Final Fantasy Hacktics

Modding => Help! => Topic started by: jpaul2077 on February 14, 2010, 09:07:02 pm

Title: How to make custom skills
Post by: jpaul2077 on February 14, 2010, 09:07:02 pm
I am very new to this so my language may not make sense but i was wondering how you make your own skills.
Title: Re: How to make custom skills
Post by: formerdeathcorps on February 14, 2010, 09:27:40 pm
You modify existing skills using FFTPatcher.  There, you can change the JP required, the targeting requirements, CT/MP costs, what effects it has, what unit classes can use the skill, and much more.
Title: Re: How to make custom skills
Post by: SilvasRuin on February 14, 2010, 09:50:40 pm
In the patcher, if the skill name is blank, chances are it isn't used.  Scroll somewhere to the middle of the list and use one of those to turn it into the skill you want.
Title: Re: How to make custom skills
Post by: jpaul2077 on February 14, 2010, 09:58:07 pm
can you make custom skills in a custom job?
Title: Re: How to make custom skills
Post by: SilvasRuin on February 14, 2010, 10:46:33 pm
You cannot create a job.  You can only use an existing job.  You can change everything about most jobs, but you cannot just make one and add it to the rest.

Also, Geomancer, Lancer, Ninja, and Mime have some quirks that cause lots of glitches when they are altered.  For example, Geomancer's skills can't separated from their terrain dependency.  Mime can barely be edited at all.  Lancer and Ninja can't have normal skillsets other than what they already have without glitching.
Title: Re: How to make custom skills
Post by: formerdeathcorps on February 14, 2010, 10:53:08 pm
Technically, there are empty job slots that you can use for making jobs, but those jobs are all enemy only.  If you try to give one of your units those jobs, they'll be unable to use them.  Similarly, if you try to give your units the ability to use the computer version of jump (34), charge (9C), or item (A1), you will not be able to do so.

Furthermore, if you try to set throw, elemental, charge, etc. to other job classes that previously did not have them, even if you set the action menu to properly display elemental or item or katana inventory, you still will not be able to use that skill set.
Lastly, it's known that certain jobs are set to be automatically mastered by enemy units without JP, like use hand (36/37).  If you try to set your job class to that command and then try to set JP-learnable moves on it, you may not be able to use some of your learned moves in combat (or other various bugs).  However, if you set such a job as your secondary, you will automatically know all the moves in the skill set.

In short, if the job innately displays Reaction/Support/Movement abilities, it probably can be used by a human as a primary.
Title: Re: How to make custom skills
Post by: R999 on February 19, 2010, 06:25:53 am
Quote from: "formerdeathcorps"Technically, there are empty job slots that you can use for making jobs, but those jobs are all enemy only.  If you try to give one of your units those jobs, they'll be unable to use them.  Similarly, if you try to give your units the ability to use the computer version of jump (34), charge (9C), or item (A1), you will not be able to do so.

Furthermore, if you try to set throw, elemental, charge, etc. to other job classes that previously did not have them, even if you set the action menu to properly display elemental or item or katana inventory, you still will not be able to use that skill set.
Lastly, it's known that certain jobs are set to be automatically mastered by enemy units without JP, like use hand (36/37).  If you try to set your job class to that command and then try to set JP-learnable moves on it, you may not be able to use some of your learned moves in combat (or other various bugs).  However, if you set such a job as your secondary, you will automatically know all the moves in the skill set.

In short, if the job innately displays Reaction/Support/Movement abilities, it probably can be used by a human as a primary.


So if I am reading this right, that means there's only certain jobs that be used on humans. There's not much point in editing these empty slots or enemy jobs other than giving those for the AI. Correct?  Has anyone ever managed to make a list of "human friendly" jobs ?  or is it every single job that displays RSM natively and only those jobs?  And, assuming you are correct, then there would be no way to change these AI only jobs to be usable by the human player (even if by adding RSM natively...  but the problem that I have with that is, I was editing based on 1.3, which might have changed some of these AI jobs around to look like human suitable... not a big problem I guess).


Quote from: "SilvasRuin"Also, Geomancer, Lancer, Ninja, and Mime have some quirks that cause lots of glitches when they are altered.  For example, Geomancer's skills can't separated from their terrain dependency.  Mime can barely be edited at all.  Lancer and Ninja can't have normal skillsets other than what they already have without glitching.

Thanks for this info. That's pretty disappointing; that really leaves FFT with only 14(?) generic jobs for changes.
Title: Re: How to make custom skills
Post by: SilvasRuin on February 19, 2010, 10:45:16 pm
I believe you can make Samurai act like normal, so if you use Bard and Dancer as the same job, you can edit 15 without any trouble... I think.