Final Fantasy Hacktics

Modding => Help! => Topic started by: DrBreen on February 15, 2011, 09:38:44 am

Title: Unit starts battle with some statuses on
Post by: DrBreen on February 15, 2011, 09:38:44 am
Hello everyone,again.
Again i want to ask noobish question-is there a way to make unit start battle with some statuses on it but WITHOUT equipment causing this status?
For example,i need to add petrified super-boss in battle with easy opponents.
Is there a way to do this via FFTPatcher? Or i need to ASM this?
Title: Re: Unit starts battle with some statuses on
Post by: Dome on February 15, 2011, 09:41:49 am
Edit his class and give him a starting status
Title: Re: Unit starts battle with some statuses on
Post by: DrBreen on February 15, 2011, 09:44:37 am
Well,that was the first thing i thought.
But this is a problem-this unit shows not only in this battles. So,making him Start:petrified will affect whole game,and that=bad.
Is there a way to add status on him in only one battle?
Title: Re: Unit starts battle with some statuses on
Post by: philsov on February 15, 2011, 05:58:31 pm
sacrifice an item slot, make the item initial:petrify, and force it onto him for that fight.  I'd suggest stone gun but that may be way too much damage for when this battle occurs.
Title: Re: Unit starts battle with some statuses on
Post by: RavenOfRazgriz on February 15, 2011, 06:28:56 pm
Better yet, duplicate the class of your super-boss and make the duplicate have Initial:Petrify if that class is meant to appear without Initial:Petrify later on in the game.  There's plenty of Job space you can do that in.
Title: Re: Unit starts battle with some statuses on
Post by: DrBreen on February 16, 2011, 12:43:39 am
Thanks very much! This methods was obvious,but i didn't wanted to waste an item. But solution with job is better. So,if i would change some Bi-Count or Draclau job,it wouldn't mess up the scenes with them?
Teta have innate:dead,but scenes with her are ok,same will be with innate:petrify bicount,i think?
Title: Re: Unit starts battle with some statuses on
Post by: RavenOfRazgriz on February 16, 2011, 01:53:21 am
You can just change Draclau's Job in the ENTD if that worries you.  Set them all to use, say, Ramza's Chapter 1 Job.  If they don't appear in battle, their job is irrelevant, so technically all those cutscene-only Jobs are empty spaces for you to use.
Title: Re: Unit starts battle with some statuses on
Post by: DrBreen on February 16, 2011, 09:14:48 am
No-no-no,you misunderstood me because of my HORRIBLE English.
I meant,if i'll add Innate:Petrify to cutscene-only job,that wouldn't end up in a glitch like petrified Draclau in a scene when he transformes to Queklain?
Title: Re: Unit starts battle with some statuses on
Post by: RavenOfRazgriz on February 16, 2011, 06:18:40 pm
Quote from: DrBreen on February 16, 2011, 09:14:48 am
No-no-no,you misunderstood me because of my HORRIBLE English.
I meant,if i'll add Innate:Petrify to cutscene-only job,that wouldn't end up in a glitch like petrified Draclau in a scene when he transformes to Queklain?


I don't know.  I don't think the game applies anything like Statuses until the start of battle regardless of whether they're Always: or Initial:.

What I'm saying though is to just change Draclau's Job.  He doesn't NEED a unique job if he only appears in a cutscene.  If you're worried that may glitch, change Draclau's Job to something else for the cutscene, like my recommendation of Chapter 1 Ramza.  Doing that has no effect on him because you can force his Sprite to be Draclau regardless of his job.  You can literally gut the Jobs of every cutscene-only character in the game for your own devices.
Title: Re: Unit starts battle with some statuses on
Post by: DrBreen on February 17, 2011, 12:22:18 pm
Hm,this makes sense.
Ok,i'll do it that way.
Summarizing everything-it's possible only via editing unit's job. Doing it via ENTD is impossible.
Thanks,Dome and thanks,Raven!