Final Fantasy Hacktics

Modding => Help! => Topic started by: SolidSnakeDog on February 03, 2010, 07:26:01 pm

Title: Hard coded Job work around?
Post by: SolidSnakeDog on February 03, 2010, 07:26:01 pm
Changing a hard coded job skill set to an other one and using it proprely?
Exemple : Changing *Charge to something esle like Battle skills* And the archet can use the knight skill set istend of charge and can use other skills with no glitches.

Is that possible?
Title: Re: Hard coded Job work around?
Post by: SilvasRuin on February 04, 2010, 12:57:18 am
Change the type of the Archer's skillset to normal instead of Charge and it should be editable without glitches.  It's only certain jobs that are very resistant to changes.  Geomancer, Ninja, Dragoon, Mime, and maybe one other I'm forgetting.
Title: Re: Hard coded Job work around?
Post by: formerdeathcorps on February 05, 2010, 10:47:56 pm
Technically you can make an attack-only berserker out of mime with little trouble.  Just set berserk to innate and give him equip change as innate.  Since berserk triggers only after the unit is targeted by the enemy, you can briefly retain control of your mime/berserker and equip things (including clothing and weapons, if you flag those).  However, anything equipped will be permanently lost after the battle (and weapons are lost immediately after use).

(In fact, it works even better since a berserk mime can't imitate actions, so unless someone removes the status effect, you have a less-glitched new class.)
Title: Re: Hard coded Job work around?
Post by: Vanya on February 06, 2010, 04:50:47 am
Now I have to ask myself what this has to do with this topic?
You should post this over at the job discussion thread.