Configuration
Configuration
There are several configurable options which are all loaded from the {game}/x64/scripts/config/TheInsurgentsLearnableFoecraftConfig.lua file when opening the game.
This configuration file can be modified via any text editor. The following configuration is the default and equivalent to not having a learnable action at all:
Below is a list of all configurable options and what they are used for:
Status Effects
The status effects that prevent a party member from learning an action.
For example: If the status effects Sleep (4), Blind (7), and Berserk (27) should prevent a party member from finding an item, the parameter statusEffects would be set to the following:
local statusEffects = {4, 7, 27}Dialog Identifier
The dialog of the combat log that will be shown when an action is learned.
As this is an entirely new dialog, it needs to be added to the game first by doing the following:
Follow the setup instructions of The Insurgent's Workshop.
Extract the
ps2data/image/ff12/test_battle/us/binaryfile/battle_pack.binfile via the VBF Browser (usdirectory differs depending on your game language).Paste it into the
The Insurgent's Workshop/files/sourcedirectory while keeping its directory structure intact (files/source/ps2data/.../binaryfile/battle_pack.bin).Run
The Insurgent's Workshop.exe.Select option
1. Unpack Packages.Delete all files in the
files/source/directory except.../battle_pack.bin.dir/section_002.bin.Select option
3. Unpack Files.Add a new dialog to the
.../battle_pack.bin.dir/section_002.txtfile. For example:
{dialog 102, arg0type=7, arg1type=1, flags1=128}
Learned {rgb:50,122,118}{arg:0,0,0}{rgb:128,128,128} from {rgb:128,95,26}{arg:1,0,0}{rgb:128,128,128}!
{/dialog}Feel free to change the text, but there is no point in modifying the arguments as their types and purpose is hardcoded into the script anyway. Argument 0 is the learned action (e.g. Cure) while argument 1 is the foe which cast it (e.g. Giza Rabbit).
Select option
4. Pack Files.Create an archive (.7z, .zip, .rar etc.) out of the
ps2datadirectory insidefiles/newpackand install it (e.g. Vortex).Set the dialog identifier of the configuration file to the one you added in step 8 (e.g.
102).
Augment Identifier
Only party members with a specific augment have a chance to learn an action. This augment can either be acquired by unlocking a license node, using an equipment that grants it, or by default for a party member.
Sound Effect Identifier
The sound effect that will be played when an action has successfully been learned.
A value of -1 equals no sound effect.
Learnables
The learnable actions of all foes. A foe is defined by its bestiary identifier and can have infinite learnable actions.
Every action in the game has a required content which is usually acquired through shops, treasures, and so on. A party member is only able to cast an action if the player has its required content in their inventory (licenses aside). The required content of every action is defined in Battlepack -> Section 14 and can be modified with either The Insurgent's Toolkit or The Insurgent's Workshop.
Learning an action will add the configured content to the player's inventory, which should of course equal the required content of the action the party is supposed to learn and therefore unlock its usage.
Each action has its own learn chance and can only be learned once from a foe, but also only if its required content was not acquired otherwise (e.g. shop, treasure, etc.).
Every party member has their own chance of learning an action, but once its learned, every party member with the required license node can use it. The more party member's have the required augment, the higher the chance of course to learn the action.
A party member can only have a chance to learn an action from a foe if it is in their visible range. So if a party member is on the other side of the map, while another is in battle with a foe that uses a learnable action, only the one that actually sees the foe will have a chance to learn it.
Notes
Parameters are processed from top-left to bottom-right, which defines their priority. For example:
If a foe is listed more than once, only the last one will actually have an effect.
If an action is listed more than once for a foe, only the first one will actually have an effect.
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