Final Fantasy Hacktics

Modding => Help! => Topic started by: Kupoe on September 30, 2009, 10:17:16 pm

Title: making a new job.
Post by: Kupoe on September 30, 2009, 10:17:16 pm
k how would i insert a class and have it possess a valid jobwheel?
i havent actually done it yet, but would like to know how.
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Post by: Rythe on September 30, 2009, 10:26:15 pm
You're gonna have to replace one of the existing jobs on the job wheel. Currently, there is no way of adding more (useful) jobs because there isn't any room for their skillsets. So you'll have to replace the sprites, portraits, skillsets, and all that jazz on an existing job.
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Post by: Kupoe on September 30, 2009, 11:00:17 pm
oh i know that. like i intend to replace the oracles at 38/39 and fake celia/lede at 3a/3b
but i dont know if they will have a valid job wheel.

what i intend to do, is make a Holy/Dark Knight that you may run into in random battles, and female/male versions respectively. i wanna make it so that you can invite em.

i also intend to make a Divine Knight Female/Male that you can invite that fights in random battles.
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Post by: Vanya on September 30, 2009, 11:08:03 pm
Quote from: "Rythe"You're gonna have to replace one of the existing jobs on the job wheel.
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Post by: Kupoe on September 30, 2009, 11:19:02 pm
Quote from: "Vanya"
Quote from: "Rythe"You're gonna have to replace one of the existing jobs on the job wheel.

you dont get what im trying to do.

I want to make a char that has Holy/Dark/DivineKnight in place of Squire. i dont want to make an addition to the jobwheel, just a character that can change his job from Holy Knight Etc ala Agrias.

I intend to make the sprite look "generic" and the description of the class to be generic.
Title: Re: making a new job.
Post by: Vanya on September 30, 2009, 11:40:00 pm
Quote from: "Kupoe"k how would i insert a class and have it possess a valid jobwheel?
i havent actually done it yet, but would like to know how.

After you pick what sprites you are going to use and which jobs they'll have you have to edit some stuff in UNIT.BIN and WLDFACE.BIN to link them up with the correct images and portraits.
Title: Re: making a new job.
Post by: Kupoe on September 30, 2009, 11:51:34 pm
Quote from: "Vanya"
Quote from: "Kupoe"k how would i insert a class and have it possess a valid jobwheel?
i havent actually done it yet, but would like to know how.

After you pick what sprites you are going to use and which jobs they'll have you have to edit some stuff in UNIT.BIN and WLDFACE.BIN to link them up with the correct images and portraits.

how would i go about doing that? do you know how?
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Post by: Vanya on October 01, 2009, 12:24:09 am
Read up at the UNIT.BIN thread in the sprite forum.
Title: Re: making a new job.
Post by: Beatrix on December 21, 2011, 11:16:06 pm
can i remove a slot from the job wheel? i hate oracle and mediator -.-
Title: Re: making a new job.
Post by: Celdia on December 24, 2011, 10:29:46 am
@Beatrix: If you make a job require a bunch of levels in itself, it will never show up on the job wheel. Just set Oracle and Mediator to require 8 job levels in their own class and they shouldn't ever appear.
Title: Re: making a new job.
Post by: Beatrix on December 24, 2011, 10:47:39 am
hm. makes sense. thanks! ^^
Title: Re: making a new job.
Post by: ramzacloud777 on December 27, 2011, 05:51:03 am
i must say, i just recently learned all this was possible. and its AMAZING. i remember when i started playing fft years ago, and i had so many ideas for my own characters and jobs and so on. and now its possible lol yay. well maybe....