Users browsing this thread: 1 Guest(s)
15th Character Workaround

04-06-2017, 01:07 PM, (This post was last modified: 04-06-2017, 01:07 PM by DrakeyC.)
#1
Posts: 530
Threads: 4
Thanks Received: 8
Thanks Given: 53
Joined: Jan 2016
Reputation: 4
Status
None
15th Character Workaround
While the 15th Man project works on, I was pondering some manner of workaround to get a 15th party member that is at least mostly workable using what is already in FF6.

Say I do a replica of the Ghost recruitment on the Phantom Train, with General Leo. You revive Leo via a new event and he appears aboard the Falcon, talk to him with an empty slot in the party and he'll join your party like the Ghost. Just like normal guests, the player will be able to use Leo as a playable character but cannot equip him Espers, teach him magic, or change his equipment (so he wouldn't be seen on shop menus anyway, nor the menu equipment screens note what he can equip). If the player changes their party Leo will not be in the party select screen but will reappear aboard the Falcon to be spoken to again.

Would this be do-able and how functional would Leo be?
  Find
Quote  

04-06-2017, 01:19 PM,
#2
Posts: 1,963
Threads: 84
Thanks Received: 153
Thanks Given: 172
Joined: Aug 2009
Reputation: 33
Status
Nattak\'d
RE: 15th Character Workaround
It's highly doable, I'd say check out this video here to get an idea of some trials and tribulations with it:
https://www.youtube.com/watch?v=xcOQEjkqtG8

It sounds like your aware of most of this though. Besides this, there are little things like needing to update the unequip NPC to include his character ID, and other event related issues that might come up, where they do not program any character to be on the screen higher than Umaro (0D). That's the only things that come to my mind atm. The main issues are with him in the Colosseum and I think the final battle roster list, but referencing Hatzen's Guest Adder patch code can probably help solve those issues.


We are born, live, die and then do the same thing over again.
Quote  

04-06-2017, 01:58 PM, (This post was last modified: 04-06-2017, 02:04 PM by DrakeyC.)
#3
Posts: 530
Threads: 4
Thanks Received: 8
Thanks Given: 53
Joined: Jan 2016
Reputation: 4
Status
None
RE: 15th Character Workaround
Oh, they wouldn't be unequipped, I'd keep them unable to have their equipment changed. My idea for the General Leo revival would use the Phoenix magicite, so it'd be pretty late into the World of Ruin and I'd be comfortable giving him top-tier equipment to be useful into the end game, as he won't be acquired early enough to be overpowered. EDIT - That is to presume, if I add Leo to the party using my intended method, he'll stay unable to have his equipment changed?

I'll look into the Guest Adder patch, thanks. I've no intent to make Banon playable too though, just Leo. Guess I'll have to test how that affects things.
  Find
Quote  

04-06-2017, 02:55 PM,
#4
Posts: 23
Threads: 5
Thanks Received: 5
Thanks Given: 10
Joined: Feb 2017
Reputation: 2
Status
None
RE: 15th Character Workaround
I'm actually using the guest adder patch to make UMARO an unequippable guest. (He practically is anyway.) I'm then placing Leo into Umaro's slot. I will then probably use the MMMMMMMMagic patch to give him an equippable esper and spell list, but I may still choose to just give him Gau's magic list, since Gau has full access to Magic through his Rages.
  Find
Quote  

04-07-2017, 05:20 AM, (This post was last modified: 04-07-2017, 05:22 AM by Madsiur.)
#5
Posts: 2,907
Threads: 196
Thanks Received: 369
Thanks Given: 94
Joined: Oct 2011
Reputation: 47
Status
Tissue-aware
RE: 15th Character Workaround
Some restrictions:
  • OAM Data! (Shops and Save menus)
  • Equipment
  • Colosseum functionality
  • Portrait
  • actor name in dialogues

See 15th Man Project!


[Image: xM84KsQ.png]
Quote  

04-07-2017, 05:35 PM,
#6
Posts: 530
Threads: 4
Thanks Received: 8
Thanks Given: 53
Joined: Jan 2016
Reputation: 4
Status
None
RE: 15th Character Workaround
(04-07-2017, 05:20 AM)Madsiur Wrote: Some restrictions:
  • OAM Data! (Shops and Save menus)
  • Equipment
  • Colosseum functionality
  • Portrait
  • actor name in dialogues

See 15th Man Project!

Well, which how I intend to do things, I think only the Colosseum will be a problem. My intent is basically to just have a permanent Guest character on the airship that can be spoken to to join the party - no changing equipment (and thus no need to appear in shop menus), will already have a portrait. will have a static name you can't change (though I wonder how the Rename card will work on them). They might not look right on the save screen but I can live with that.
  Find
Quote  

04-18-2017, 09:16 AM,
#7
Posts: 530
Threads: 4
Thanks Received: 8
Thanks Given: 53
Joined: Jan 2016
Reputation: 4
Status
None
RE: 15th Character Workaround
Made an initial effort today. Didn't work out but I'm by no means giving up, this was just a first try.

Added a Leo to the airship, talk to him to initiate a new dialogue event - if you have an empty slot in the party, Leo will join your team. Leo came into the party named "KEFKA," used the Ghost's portrait and field sprite, and in battle looked like the Imp. I took him to the Coliseum, seemed to work fine - I can't confirm what happens when he wins a fight because of the next problem.

In the menu Leo is Level 43, has some 2000 HP and 350 MP. However, in battle he has only 600-ish HP. Furthermore, it seems that any status ailments or damage he takes does not register - I took him into a fight, he took damage, after the fight his HP was still 2000 and full - enter another battle, he's properly damaged.

I'm confident the sprite/portrait stuff can be solved simply on my own, but yeah, that battle quirk was not expected.
  Find
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)

Theme by Madsiur2017Custom Graphics by JamesWhite