@ploppo: You can right-click on files in the Unity Assets Viewer to export files and import them back.
The files exported appear in a folder "HadesWorkshopAssets" in your FF9 game directory. To import a file, you must put the new file in that "HadesWorkshopAssets" folder (in a sub-directory actually) exactly at the same place and exactly with the same name as when the file is exported.
@ToraCarol: I think that you didn't get it. Once you have linked Seiken abilities and Summon abilities, it frees space for other commands. Once you have done that, you can add up to 12 spells in another command without being told that there's no space.
About Blank's sword... It's strange but I got it!
So actually, "set character[MODEL_OFF] =$ 65535L" hides weapons only for the enemies (it might be that they have weapons meshes but I don't think so, so it's useless) and not for the party characters.
"set character[PRESENCE_OFF] =$ 1" hides weapons (as well as other stuff ; the character doesn't seem to even exist when its presence is off) but it is called a bit later, just before the ATB appears and the battle starts.
Conclusion: Dagger's weapon also appears mid-air before the battle starts. I just checked it on a youtube video and, indeed, there is a very small window during which you can clearly see her weapon...
So, I think that it's another bug of the Steam version. In the "btl_mot::HideMesh" and "btl_mot::ShowMesh", there is a "if" line that is wrong:
if (mesh == 65535 && btl.bi.player == 0) ...
I think that it should be "!= 0" instead: it was meant to take care of weapons only if the character is a team member and not the opposite.
You may fix the bug in this particular battle by adding another PRESENCE_OFF line together with the shadow/model hiding (still keep the PRESENCE_OFF lines that are below):
if ( #VAR_GlobUInt16_28 ) {
set VAR_GlobUInt8_46++
set VAR_GlobUInt16_28[MODEL_OFF] =$ 65535L
set VAR_GlobUInt16_28[SHADOW] =$ 0
set VAR_GlobUInt16_28[PRESENCE_OFF] =$ 1
set VAR_GlobUInt16_42[MODEL_OFF] =$ 65535L
set VAR_GlobUInt16_42[SHADOW] =$ 0
set VAR_GlobUInt16_42[PRESENCE_OFF] =$ 1
}
Unless I'm mistaken, it should not crash the game
About giving trance to someone else, I'll make a few tests but it may be possible to actually do it now with dnSpy/Albeoris's Memoria. Of course, unless you import another model, the trance appearance will be roughly the same as the normal state.
I don't guarantee anything though ^^'