Thanks for the replies.
Regarding item editing, the "Rare" tag in FFTPatcher, does this just prevent enemies from equipping these items naturally outside of forced equips (e.g. certain story characters having Knight Swords and Hair Ornaments always equipped)? Is there -anything- else the Rare tag does?
It's good to know regarding the Ramza events that they won't cause significant errors or crashes. I suppose I can deal with how silly it'll look in the few cutscenes compared to the vast amount of time I won't have to look at Ramza's atrocious chap4 clothes during normal gameplay.
Good to know, probably more work than I'm yet ready for, but nice to know it's possible even in WotL.
How precisely is this done? The method I was conceiving was globally raising JP required to unlock jobs, then manually assigning each and every enemy that appears in ENTD a "Job Unlocked" to a job with many job requirements to force them to have tons of JP to learn all the prereq jobs' abilities. I'm not even sure that's how it works correctly, and it'd be highly tedious (I can live with that I guess). Is there a way to more quickly just force all enemies to have all jobs and abilities unlocked but keep player's normal?
Is this in regards to Primary only, or will this work with Secondary as well? I'm assuming given you said starting from x19 (Guts), it means this little bypass only applies to "special" job skillsets? Like, I can't give a chap1 enemy Squire the Geomancer's skillset as his secondary and have him magically know all Geomancy without doing further copy paste adjustments as you described? Sorry if that's a jumble and difficult to follow, can't figure out a better way to word that.
I believe, for now, I can accomplish almost everything I want with FFTPatcher, etc. The only thing I really wanted to do with ASM is add extra stages to Midlight's Deep. Like Floors 11-20. I know I can edit actual battles with FFTPatcher, but I assume -adding- floors to Midlight's Deep requires a certain amount of ASM hacking? Is it even currently possible to do in WotL? I believe I recall seeing a PSX patch where someone had a 40 floor Deep Dungeon or the like, but I've no idea if it can yet be done in WotL.
Ahh, WLSDMES.BIN. Just what I was looking for. I see a lot of empty entries between Ramza and everyone else. Can I safely insert new entries here, and these characters will appear right after Ramza in the bio lists? I'm unsure if I'd have to overwrite existing stuff or if this is an exception. I've seen a few posts mentioning deleting some text in order to "fit" other text, can't recall the context, but I assumed that meant there was a finite amount of space for text these files have allocated.
Regarding editing abilities' animations, I take it that the "Weapon Strike" checkbox in Patcher auto forces a character to swing their weapon for animation instead of what's normally used? As in, if I click "Weapon Strike" under Fire III, my character will swing his wand, instead of the lifting arms regular cast motion? If I use this, do I still need to make changes to the Animations Tab, or will this check box alone suffice?
Most custom character tutorials I see involve shifting characters like Simon/Balmafula/Dead Malak to the unused Celia and Ledes, then building a new character on the newly freed upSimon, for example. Why can't I directly build a new job on the unused Celia or Lede?
Regarding editing Ramza's abilities through chapters, are his previous chapter abilities inherited through slot or actual ability. For example, if I wanted to leave chapter 1 Ramza Squire with his original newbie skillset, and he's learned Throw Stone, but I want him to have Crush Punch in place of Throw Stone starting in chapter 2, do I just edit over chapter 2 Ramza's Throw Stone with Crush Punch, and the game will have him auto learned Crush Punch once chapter 2 rolls around? And if I failed to learn Throw Stone before the end of chapter 1, then Crush Punch will still replace it, but it won't yet be learned?
Regarding item editing, the "Rare" tag in FFTPatcher, does this just prevent enemies from equipping these items naturally outside of forced equips (e.g. certain story characters having Knight Swords and Hair Ornaments always equipped)? Is there -anything- else the Rare tag does?
It's good to know regarding the Ramza events that they won't cause significant errors or crashes. I suppose I can deal with how silly it'll look in the few cutscenes compared to the vast amount of time I won't have to look at Ramza's atrocious chap4 clothes during normal gameplay.
Quote4. Those are all evtchr frames, which would need to be edited by hand. There's a brief explanation on how to do so here.
Good to know, probably more work than I'm yet ready for, but nice to know it's possible even in WotL.
Quoteyou can control the level of learned abilities in FFTPatcher.
Quoteabout abilities, like Toshiko said you can edit it on FFTP.
How precisely is this done? The method I was conceiving was globally raising JP required to unlock jobs, then manually assigning each and every enemy that appears in ENTD a "Job Unlocked" to a job with many job requirements to force them to have tons of JP to learn all the prereq jobs' abilities. I'm not even sure that's how it works correctly, and it'd be highly tedious (I can live with that I guess). Is there a way to more quickly just force all enemies to have all jobs and abilities unlocked but keep player's normal?
QuoteIf you equip a Skillset starting from x19 (Guts) to a unit by force via the ENTD, it will automatically know every skill and RSM in that set.
Is this in regards to Primary only, or will this work with Secondary as well? I'm assuming given you said starting from x19 (Guts), it means this little bypass only applies to "special" job skillsets? Like, I can't give a chap1 enemy Squire the Geomancer's skillset as his secondary and have him magically know all Geomancy without doing further copy paste adjustments as you described? Sorry if that's a jumble and difficult to follow, can't figure out a better way to word that.
QuoteI suppose you could hex edit BOOT.BIN if you really wanted to ASM hack the PSP version.
Quotea very nominal amount of ASM hacks that you'll have to apply by hand at best if you edit the PSP version of the game.
I believe, for now, I can accomplish almost everything I want with FFTPatcher, etc. The only thing I really wanted to do with ASM is add extra stages to Midlight's Deep. Like Floors 11-20. I know I can edit actual battles with FFTPatcher, but I assume -adding- floors to Midlight's Deep requires a certain amount of ASM hacking? Is it even currently possible to do in WotL? I believe I recall seeing a PSX patch where someone had a 40 floor Deep Dungeon or the like, but I've no idea if it can yet be done in WotL.
QuoteIn TacText the files you want to edit are WLDMES.BIN (Character Bios 1-4) and WORLD.LZW (Persons).
Ahh, WLSDMES.BIN. Just what I was looking for. I see a lot of empty entries between Ramza and everyone else. Can I safely insert new entries here, and these characters will appear right after Ramza in the bio lists? I'm unsure if I'd have to overwrite existing stuff or if this is an exception. I've seen a few posts mentioning deleting some text in order to "fit" other text, can't recall the context, but I assumed that meant there was a finite amount of space for text these files have allocated.
Regarding editing abilities' animations, I take it that the "Weapon Strike" checkbox in Patcher auto forces a character to swing their weapon for animation instead of what's normally used? As in, if I click "Weapon Strike" under Fire III, my character will swing his wand, instead of the lifting arms regular cast motion? If I use this, do I still need to make changes to the Animations Tab, or will this check box alone suffice?
Most custom character tutorials I see involve shifting characters like Simon/Balmafula/Dead Malak to the unused Celia and Ledes, then building a new character on the newly freed upSimon, for example. Why can't I directly build a new job on the unused Celia or Lede?
Regarding editing Ramza's abilities through chapters, are his previous chapter abilities inherited through slot or actual ability. For example, if I wanted to leave chapter 1 Ramza Squire with his original newbie skillset, and he's learned Throw Stone, but I want him to have Crush Punch in place of Throw Stone starting in chapter 2, do I just edit over chapter 2 Ramza's Throw Stone with Crush Punch, and the game will have him auto learned Crush Punch once chapter 2 rolls around? And if I failed to learn Throw Stone before the end of chapter 1, then Crush Punch will still replace it, but it won't yet be learned?