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Unique's and job changing

Started by 3lric, November 14, 2011, 08:13:30 pm

3lric

Is there a way to make it so certain Unique characters can't change to another job besides their base job (and not other jobs listed) but generic and other uniques can still do so as normal?
  • Modding version: PSX

RavenOfRazgriz

When they join, set them as Job Level 0, and make sure every Job on your Job Tree requires at least Level 1 Squire.

I think that'll do the trick, but you'll need to test to be sure.

3lric

Quote from: RavenOfRazgriz on November 14, 2011, 08:20:07 pm
When they join, set them as Job Level 0, and make sure every Job on your Job Tree requires at least Level 1 Squire.

I think that'll do the trick, but you'll need to test to be sure.

Alright I will try this, so assuming this works it would allow characters to still gain JP but it wouldn't allow them to get to job level 1?
  • Modding version: PSX

RavenOfRazgriz

Correct, since Job Level 1 doesn't have a JP pre-requisite, I don't think they'll gain a Job Level, but test it to be sure.

I tested this vaguely many moons ago, and I think this works. 

3lric

Quote from: RavenOfRazgriz on November 14, 2011, 08:38:47 pm
Correct, since Job Level 1 doesn't have a JP pre-requisite, I don't think they'll gain a Job Level, but test it to be sure.

I tested this vaguely many moons ago, and I think this works. 


Alright i will test this tomorrow once I start working on the mod again and i will give a definite answer either way  :mrgreen:

and once again Raven thank you very much for the information
  • Modding version: PSX

Durbs

But at higher levels more jp is gained... does that mean that gets lost if you start at 0?
  • Modding version: PSX

RavenOfRazgriz

You can't gain Job Levels, so you don't get bonus JP for your Job Level, correct.  If you only have 1 class, though, you're probably not going to need bonus JP even if the class runs 16 skills and 6 R/S/M, since you still gain spillover from other Squire and Squire-like Jobs and aren't trying to gain JP in many different Jobs at once.

3lric

Quote from: RavenOfRazgriz on November 14, 2011, 09:22:56 pm
You can't gain Job Levels, so you don't get bonus JP for your Job Level, correct.  If you only have 1 class, though, you're probably not going to need bonus JP even if the class runs 16 skills and 6 R/S/M, since you still gain spillover from other Squire and Squire-like Jobs and aren't trying to gain JP in many different Jobs at once.


So there would be no easy way of having them be able to gain abilities from other classes tho would their? Example, say I have 1 character that can't change classes, but they have Innate Item, and i get a crystal from a chemist, i still would not be able to learn a ability that they had would I? Since even tho they have it innate they still can't actually be the class they are trying to learn the ability from?
  • Modding version: PSX


3lric

Quote from: RavenOfRazgriz on November 14, 2011, 09:30:04 pm
Correct, you can't learn skills from Crystals in Jobs you don't have unlocked.

I didn't think so but none the less good to have confirmed.

However if i left 2 open slots for each character would their be away for them (the ones that can't change classes) to learn a secret ability from certain bosses, depending on who got the crystal, even if the boss was of a different class then them? (tho still on said bosses base class)
  • Modding version: PSX


3lric

November 14, 2011, 09:53:22 pm #11 Last Edit: November 14, 2011, 09:58:44 pm by Elric42
Quote from: RavenOfRazgriz on November 14, 2011, 09:44:06 pm
You're looking for one of the ASM hacks in this thread if you want to do that:

http://ffhacktics.com/smf/index.php?topic=7864.0


Ah yes i see which one you mean, that should work perfectly, a million thanks to you again RavenOfRazgriz, I guess i should go through some of the threads about ASM's and see what people have made that i can use,
I heard some ASM hacks make it so that the game can't be played on a modded PSX or PS2 (which is why I've tryed to keep my distance from most of them) is this true? If so, how would i know which ones would do so, so i can avoid these?
  • Modding version: PSX

RavenOfRazgriz

There is no real way to "know."  A rule of thumb though is to stick to newer ASMs when possible, and avoid large and heavily coordinated hacks like the Ability Requirement Hack (ARH) when possible, etc.  (Older ASMs include most of the ones included in the default FFT OrgASM.)  What causes ASMs to not work on physical machines and certain emulators is the fact older ASMers did not understand Load Delay.  It's something we're well aware of now and most recent hacks should respect, though.  Not all older hacks are subject to errors in it, either... they're just the most likely places to find said errors.

Basically, as long as you stick to newer ASMs when possible and don't use more ASM hacks than you actually need, you should be okay.

3lric

Quote from: RavenOfRazgriz on November 14, 2011, 10:04:35 pm
There is no real way to "know."  A rule of thumb though is to stick to newer ASMs when possible, and avoid large and heavily coordinated hacks like the Ability Requirement Hack (ARH) when possible, etc.  (Older ASMs include most of the ones included in the default FFT OrgASM.)  What causes ASMs to not work on physical machines and certain emulators is the fact older ASMers did not understand Load Delay.  It's something we're well aware of now and most recent hacks should respect, though.  Not all older hacks are subject to errors in it, either... they're just the most likely places to find said errors.

Basically, as long as you stick to newer ASMs when possible and don't use more ASM hacks than you actually need, you should be okay.


Okay awesome, well aside from the one in the thread you linked I don't know that i will be using any (I haven't really looked at any besides what comes with FFTorgASM) unless i find something i absolutely can't live without. Unless using FFTorgASM to input my world map conditions into the iso counts as a ASM hack lol.

Tho i do eventually need one to remove the name and birthday selections, but its not a big deal at this time.
  • Modding version: PSX

RavenOfRazgriz

Why remove those?  They don't particularly affect anything, lol.  No reason to stop people from enjoying their self-insert-but-not-really alongside four completely out-of-place fellow protagonists. 

3lric

November 14, 2011, 11:38:42 pm #15 Last Edit: November 14, 2011, 11:39:35 pm by Elric42
Quote from: RavenOfRazgriz on November 14, 2011, 11:00:27 pm
Why remove those?  They don't particularly affect anything, lol.  No reason to stop people from enjoying their self-insert-but-not-really alongside four completely out-of-place fellow protagonists.  

Reason being the opening, it talks about Ramza by name and is basically already assuming he is the main character.
Tho i do see your point as well lol, that's whys its not a huge rush since it hasn't really been talked over yet

  • Modding version: PSX


3lric

Quote from: RavenOfRazgriz on November 15, 2011, 12:34:57 am
You can just change all instances of Ramza to {Ramza} in your opening.  It'll auto-insert the player-entered name.

For the game itself yes i could, But we've made an intro to replace when Alazlam speaks, and this is right before you choose your name which is the exact reason to get rid of the name and birthday screen
  • Modding version: PSX

RavenOfRazgriz

Then rework your sentences slightly to not mention the hero's name?  It's fairly easy to do that or otherwise replace it with things like "the youngest son of House Beoulve" or other similar titles.  The ability to use your preferred protagonist is an important bit of the roleplay experience, and this doesn't sound like a corner you can't easily write your way out of.

3lric

Quote from: RavenOfRazgriz on November 15, 2011, 07:21:07 am
Then rework your sentences slightly to not mention the hero's name?  It's fairly easy to do that or otherwise replace it with things like "the youngest son of House Beoulve" or other similar titles.  The ability to use your preferred protagonist is an important bit of the roleplay experience, and this doesn't sound like a corner you can't easily write your way out of.


Or rather it would be easier to replace it with something like that if it wasn't a extremely finicky image that it all comes from lol. I was trying to avoid having to do anymore work on the intro for this reason. But i suppose I can fix it eventually lol
  • Modding version: PSX