help with spell damage

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Oooh.

I thought that was it :p. I do know what an OR combination is in math... but wasn't sure whether it applied in this instance, and definitely did not know that an OR combination in binary is the sum of the two... damn humanity major.

Thank you dziugo... I'm sure it must've been a lot of work figuring all that out.

-comet2

edit: dzuigo-->dziugo
least I can do to express gratification is to spell your name correctly  :-P
 
(no computer science background at all :( )
Wow.  I don't have any background etiher, but I can't even do what you did...that's amazing for one with no experience...
 
Magimaster-lol, it's really easy, once you get the hang of it...


I'd like to express great thanks to those who helped me-especially dziugo!!! I cannot thank you enough.

Through further use of the knowledge I've gained, I also created the best healing spell possible... (within bounds, that is-no forever peerless, no invincibility etc)

I really liked the spell 'ultima.' However, at the beginning, it was set up as an enemy attack-all spell with no statuses, and the camera panning out to the enemy in the end. I really wanted to be able to have a healing spell using ultima's sounds and graphics.-especially since it has a green glow that, if you squint just a little bit, could be said to be a glow of health, rather than a glow of doom.

To do this, I had to fix the following:
1. MP cost. initially 130... since after all, this will be the 'ultimate' healing/buff spell, I want this to be 255.
2. change the camera angle-set it to focus on the players instead.
3. change attack attributes-before change, when the player selected ultima, the pointer automatically was set as 'all opponents.' I had to somehow fix this so that it would automatically point to all allies (not just for aesthetic reasons... by changing the auto target, I could have my characters use sneak attack on this spell)
4. Make it so that restore 'applies' to the character (make it in and of itself a restorative spell)
5. give it the ability to heal HP... I didn't want it to heal MP as well, since it already uses MP to cast it... something that uses a resource to create more of the same resource? not likely...
6. give it 100% chance to apply whatever buffs I'm going to give
7. set its buffs-haste, regen, barrier, mbarrier, death force, resist, lucky girl
8. finally, set its element as 'restorative.' any other elements caused the spell to deal damage instead.

and it worked!

Final spell list:
comet"3"
1. casting cost 255
2. camera position from 'Ultima' (original one where it closes on the character casting the spell in 3 directions then pans out on the enemy)
3. strength level of 65 (KotR 80)-this is still enough to reach 9999 dmg @ level 99, mag 255, full hero drinks, level 5 mp turbo, even with quad magic attached
4. 100% chance of inflicting death, sleep, poison, confusion, silencee, slow, stop, frog, small, petrify, paralyzed, darkness, DUAL (drain HP like poison) each of 6 hits
5. attacks 6 times
6. ignores opp. defense
7. can be quad magic-ed

Hultima
1. casting cost 255
2. camera position like normal healing spells
3. initial targeting to players-can be sneak attacked
4. fully heal
5. 100% chance of giving haste, regen, barrier, mbarrier, death force, resist, lucky girl
6. and looks cooler than any healing spell

Now, I want to enjoy the fruits of this labor by going through the game (finally). I actually only began playing this summer, and have not yet gone through the whole game yet, heh.

Once I go through the game, I might return and work on a 'guide to memory editing'... since I'd imagine a lot of people would like to do this too...

Or maybe I'm just being too forward. Oh well. Thank you!

-comet2
 
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.... now THAT is kickass.  Damn, man, you make this stuff look easy.  You some kind of genius or something?
 
Wow!  Hultima sounds awesome!  I should try out some game tweaking sometime!
 
P.S., steven, this is all memory editing... What I'm doing is figuring out the memory addresses for which my particular version of ff7 (original install (not v1.2) and chocobo patch) saves the data for all the different spells. I'm not altering the actual data itself. Any addresses that I find might be different for your version... However, the 'patterns' of the data will be the same everywhere.  I can tell you how I did it, later on.
Oh. :( I just ws hopping for a easy way for me to try that for my game. I allways thought comet was a good spell, but by the time I could have gotten comet 2 I allready had KoTR
 
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I allways thought comet was a good spell, but by the time I could have gotten comet 2 I allready had RoTR
RoTR? I assume you mean KoTR, but whatever.

