edit some Dark Knight equipment for Ramza and add it to the game. My only problem is kind of finding a full matching set of dark looking armor and accessory to add in. Anyone have ideas?
SecondAdvent has a hack that gives each weapon (and monster classes) unique crit rate. It would be possible to give each class a crit rate and have weapons that augment that but theres a very real chance that you would have to make this yourself.
You save the .xml stuff in a .xml file, place it in the same folder as FFTOrgASM (part of the FFTPatcher Suite which you can find in the Tools section), run and patch.
As for the weapon crit, it seems like I was wrong and FFT Arena doesn't use it. If you want to do it yourself, you'd have to learn how to ASM. You can find a bunch of tutorials here: http://ffhacktics.com/smf/index.php?topic=9204.0 If it helps any, there's already a hack to change crit rate globally: @ BATTLE.BIN 0x11F508 is the value for crit % +~ 1
DON'T Male Serpentarius 70 40 Archer Draw Out HP Restore Concentrate Warpath Long Bow
Black Hood Rubber Costume Speed Shoes
Hawk's Eye Masamune
Shoot Male Serpentarius 70 40 Archer Draw Out HP Restore Concentrate Warpath Long Bow
Black Hood Santa Outfit Speed Shoes
Hawk's Eye Masamune
Primary Palette: #0 Black Second Palette: #4 Green ==================== Element Tanq Female Sagittarius 40 46 Squire Steal Abandon Defend Move-HP Up Healing Staff Platina Shield Flash Hat White Robe N-Kai Armlet