• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
June 14, 2025, 04:25:55 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


FFA2 enemy abilities

Started by maroon, November 22, 2024, 03:09:01 am

maroon

can i add enemy abilities in Equipment editor
  • Modding version: Other/Unknown

vangstampede

You can, but that alone isn't enough to make that ability usable.

To answer your question (adding enemy abilities to Equipment Editor):
1. Look for the ability's code in Lennart's data (you need Lennart's Ability Editor anyway)
2. Copy the ability (for the sake of example, 0285 dark, remove the | )
3. Open the abilities.txt in the equipment folder
4. Add the code into the txt file, and edit it (0285 dark becomes 0x285 dark)
5. Edit the number at the top accordingly (if you add 2 abilities, then add 2 to that number). Then save the txt file.
6. Open Nightmare and then add the new abilities to the equipments and which jobs you want in the Equipment Editor.
7. Apply the changes (you have to do this per equipment). Then, save the modded ROM.

Next, making that ability usable by the race you want. Let's say you want Hume to be able to learn Dark.
1. Open Lennart's Ability Editor.
2. Decide which Hume ability you want to be replaced with Dark. Let's say you don't want Soldier's Gauge anymore.
3. Look at the AP slot of Gauge. Take note of the hex (B5). Then, empty the code (both Hume and B5 become 00).
4. Add Hume and B5 to Dark's AP slot.
5. Save the modded ROM.

Lastly, editing the job you want to be able to learn Dark. Let's say it's Hume's Ninja.
1. Open Desgeretjin's Text Editor.
2. Open the Command List Editor tab.
3. Delete Gauge from Arts of War's list.
4. Open Dark Magick's command list. Take note of the numbers below Max Ap (in Dark's case, 7 00 00 00 FF FF FF 00 00).
5. Open Ninjutsu's command list.
6. Click "Add new ability". Then, change the newly-added ability to Dark.
7. Enter the string of numbers below Max AP (7 00 00 00 FF FF FF 00 00).
8. Enter the value of Max AP. If you want Ninja to need 100 AP to learn Dark, then enter "a" without quotation marks as Max AP's value.
9. Save the modded ROM.

That's how I do it. CMIIW
  • Modding version: Other/Unknown

maroon

if i want to add passive abilities like pugilist or archmage how can i add max AP
  • Modding version: Other/Unknown

SoloCross

IIRC there are no restrictions to learning passive and reaction abilities as long as you properly assign them to gear along with a job to learn them.
  • Modding version: Other/Unknown

maroon

do you know index(hex) for AP slot abilities
  • Modding version: Other/Unknown

vangstampede

November 25, 2024, 07:35:10 pm #5 Last Edit: November 26, 2024, 01:37:08 am by vangstampede
Quote from: maroon on November 25, 2024, 08:18:23 amdo you know index(hex) for AP slot abilities

Those are stored in the ROM so you'll have to check one-by-one using Lennart's Ability Editor.

You can't make new values btw, you have to use values already in the game. Which is why in my post Dark is replacing Gauge.

Unless I'm misunderstanding your question?
  • Modding version: Other/Unknown

maroon

when i enter unknown number it become 70 is normal or not
  • Modding version: Other/Unknown

vangstampede

Quote from: maroon on November 29, 2024, 12:04:14 amwhen i enter unknown number it become 70 is normal or not

Sorry for late reply. The answer to your question is in this post. I'll quote it:

"That's just a visual bug. As long as you entered the value correctly it should work properly, even though it shows the digits reversed. Just make sure you input a 0 as the first digit, e.g. 0A instead of just A."
  • Modding version: Other/Unknown