Final Fantasy Hacktics

Modding => Hacking/Patching Tools => Topic started by: Tokwa on January 03, 2009, 09:44:57 pm

Title: Another question
Post by: Tokwa on January 03, 2009, 09:44:57 pm
can I use one of the blanks in abilities? to create my own
or are those special blanks
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Post by: The Damned on January 03, 2009, 10:47:20 pm
The ones directly below Parasite are the only ones that can be changed without screwing up something in-game since some of the blank spots are used for cutscene animations, such as summoning of demons and such.

Take note that the blank spot above Potion is actually not blank and is actually the generic Attack "ability" that all non-monsters have to use to attack. Don't screw with that either.
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Post by: Vanya on January 03, 2009, 11:31:13 pm
I think I heard someone say recently that that is actually the bare-fist attack which is different from the attack command used by humans. ^_^
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Post by: LastingDawn on January 03, 2009, 11:36:18 pm
Ah, I think you might be confusing a finding... I had said Item 00 was barehanded strikes, I didn't say anything about that not being normal attack, also FFTactext, calls it Attack, I can only guess it is.
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Post by: Zozma on January 04, 2009, 04:08:47 am
you can use the one directly below meteor with no issues and naturally it has a "magic" charge animation
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Post by: Vanya on January 04, 2009, 09:36:21 am
@LD: Thanks for clearing that up.

@Zozma: So that one is confirmed as an unused skill slot?
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Post by: Zozma on January 04, 2009, 06:19:52 pm
i have never seen it mess anything up.

besides its set to have effect file "11F" which is just nothing.
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Post by: Tokwa on January 06, 2009, 04:01:38 pm
ummm how about skill set?
are some of the blanks free?
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Post by: Vanya on January 06, 2009, 04:22:42 pm
all the blanks are free. they're mostly only useful for enemy units.
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Post by: Tokwa on January 06, 2009, 04:52:23 pm
ty =D
can they still be used for jobs though?

i heard its buggy if u change the action menu
like turning Item into Default
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Post by: Tokwa on January 06, 2009, 05:45:07 pm
also I created a skill set using 4D
tht has 6 action skills in it
but when i actually play it, it only shows 1 skill :[
I did learned all the skills in the skill set :|


is it the skill set or skill it self is the problem?
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Post by: Vanya on January 06, 2009, 05:57:21 pm
Generic units have to keep the exact skill set they had originally for some reason. Enemy units that are not recruitable can have whatever skill set you want them to have. Special units don't have the generic unit problem, but then you couldn't have generics.
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Post by: Tokwa on January 06, 2009, 06:02:34 pm
hmmm..... I tried to use the Samurai and changed it skill set to "Battle Skill"
and there was no problem, is it because "Battle Skill" is also a generic skill set?
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Post by: Vanya on January 06, 2009, 06:04:04 pm
That's odd. You did this with a Generic unit?
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Post by: Tokwa on January 06, 2009, 06:06:16 pm
yes
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Post by: Tokwa on January 06, 2009, 06:12:55 pm
I even used the Archer and changed it's skill set to "Battle Skill"
and it also works lol
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Post by: Vanya on January 06, 2009, 06:15:57 pm
What if you use Draw out with another job and change it to default and put in skills from battle skill? Try that. If it works then we may have found a work around for that nasty little bug.
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Post by: Tokwa on January 06, 2009, 06:24:56 pm
No abilities can be used :[
i guess it doesn't work?
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Post by: Vanya on January 06, 2009, 06:43:07 pm
Shame.
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Post by: Tokwa on January 06, 2009, 08:41:00 pm
=[
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Post by: Vanya on January 06, 2009, 09:54:45 pm
There is a bug that effects generics being able to use some skill sets if the menu type is changed. Draw Out, Throw, Jump, and I think Items are the problem sets.