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Final Fantasy VI: Restored Ability Names

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I think I may have found a solution - if I expand the ROM with FF3usME and use the monster battle scripts hack to move them elsewhere, then apply restored ability names patch, it seems like everything is functioning as it should.

The monster battle scripts need to be backed up and then imported but it seems to be working properly. I haven't had time in the last few days to test more than a tiny bit, but at least the Marshal isn't Meteor-ing my party to death anymore!
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RE: Final Fantasy VI: Restored Ability Names - by DFireX2 - 10-31-2011, 07:09 PM
RE: Final Fantasy VI: Restored Ability Names - by DrMeat - 05-29-2014, 09:27 PM

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