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FFTPatcher: Which skillsets can be modded w/out crashing?

Started by Donkeyton, January 03, 2010, 11:39:02 am

Donkeyton

Hi all,

I've learned -- though a combination of common sense, trial & error, and reading this board -- that certain skills can't be added to certain skillsets without destabilizing the PSP version of the game. You can't, for instance, add the Squire skill Focus to the Chemist skillset Items without crashing when entering a battle.

I apologize if this exists somewhere, but is there a definitive or working list of which skill sets can be modded and which cannot? For instance, could I add some of Gafgarion's sword skills to Agrias's Holy Sword set? Or could I add Focus to a Monk's skill set, which is not magic-based or item-based?

Basically, I'm trying to figure out the exact source of the bug, and my hypothesis is that "like needs to be with like." In other words, you can't add a non-magic skill to a magic set, or a non-item skill to an item set, etc. My other theory is that you can't have overlapping skills per character. In other words, you can't give someone Focus twice through two different jobs.

philsov

WELCOME TO FFH, WHERE ALL YOUR DREAMS COME TRUE.

The bug is more with skillset type.  Check out the "action menus" tab.  Basically, anything that's <default> will accept most other skills.  However, items abilities will only work within an item skillset (and vice versa) -- the same goes for geomancy, draw out, jump, charge, and throw.  You can make those skillsets <default> and introduce some new skills into them, much like what 1.3 did the Math Skill skillset, but you can't just slap elemental as a <default> (e.g.) an expect those to work.

edit: Yes, Agrias' Holy Sword can take in all manner of other abilities, and Punch Art can take Focus np.
Just another rebel plotting rebellion.

Donkeyton

Awesome, thanks. The action type per skillset seems to confirm my suspicions, which is nice. Glad I was at least on the right track philosophically, if not yet technically.

Also, thank you for not biting the head off this n00b.

Conlius

Action type is true.  However, there are quirks to it.  For example, you can add draw out abilties to normal skillsets without any crashing.  But if you try to add a normal ability to draw out it will crash.

Vanya

That's because Draw Out uses the menu setting Katana Inventory.
You have to change it to the Normal menu setting in  order to add skills to it.
If you don't, the game will look at the table that has the % chance to break a katana and will freak when it goes beyond the end of the table.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kaijyuu

Hrm, quick question about this: can you remove skills from these skillsets without problems? Or do they have to be left as is?

I'd like to get rid of some of the lancer and charge abilities, for example, as there's way too many of them. Plus I can charge more JP for the higher ones without making the jobs ridiculous to master.
  • Modding version: PSX

Vanya

I don't believe there is any problem at all with removing the skills that already exist.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kaijyuu

  • Modding version: PSX

Paheej

I assume this is the same for the PSX version also?  So say I want to change the Calculator class to something similar to the Dark Knight class from PSP.  After changing out the abilities in the Skill Set I also need to change "Arithmeticks -> Default" under "Math Skill" within the Actions Tab?

Vanya

  • Modding version: Other/Unknown
¯\(°_0)/¯

Oberon

I have a question.will the game mess up if i add master teleportation/Teleport 2 to the calculater/Arithmetician? i was going to add that and add jump/move + 3(the one that wasn't avalible) to the bard and dancer. that wont cause problems to the game would it?

Kokojo

I keep leaving, I keep coming back. Boomerang boy.