Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Wasabi on September 17, 2009, 01:02:49 am

Title: Concerns about spell swapping & "blue maging"
Post by: Wasabi on September 17, 2009, 01:02:49 am
I've been doing extensive alterations on a patch for WotL, but my main concern is with one edit that I've made for generic Summoners, and a rehaul of Luso's "Huntcraft" that accomodates all 16 ability slots with monster skills that can only be learned Blue-Mage-style.

For generic summoners, my concern is that I swapped "Salamander" for "Midgar Sworm" and have clicked on all of the appropriate tabs to make the change, and even given Midgar Sworm a JP cost, percentage to learn upon hit (clicking the appropriate tab as well), CT count and MP cost (whereas removing these aspects for Salamander in exchange). I also exchanged the third "unknown" tab under the same window that lists "Learn with JP," "Action?," and "Learn on Hit" for both spells. I've heard that several skillsets in FFT are pretty case-sensitive when it comes to their skills, and I believe that Summoner was one of the aforementioned classes that were mentioned when I skimmed through the forums. So I was wondering... will there be any adverse effects in my patch fully utilizing the swapped Salamander spell for Midgar Sworm? Maybe a glitch or a missing visual effect (like the orbs circulating after charge) for the Midgar Sworm spell?

As for Luso's Huntcraft, I've fully rehauled and edited the skillset to have all ability slots have monster skills learned upon hit, with each specific skill edited in the same manner as "Ultima" - save the percentage to learn upon hit for each monster skill at around 70%. My concern here is the animation: will Luso be inactive when he performs his monster skills? And if so, is there a way for me to configure them appropriately?

I'm still a little new to FFTPatcher, but I've spent a little more than a week toying with the program. I have yet to test and experiment anything major like sprite editing for FFT:WotL (the version I'm currently patching at the moment).

Oh, and one final question, although it isn't anything major: Is it possible to give a weapon with a 25% chance to inflict Midgar Sworm? It's just something that came to mind when I was sifting through the "Abilities" tab under "Items" for spell effects.
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Post by: LastingDawn on September 17, 2009, 01:16:48 am
Nope, just rename it with FFTactext and you'll be good to go, now for Luso's skills though... he might do something odd like pull a Knife from  nowhere or do an odd animation, but it shouldn't be a problem.

And yes, if Salamander is Midgar Swarm, just choose Salamander.
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Post by: Wasabi on September 17, 2009, 01:26:16 am
When you mean rename it FFTactext, I'm assuming that under Summons what's supposed to be my edited spell "Midgar Sworm" is still aptly named "Salamander," correct? I haven't worked with FFTactext yet, but it'll prove to be enlightening. I currently have version 0.352 of FFTPatcher, and I think the latest version, 0.457, has a working FFTactext implemented on the program right?
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Post by: LastingDawn on September 17, 2009, 01:33:59 am
Indeed, you can find it in the Hacking section of the forums, I Highly suggest you upgrade.
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Post by: Wasabi on September 17, 2009, 01:55:25 am
Thanks! You and this community have been of great help! :)
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Post by: Wasabi on September 17, 2009, 03:25:29 am
Just to clarify about FFTactext, when editing the PSP version I should swap the ability names and descriptions of Salamander and Midgar Sworm under BOOT.BIN 3, WORLD.LZW and QuickEdit, wherever they may apply?
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Post by: LastingDawn on September 17, 2009, 11:46:57 am
Just QuickEdit will do, that will change it in all areas it can be found automatically, also thank you for the support on the Mercenaries project.