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christianbw [Posts: 6]
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  • [June 18, 2018, 08:32:39 AM]
So, I mentioned uploading this stuff a day or so ago.
Included is the following modifier values for the character change code in Action Replay:
- Job
- Job description
- Race
- Sprite
- A-abilities
- Names

Base Code

This one looks better in a spreadsheet...
Jobs,    Job,    Job Name,    Help Text,    Ability,    Race

Color coded tables for both passive and reaction abilities are included as well if you're not sure which abilities a certain race should have.

Speaking of which, the codes for this are:

Also, the specific Passive Ability values are:

And reaction Ability:


Want Job names as Character names? Here you go!


Could elaborate on the values from BB9 - F30 but i have a feeling it would take a little more time than i have.

The main reason I decided to post this is so everything is all neat and tidy in one place. I do not take credit for finding any of this info. I just wish i knew who found it all initially.
« Last Edit: July 16, 2018, 01:20:10 AM by christianbw »
    • Modding version: Other/Unknown
  • christianbw [Posts: 6]
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    • [July 06, 2018, 05:54:13 PM]
    Heres an example code to try out.

    Hurdy sprite with keeper Job, but Moogle passives and reactions. His name shall be Carrot.
    Start + Down to activate.

    DeSgeretjin [Posts: 67]
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    • [July 07, 2018, 04:04:17 AM]
    There's only code for one character. Which character slot is this for?
    christianbw [Posts: 6]
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    • [July 16, 2018, 01:17:27 AM]
    I just realized there were a few sections i forgot to add. The basic code for this has been added to the main post. Also trigger values have been placed in as well. This code works on a currently highlighted unit. Essentially its a point and use code. Just press the right buttons.

    If you want the ability codes, just add them into the ar code before the last line (D0000000 00000000)
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