Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Rakiston on January 28, 2009, 07:13:17 pm

Title: Questions about Classes and abilities
Post by: Rakiston on January 28, 2009, 07:13:17 pm
From what I've read, there seems to be issues with changing certain skillsets like Item, Elemental, etc by changing their menus to <default> and giving them regular abilities.

1.    Charge and Math Skill seem to work.  Are they the exceptions, or have I just been lucky?

2.   Can I change abilities in those "unchangeable" skill sets?  For example, could I change Hell Ivy to do something else, and assign it to another skillset?

3.  Is it possible to make a class unusable?  Geomancers don't really fit in with the patch I'm designing and I'd like to disable them.
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Post by: Zozma on January 28, 2009, 07:18:13 pm
if you make the job requirement impossible to obtain you can "remove" a job from the wheel for example i made Mime require LVL 8 Mime to activate. (this can also be used to make other jobs all set to specific levels too, i use it to make enemies have lvl8 in everything.)

also all of the "elelmental" skills if put in <default> skillsets will work fine, AND you can use them at will even if you are not on the right type of terrain. they are like free non charge spells
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Post by: SentinalBlade on January 28, 2009, 08:00:26 pm
Set it to require 8 in itself, like geomancer requires level 8 in geomancer

The only drawback with charge is that you HAVE to use an ability before you move, otherwise, upon moving your casting will cancel. this is combated with simply everything in the skillset being na instant cast. This is only really a problem with the AI, as it doesnt know that you have to move first or the ability will cancel

MAth skill works flawlessly as far as i know
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Post by: Rakiston on January 28, 2009, 08:27:08 pm
Thanks!   This has been very helpful.