So my understanding is that these can be used to create custom skills, correct? Does the game require you to also name these skills and insert a description (probably using Tactext) in order for them to work properly?
I made a skill, a direct copy of Throw Stone (with a different effect and damage formula), gave it 0 JP cost to learn, and lo and behold, there it was, a blank spot in my learn abilities screen. But when I try to use it in battle, I get only my weapon's targeting range, 00% success rate, and an attack animation that whiffs when I execute it. I set the ability as "normal" and made sure to check its corresponding boxes in the Animation tab so it's identical to the animation for Throw Stone. I don't know what else I could be missing, except for not naming it or giving it a description.
which slot did you override? some of those blank slots are actually used by the game, for example, the slot directly above potion is the default attack command. try doing the same thing with a different slot.
Also curious about this.
There are one or two blank ability slots at the very bottom of the ability list in FFTPatcher. Are either of these slots used by the game, and if not, would making them into custom abilities glitch the game at all?
Also, how would one locate these blank slots in FFTactext in order to assign them names and descriptions?
Quote from: "Skip Sandwich"which slot did you override? some of those blank slots are actually used by the game, for example, the slot directly above potion is the default attack command. try doing the same thing with a different slot.
other than that one, do you know of another blank slot used ingame? I haven't had problems with the other blank slots.
To OP you find those abilities in fftactext by looking at the neighbouring ability names. They are listed in the same order.
among other things, some of the blank slots are used for: summoning demons, reviving malak with the scorpio stone, and lucavi transformations
Didn't LD and Zosma replace those blank spells with no harm to the game?
Can anyone post a definitive -- or even work-in-progress -- list of which blank ability slots can be modded without negative consequences?
You can modify all the ones between energy and attack (the invisible one before potion) without any issues and you can modify the one 1.3 turned into Doubleshot. I managed to modify all the other blanks (except attack) without issue as well, but apparently, that's disputed.
Some attacks are also fixed in their locations to have dependencies (for further differentiation, terrain/katana dependence). These include the mighty sword attacks, knight breaks, draw outs, elemental attacks, etc.
Quote from: "formerdeathcorps"You can modify all the ones between energy and attack (the invisible one before potion) without any issues and you can modify the one 1.3 turned into Doubleshot. I managed to modify all the other blanks (except attack) without issue as well, but apparently, that's disputed.
Some attacks are also fixed in their locations to have dependencies (for further differentiation, terrain/katana dependence). These include the mighty sword attacks, knight breaks, draw outs, elemental attacks, etc.
Cool, thanks. I assume you're talking about the PSX version, which is the preferred engine of most modders around here for a variety of reasons. But if I'm interested in making new abilities on the PSP WOTL, are those same blank spots still moddable? It may seem like a stupid question, but it's been my experience that the PSP version has all sorts of differences and quirks that sort of beg the question. You can never be too careful, right?
As far as I know all the slots except the one for the normal attack can be used with no ill effects.
OK, so I tried again, this time using the spaces beneath Parasite and it worked! Thanks for all the help. Wonder why it wasn't working before when I had it on the space between Shock and Stop Bracelet?