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Quote from: Daximus on August 09, 2025, 01:29:37 pmOn another note, I just finished a random encounter and had a "Warning" pop up with Mustadio asking if the world could be even be saved by humans. Any notes on what that is for or leads to? Didn't see any new map locations.
Quote from: Ethereal Embrace on August 04, 2025, 11:08:42 pmUpdate: I was able to give monsters new skills like giving Lamia Alchemy skills! And it works... but the animation doesn't like it. The Lamia will disappear during the duration of the move. Sadly, I'm no good with modding sprites, so it might be curtains for that idea.This might be possible with what you currently have. You may just have to make new spells that are copies of alchemy spells but instead you need to copy the unit animation settings from lamia spells (i.e. Twister) and manually enter them into the copied alchemy spell. No sprite editing necessary. Lots of unique abilities by advanced jobs have special animations that don't mix well when performed by different races. Most of the time if it's not a compatible animation the game freaks out and just doesn't know what to do. In my experience with romhacking FFTA1, incompatible animations sometimes hard lock or crash your game.
[something about clan privileges]
Quote from: MechaHeart on August 04, 2025, 10:12:50 pmThanks for making this, Rurusachi! I've been having some fun with it. I figured out how to load Shrike's patch to make my own edits, and it's been a little slapdash, but I've had success.What you are asking for shouldn't be necessary for what you need it for. As I understand it, you only need to go to an ability's learning tab, and then set the ability that you learn when you're struck from it. It's similar in Lennart's ability editor, where you have to manually choose what ability is learned. I believe that 'locked' checkmark is just a convenience courtesy of Rurusachi, as it's one less thing you have to remember to check/uncheck as you're editing blue magic.
One question would be, could you make the "Learnable by Blue Magick" box to be able to be checked? I can appreciate the problems it could cause, so maybe have a lock somewhere to unlock the feature? What I'm trying to do is to make one Blue Mage learn from another, so all I really have to do is train one Blue Mage properly, and then she can teach the others. A little gimmicky, I know, but a huge timesaver.
Thanks once again!
Quote from: Arimala on August 28, 2024, 10:40:07 amNot sure if this is a known bug or not, I couldn't find anything on it. When I edit the UnitNames file in the Resources Zip folder it breaks FFTPatcher so that I cannot even open it. If I revert the changes its fine.
I only change 2 entries: 113 and 114 (also tried 128 and 129 when those didn't work). These are the changes.. they worked just fine in older versions of FFTPatcher<n id="113"/>Drycha</n>
Not a big deal, only 2 names I use like once or twice. All the other Resources I edited worked though.
<n id="114"/>Sentinel</n>
<n id="113">Drycha</n>
<n id="114">Sentinel</n>
Quote from: pontifficator on September 18, 2024, 04:41:48 pmThis is probably a dumb question, but I'm curious if anyone has any info on the various forks of FFT Patcher on Github? One thing I noticed is at least one of them (gtlittlewing) is only one commit behind the main one and the notes mention an ASM persistence feature for the ISO's which sounds useful. It also has a few more ASM spreadsheets vs the main one (Glain).
I tried downloading the fork I mentioned to test it out, however I have no idea how you actually build it to try out the persistence feature. The latest package is a few years ago and the persistence is only a few months old.
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