Hey, all!
Just joined as I've gotten back into playing FF after many years away from it. Forgive me if this is a really stupid question that has been handled by some mod or something but: is there anyway to have a custom hero progress through the game by "leveling up" the character via training the same way you do to the in-game heroes? Like, you create the hero file with all of the eventual powers and abilities that the custom will have and then when you start playing him in the game he doesn't have all of those powers, you have to train him up the same way you do an in-game character?
I found this in the archives forum.
QuoteYou can't edit custom characters with FFEdit and custom characters do not have tiered powers. If you want tiered powers and the normal power level progression that the built-in characters have, create the character as a built-in character with FFedit...... EasyHero at Alex' Freedom Fortress can help add a custom hero as a built-in character in FF and M25 has a tool for that task for FFvT3R.
And a tutorial for adding characters as built in here ---> http://frworld.wikispaces.com/Adding+a+character+to+the+game+via+the+editor (http://frworld.wikispaces.com/Adding+a+character+to+the+game+via+the+editor)
Cool, man! Thanks, that's just what I was looking for. Pity that the game designers didn't foresee that this is the best way to have custom characters in the normal game.
That being said, it looks like this method replaces some in-game hero with your custom hero in order to work. It would be cool if you didn't have to do that.
I suppose one could just use a custom hero and then keep track of how many CP he won on a mission and then just make a new version of that custom hero that reflects the CP gain from the previous mission, as if you were "training" him, and then acquire him on the team by using the prestige point cheat to give yourself enough prestige to get the new version of your custom hero on the team. If that makes any sense.
Quote from: UltraSuperGuy on March 15, 2014, 09:21:25 AM
That being said, it looks like this method replaces some in-game hero with your custom hero in order to work. It would be cool if you didn't have to do that.
I haven't actually tried it, but i don't think the method (in the tutorial) actually replaces the in-game heroes. It just uses them as sort of templates. There should be an option to make a copy of the built in character via FFEdit, so you won't have to worry about overwriting the original built in/in-game heroes.
To echo what Murdock said, you can copy the Template instead of replacing it. The tutorial does mention changing the name of the Template, then the Character name. Best practice is to always Copy, then Rename something when creating custom things within FFEdit to ensure you don't lose anything. Every tab (Characters, Powers, Attributes, etc.) has the option at the bottom of the tab to Copy and Rename.
Keep us posted on your progress and let us know if you have any more questions. Good luck.
Thanks, guys. It all sounds a bit complicated to do this, but I suppose it could only ever be complicated.
Doesn't Alex's Hero Tool allow for transfer of Custom Character to Built-in in Freedom Force?
You're right, Spyder. I forgot about the function as I've only used it when I was working on my mod.
UltraSuperGuy, once you open your hero file in the EZHero tool, you would click on Send to Dat. This will add your hero to the Characters data file. You want to check the settings on the pop up after you click on the Send to Dat button, especially the directory of your Dat files. Another thing you may need to change is the Prefix for Powers in DAT section, as it defaults to the two letter prefix for the current voice you have chosen for the character.