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Started by Lydyn, May 28, 2008, 05:39:55 pm
Quote from: "Asmo X"The monster one isn't perfect. The monster will also have access to the job wheel (and a level 0 chemist) which is laden with glitches. I think that setting the chemist requirement to lvl 1 or 2 squire will stop you from being able to change jobs but still. Kind of sucks. You can also adjust the items/RSM of the monster when they are in your party which is very non-monster. Worker 8 is great though. You can force anything on him and he will retain it when he joins your party. He will also have the monsters' inability to mess about with items/RSM/Secondaries. I would like to find out what allows him to use a "normal" skillset while keeping those monster properties. It really is the best solution to all of this.Edit: Also, that transparent trick doesn't work. It's been tested.
Quote from: "LastingDawn"What's the transparent issue? When you act it fades off anyhow.I know you can make it invulnerable to attack as well, so it stays fair to both the AI and Player.
QuoteGeneric Special Jobs (enemy only): In each special job, any job for that matter, you always have the option to put a M.Portrait, and M.Graphic.... well on human units this doesnt seem to do anything, however, in ENTD editor if you make a unit have 82 "monster" selected as the sprite type and then Set the job that you have an assigned M.Portrait for, it will look like whatever sprite you assigned. Example: you want to use ramza's Chapter 4 job making it look like a generic male monk. make sure the jobs m portrait it set to '68' in ENTD editor make the unit's sprite set to Monster make the job set to squire (ramza Chapter 4) instead of looking like ramza chapter 4 it will look like a generic male monk.
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