Icemephit

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About Icemephit

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  1. Sorry for the confusion, I just wanted to play around with some of the ability availability between characters without resorting to the sage stone. Like getting might amp on bartz or something, and changing what abilities a job learns works well enough for that if I ever want to try something crazy. I just like tinkering with things a little bit when it's within my ability. One other small question, is it intended that x-item doesn't allow weapon swapping in combat compared to the normal item command? I'm guessing you had to hard lock every item you didn't want abused or breaking the game and the lack of swapping is a side effect.
  2. Similar question, but would you happen to remember where you moved the ability data? or perhaps just its format? The original game had a list of 2 bytes abp 1 byte ability id listed per job in order, does the system you implemented have a similar list? Was wondering if I could use some of the unchanged abilities like learning and blue with their corresponding id's to find the new ability location.
  3. Hey great mod, this is probably the most extensive romhack I've ever seen before. I was wondering though, would it be possible to change a characters job list with a hex editor? I have this weird vision of Bartz as a traveling sage but the min-maxer in me would want him to have summoner for a full strength ultima. I realize the sage stone is an option but if the job list is something I could toy with I think it would be fun, messing with character/job stats is simple enough but I'm not sure how the actual allowed job list is handled. Out of curiosity, was the permanent age thing accomplished with an on battle start script?
  4. Feedback and Suggestions

    Oops, must have missed seeing that somehow; guess i don't scroll to the top of the screen enough
  5. Feedback and Suggestions

    Any luck with the weapon location? I don't want to bother you too much but I'm terrible when it comes to finding things.
  6. Feedback and Suggestions

    So if I understand you right, in order to add a weapon type to a particular class I need to go to every entry of every weapon of said type and mark them as belonging to said classes set? If that's the case would you remember offhand the address where crossbows start? (assuming they are all together that it)
  7. Feedback and Suggestions

    Thanks for the info before, I've always liked my generic units to be borderline with unique ones and the rt change let me do that. Out of curiosity, if I wanted to change what weapons a class had access to what would I need to change? I'm guessing it's ether in the class data itself or attached to each weapon?
  8. Feedback and Suggestions

    Could you by any chance point me to the hex address of the generic base stats in the 03E8.bin file? I wanted to try tweaking a few things (namely playing around with base RT a bit) but I'm finding myself a little lost.