Final Fantasy Hacktics

Modding => Help! => Topic started by: Laggy on May 20, 2011, 07:15:12 pm

Title: Staggered job progression
Post by: Laggy on May 20, 2011, 07:15:12 pm
I've been racking my head on this for a couple of days, so I'm wondering if anyone can come up with a feasible solution.

Say you don't want to use job level prerequisites for jobs, but you want certain jobs to become unlocked upon completion of a particular battle or chapter (i.e. FF5 with gaining new jobs via the Crystals). Is there a sane way to implement this?
Title: Re: Staggered job progression
Post by: MagiusRerecros on May 20, 2011, 07:39:05 pm
AFAIK, not without some serious asm hacking.
Title: Re: Staggered job progression
Post by: Pride on May 20, 2011, 07:41:18 pm
Maybe possible through some event commands but I don't know them or if they even exist.
Title: Re: Staggered job progression
Post by: Eternal on May 20, 2011, 07:44:02 pm
Maybe research could start with how Ramza changes jobs from Chapter 1 to 2 and from 3 to 4?
Title: Re: Staggered job progression
Post by: GeneralStrife on May 20, 2011, 09:29:48 pm
Quote from: Eternal248 on May 20, 2011, 07:44:02 pm
Maybe research could start with how Ramza changes jobs from Chapter 1 to 2 and from 3 to 4?


This. I bet a code from an event triggers ramza's evolution. Making many many of these might be impossible though. I like your idea however.
Title: Re: Staggered job progression
Post by: Pride on May 20, 2011, 09:56:43 pm
I've looked for it for a long time and have never found it sadly
Title: Re: Staggered job progression
Post by: Zenko on May 21, 2011, 02:12:07 am
What you guys are talking about (i.e. ramza evolving) is completely unrelated.
You could just make a simple ASM hack that artificially sets the required job levels to 15 or something if the player's story progression byte isn't at least X amount. You would just need to hack the job change wheel really, and when it reads to check equippable skillsets. There is no real way to prevent players from inviting enemies in that particular class though.
Title: Re: Staggered job progression
Post by: Dome on May 21, 2011, 02:27:17 am
Making enemies immune to invite should do the trick (Or just remove invite from the game, like I did in 1.4)
Title: Re: Staggered job progression
Post by: formerdeathcorps on May 21, 2011, 02:46:50 am
Quote from: Xifanie on May 21, 2011, 02:12:07 am
What you guys are talking about (i.e. ramza evolving) is completely unrelated.
You could just make a simple ASM hack that artificially sets the required job levels to 15 or something if the player's story progression byte isn't at least X amount. You would just need to hack the job change wheel really, and when it reads to check equippable skillsets. There is no real way to prevent players from inviting enemies in that particular class though.


Yes there is.  Just don't have anyone of that job show up in randoms or story battles until a given point in the story (or if you absolutely must have enemy thieves, give the AI non-recruitable NPC special thieves).
Title: Re: Staggered job progression
Post by: Zenko on May 21, 2011, 03:07:48 pm
Haha, owned :P
It's been too long since I last hacked FFT.
Title: Re: Staggered job progression
Post by: pokeytax on May 21, 2011, 06:10:18 pm
This is not a hard hack. I am trying to add the functionality to the RAD hack, which might take a couple months due to other stuff, but rest assured it would get done long before your patch's release.

You do have to consider how the enemy job tree and JP/skill learning will function, though.
Title: Re: Staggered job progression
Post by: Laggy on May 21, 2011, 06:24:54 pm
@pokeytax: That would be pretty awesome, and yeah, you're dead right on that. Fortunately I don't even plan to bother with JP or job level progression so that won't be a concern for this concept.