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The Insurgent's Toolkit
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      • 0 : Weapon Stances
      • 3 : MP Regeneration
      • 5 : Equipment Categories
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      • 57 : Bazaar Goods
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      • 59/60 : Story Point Additions
      • 68 : Location Movement Behaviour?
      • 69 : Movies
    • ARD Editor
      • 1 : Models
      • 2 : Classes
      • 3 : AI Scripts
      • 4 : Units
      • 7/8 : Default/Additive Stats
      • 9 : Special Action Animations
    • EBP Editor
      • 0 : Script Source Data
      • 4 : Navigation Icons
      • 12 : NPC Models
      • 16 : Foe Spawn Positions
    • MRP Editor
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  • Changelogs
    • Version 1.9.0
    • Version 1.8.0
    • Version 1.7.0
    • Version 1.6.0
    • Version 1.5.0
    • Version 1.4.0
    • Version 1.3.0
    • Version 1.2.0
    • Version 1.1.0
    • Version 1.0.0
  • Known Issues
  • FAQ
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  • Usage
  • Save Changes
  • Notes
  1. Features

EBP Editor

View, modify and export the currently loaded .ebp file in memory.

Sections

An ebp consists of multiple different sections which all hold information about a single location.

Usage

  1. Enter the location you want to edit (e.g. Rabanastre / Southgate).

  2. Decide what you want to edit (e.g. Treasures).

  3. Click on the according checkbox to expand the group (e.g. 0 : Script Source Data).

  4. Edit everything to your liking.

You can navigate through the list of entries by modifying the Identifier.

Save Changes

  1. Search for your current location in the location spreadsheet from Resources.

  2. Note the name of the ebp file it uses (e.g. sav_a01.ebp).

  3. Create the following directory structure based on the file name: ps2data\plan_master\us\plan_map\sav_a\sav_a01\global\sav_a01.ebp.dir.

  4. Click on the checkbox of Export Section To File to expand the group.

  5. Click on the value field of Section Identifier to open its drop-down list.

  6. Select a section in the drop-down list (e.g. 0 : Script Source Data).

  7. Click on the checkbox of Execute Script to run the script.

  8. Navigate into the directory from step 3: sav_a01.ebp.dir\...

  9. Confirm your choice by selecting save.

Repeat steps 3-9 if you wish to export another section. Once you are done, create an archive (.7z, .zip, .rar etc.) out of the root directory (ps2data) and install it (e.g. Vortex).

Language Directory Name

The name of the language directory created in step 3 needs to be adjusted according to one of the following, depending on the language you are playing with:

Abbrevation
Language

ch

Traditional Chinese

cn

Simplified Chinese

de

German

es

Spanish

fr

French

in

Japanese

it

Italian

kr

Korean

us

English

Notes

Since there is only one .ebp file loaded in memory at a time, switching your current location will result in it being overwritten by another .ebp file. Therefore, if you intent on keeping any of your changes, make sure to export them before.

Since this editor works with the currently loaded .ebp file in memory, all changes applied to the it via mods will already be present. Hence why you can simply export your changes, install it as a mod, and continue working where you left of the last time. However, this means that you have to be very mindful with which mods you have active while working on yours as otherwise you will unknowingly work on top of the changes of other mods.

The Free Teleport option can come in handy when trying to reach the location you want to edit.

For a detailed list of all the information available in this editor, you can view the spreadsheet in Resources.

Previous9 : Special Action AnimationsNext0 : Script Source Data

Last updated 3 years ago

This editor works as an alternative to the which you would usually use to make any changes to an ebp as it is much more powerful. However, if you only want to make some tiny changes here and there and immediately see what effect they have, this editor can also come in handy.

Loading the exported files of this editor require the to be installed.

VM Script De/Compiler
FF12 External File Loader