Moogles restrictions - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Moogles restrictions (/thread-1605.html) |
Moogles restrictions - ppml - 04-23-2012 you can change the restriction of equiped and esper of the moogles? RE: Moogles restrictions - madsiur - 04-23-2012 (04-23-2012, 06:27 PM)ppml Wrote: you can change the restriction of equiped and esper of the moogles? You can change the initial equipment of the moogles with FF3usME but as for equipping or de-equipping the in game or equip espers, you need to do it through ASM hacking. Any actors above $0B can't equip espers and any actor above $0C can't be de-equipped/re-equipped in game except Banon who can only be de-equipped once if I'm right. Moogles except Mog (actor $0A) are actors $12 to $1A so those restriction apply to them as well. But yes, you could change that although I don't have the exact code to change. I believe the concerned routines could be in bank C3 or maybe C2. Edit: I found this about the equipment: Code: C3/1E6E: C90D CMP #$0D (Umaro or higher?) (NOTE: NOP these two out to let anyone be equippable) 2nd Edit: I found something about magic which is tied to espers because esper let you learn magic. I don't know if changing that LDA #$0C to something higher would automatically make the subsequents characters be able to access the skill and esper menu. You could also NOP it and NOP the Gogo and Umaro branching to see the result... Code: Determine if a character actually knows magic |