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/ Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)



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Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
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Aten Offline
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Post: #101
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
(10-20-2010 08:58 PM)tamblackmore Wrote:  Can we use the editor to change jobs in the middle of the game?

Well duh! Ofcourse you can! Wouldn't be much of an editor if you couldn't! Besides, I like to think the main point of this editor IS to change your job mid game.
10-21-2010 12:35 AM
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vsub Offline
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Post: #102
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
I haven't started that game yet(that version)but what will happen when you switch to another job,isn't the license board different with different items for every job?

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10-21-2010 12:43 AM
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Aten Offline
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Post: #103
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
Nope. I just finished playing the whole game (a nice 70 hours) an I was switching jobs at regular intervals. Eg, I started with Knight for Vaan, after a while, I switched him to Samurai and anything that I learned in Knight that was also in Samurai showed as learned in Samurai. I then went and picked up some extra "HP + XXX" licences that were not available in Knight, and then switched back to Knight and kept those HP + increases. You can do the same with skills, weapons, anything.

Using this method, I made, for example, Ashe into a White Mage who can use Bows and I made Vaan a Knight who can use Ninja swords (from the Hunter class). I didn't, however, make a White Mage who can cast Black Magic or a Monk who can cast Curaja, because like someone said, that beats the purpose of playing with jobs.
(This post was last modified: 10-21-2010 01:18 AM by Aten.)
10-21-2010 01:15 AM
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Aten Offline
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Post: #104
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
Ok dudes, I really DONT know what the hell happened, but for some *****ing strange reason, the editor isn't saving the quantity of Gendarme that you have. It HAS the right quantity, it just doesn't SAVE it. I have no clue why because I didn't change anything in the armor lists because IZJS doesn't HAVE any new armor. The only new thing in the Gendarme, and even that isn't new, it just replaced the Escutcheon.

Anyway, since I can't fix it because the code isn't broken, what you can do if you want some gendarme, is use the ORIGINAL Ivalice SE, open your save and go to the armor tab and give yourself some Escutcheon. Since in IZJS escutcheon has been replaced with Gendarme, you'll get Gendarme instead and it will work just fine. (I have already tested it). After that, you can exit original Ivalice SE and use IZJS again.
10-21-2010 01:49 AM
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VaynardX Offline
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Post: #105
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
A noob question, what is the izjs version? I mean what is izjs?

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10-21-2010 12:04 PM
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Bositman Offline
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Post: #106
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
International Zodiac Job System. The japanese version of FFXII had a totally different level up system which was job based

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10-21-2010 12:20 PM
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weisskrutz Offline
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Post: #107
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
ok can someone help me out? i can get everything to work, however, whatever i change on my save like my gil, when I load the save in game, NOTHING CHANGES, everything is still the same as the original save?
10-31-2010 08:17 PM
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fuzzymillipede Offline
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Post: #108
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
(10-31-2010 08:17 PM)weisskrutz Wrote:  ok can someone help me out? i can get everything to work, however, whatever i change on my save like my gil, when I load the save in game, NOTHING CHANGES, everything is still the same as the original save?

Maybe the directory that contains the save file has write access disabled in the file permissions.

FFXED: Final Fantasy X Save Editor
11-06-2010 11:20 PM
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Plague Offline
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Post: #109
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
Many thanks Aten for the save editor! I was able to get to get it working no problems thanks to your instructions ^^.

I've read all the posts up to now and saw that recently you've seen the problem with the gendarme shield. I'm not sure why its doing that, threw me for a while as I thought I had made a mistake!

It is definately the quantity thats being the problem. I was able to use a memory editor and with some trial and error changed the quantity on the shield that way, allowing me to use the shield as normal.

I resaved and out of curiosity checked the editor to see what happened now that I had a "normal" quantity for the shield. The editor was able to see the new quantity, so I assume that means it is reading the correct value at least. I tried changing the quantity with the editor, saving, and reinserting it back into the mem card, but when I loaded the save there was no change from before.

So just sort of confirmed what you said that its not saving the quantity of the Gendarme but seems to have the right value for it. Unless its just reading from an output value that displays the quantity from a value stored somewhere else. Would seem wierd that its just that item though.

If the code for the Escutcheon (from the original editor) does exactly what you want here, can't you just compare the two and see what is different that may be causing the problem? Either way, just replacing the izjs code for the Gendarme with the Escutcheon code should work right? Laugh


On another note, the 4 person party is awesome!
(This post was last modified: 11-07-2010 04:30 AM by Plague.)
11-07-2010 04:24 AM
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Skopin Offline
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Post: #110
RE: Ivalice SE: Final fantasy XII Save Editor (IZJS version OUT NOW!)
Awesome, I have been looking for a IZJS editor. One problem though, the editor still looks for the original NTSC FF12 save file (BASLUS-20963FF1200 instead of BISLPM-66750FF1200). I can bypass the problem by renaming my IZJS file, then editing, and renaming it back to the original before I put it back on my memory card, but it's just something I thought you would be interested in.

Edit: I have one request (not sure if it's possible). Can you add purchased/found technicks and magicks? Basically just a way to acquire them through the editor instead of buying or finding them in chests, and potentially start a fresh game with all of them, so that you only have to obtain the license to use them.
(This post was last modified: 02-04-2011 12:37 AM by Skopin.)
02-04-2011 12:26 AM
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