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Thankfully the Location Trigger data is in nice easy to manipulate chunks of 5.
Unfortunately everything else dealing with NPC's and events are not.
Though if I may ask, what design are you currently going for in the Trigger Editor? I know a slight bit about programming, maybe I can help in some way.
Though now the difficulty for PinkPuff is in how to make this all work in the FF4kster editor without becoming a mess.
For something on-topic, some of the equip displays in the editor seem to be off. Index 0 shows it equipped by no one, for example (it's what the Cursed ring uses, so it should be everyone).
Statuses are similar, the Heal potion is shown not healing a lot of statuses it does (and healing ones it doesn't).
Edit: You can turn off zombie race resistance in the armor editor, either.
However this is such a great piece of work! Can't wait to see what you have in store next!
Thanks! Next I'm thinking... triggers/treasures? But first I must research the details.2 : Reading over some of JCE's old notes there are a lot more targeting options than the editor shows. Are these going to be included later? I for one would love a few of these random choice ones and the "type" targeting, reminds me of Dragon Warrior games in that vein.
That was some fast debugging! In any case the start up menu seems to work much better now, as in, it works. I changed Cecil to Rydia successfully, but in that it curiously enough will read Rydia's Level Up Chart when she gains a level. But the actor swapping works very well in that regard. You just have to remember that it's looking at that character's original table, but that might be because I changed the class to Caller rather than Dark Knight, perhaps implying that Levels are linked to Job rather than Actor? Class Changes from that menu also work properly. Stat changes, initial exp and TNL are also working great now.
As for other little things. The game is still looking at some stat chart somewhere for initial HP/MP for instance if you change Cecil's HP to 150, per se he'll still start with 200, but it will be 200/150. The same applies to MP. I guess a trick for that might just be to have an instant HP/MP restore when they join your party to right their HP/MP stats.

