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How do you create new spells?

Started by Notsoclvr, February 15, 2012, 07:59:23 pm

Notsoclvr

Searching the site, I've found no tutorials on this matter, so I figured I'd ask. How do you create custom spells within the game? I know that changing the looks of the spells and what not requires a Hex Editor, which I'm not going to delve into at the moment. But, I just want a new spell, for the sake of simplicity let's call it 'Magic Missile', that has all it's own damage and status properties (aside from visuals), to be added to a certain class. Is there a tutorial for this on the site that I missed?
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Durbs

I don't think you're talking about the animation from what I understand, so, in that case, you'll want to take a look at FFTPatcher (for editing the move's properties) and FFTactext (for editing the name / descriptions). Take a look at it; it's fairly self-explanatory once you see it, but if you can't figure stuff out come back here. :mrgreen:
  • Modding version: PSX

Notsoclvr

Thanks for the response, yeah it is a little self explainatory once I sort the confusion that is FFTacText out, lol.

However, is there a way to create a spell in FFTPatcher without having to over-write an in game spell?
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Pickle Girl Fanboy

Use one of the blanks.  I'm no longer sure which blanks are actually used, but someone else will come along and tell you.

Notsoclvr

Say I do use one of the ones labeled <Unknown>, do I only have to rename that once in TacText? Or multiple times like you do with custom characters.
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3lric

If you were to use a /useable/ one of the unknowns, then yes you would have to also edit it in FFTactext :P
  • Modding version: PSX

Pickle Girl Fanboy

Use one of the ones labeled <Unknown>, but not the one just above Potion.  And you have to rename the exact same <Unknown> you replace in TacText, which is why you should keep really good notes as to which <Unknown> you change and what you change it into.

Notsoclvr

Sweet deal. Thanks every one. Appreciate it.
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CONMAN

There is already a perfectly good "magic missile" spell effect in the game.  Take the behemoth's "pickaxe" give it range and a spell cast animation.  Take a look at R999's complete spell effect post.
  • Modding version: PSX

Eternal

  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Pickle Girl Fanboy

Quote from: CONMAN on February 16, 2012, 12:57:33 pm
There is already a perfectly good "magic missile" spell effect in the game.  Take the behemoth's "pickaxe" give it range and a spell cast animation.  Take a look at R999's complete spell effect post.

Do you mean Minotaur?

CONMAN

  • Modding version: PSX

Pride

That unknown above Potion really should have the proper label of "Normal Attack" =/
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Glain

I can change the label for the next version but I was hearing conflicting info on that, like it isn't the normal attack and normal attack is ability 0, but it might be the frog's attack or counter or somesuch.
  • Modding version: Other/Unknown

Pickle Girl Fanboy

As long as it's not <Unknown>, it should be fine.  Even the text, "Attack?" is fine, because it conveys the ambiguity of the ability.

But you should know that the <Unknown> above Potion is indeed the attack, since you can reference it as a spell for Items to cast if you want a weapon which has a chance to attack twice.

And, random question for Glain: why does Holy Spear always proc Holy?

Notsoclvr

Quote from: Eternal248 on February 16, 2012, 01:07:45 pm
Or even better- Throw Spirit.


Throw Spirit ended up working great. Looks very... missiley.
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