And you must really not use Comet materia...at all. You get it in the Forgotten Capital on disc one's end/disc two's beginning... Assuming you kept it on one active character through disc two, you'd probably get the vast majority of AP for an upgraded Comet materia by the time you get off the second disc.

Also, Comet2 sucks by itself anyway.
 
I allways thought comet was a good spell, but by the time I could have gotten comet 2 I allready had RoTR
RoTR? I assume you mean KoTR, but whatever.

And you must really not use Comet materia...at all. You get it in the Forgotten Capital on disc one's end/disc two's beginning... Assuming you kept it on one active character through disc two, you'd probably get the vast majority of AP for an upgraded Comet materia by the time you get off the second disc.

Also, Comet2 sucks by itself anyway.

stupit typo :P

By the time I get the comet materia I allready have 2 (or was it 3 it been to long since I plaed that far) e skill materia a lot of command materia and a few all materia conected to anything I could find usefull so space to place materia is not that easy
 
By the time I get the comet materia I allready have 2 (or was it 3 it been to long since I plaed that far) e skill materia a lot of command materia and a few all materia conected to anything I could find usefull so space to place materia is not that easy
Um, yeah.  Pretty much every command materia sucks but E. skill, I'd much rather use comet than Throw, Manipulate, Morph etc.  When certain E.Skills or items are needed I temporarily equip morph or manipulate but otherwise I only equip E. Skill and Steal, and who uses Deathblow anyway?
 
(...)I'd much rather use comet than Throw, Manipulate, Morph etc. When certain E.Skills or items are needed I temporarily equip morph or manipulate but otherwise I only equip E. Skill and Steal(...)
Throw, I'll admit, is probably much less bang for its buck, literally. Chances are you won't be throwing valuable items (if you even can in this game...shows how much I use Throw :-P) and the items worth throwing are generally expensive. Manipulate, on the whole, is really only useful when looking for pesky Enemy Skills, since the majority of enemies don't have attacks that equal your own in terms of power, but I still use it from time to time. Morph, well, Morph is only good on Yuffie's Conformer, in my opinion. Only time I use it.

(...)and who uses Deathblow anyway?
Deathblow can be particularly useful with Vincent's "sniper rifle" weapons (the ones that give you 255% accuracy...I think there's only two), since it has a low chance of missing, but by the time you get one, you can probably do reasonably good damage anyway.

But still. I'd rather use attacking Command materia over Comet. I was never attracted to the magic in this game. Heck, by disc two, I have no use for it, which is really sad, because it's always been my opinion that magic attacks should always overrule physical attacks in damage, but the Final Fantasy series, for the most part, with their leveling systems, tend to allow physical power to overflow with greater benefit (f.e. 255 strength on a perfect Attack Reels with Wakka and Piercing ability) than magic power. Who wants to cast a timely spell that costs magic power and isn't that effective? On this game, Knights of the Round is the only true, good, magic-over-physical attack, though a hearty round of 4X cuts from powerful characters isn't that far off.
 
You asked for the spell list in PM, so...Code: [Select]
Code:
00 - Cure01 - Cure202 - Cure303 - Regen04 - Poisona05 - Esuna06 - Resist07 - Life08 - Life209 - Mini0A - Toad0B - Sleepel0C - Confu0D - Silence0E - Berserk0F - Barrier10 - MBarrier11 - Reflect12 - Wall13 - Haste14 - Slow15 - Stop16 - DeBarrier17 - DeSpell18 - Death19 - Escape1A - Remove1B - Fire1C - Fire21D - Fire31E - Ice1F - Ice220 - Ice321 - Bolt22 - Bolt223 - Bolt324 - Quake25 - Quake226 - Quake327 - Bio28 - Bio229 - Bio32A - Demi2B - Demi22C - Demi32D - Comet2E - Comet22F - Freeze30 - Break31 - Tornado32 - Flare33 - FullCure34 - Ultima35 - Shield363738 - Choco/Mog39 - Shiva3A - Ifrit3B - Ramuh3C - Titan3D - Odin3E - Leviathan3F - Bahamut40 - Kujata41 - Alexander42 - Phoenix43 - Neo Bahamut44 - Hades45 - Typhon46 - Bahamut ZERO47 - Knights of the Round48 - Frog Song49 - L4 Suicide4A - Magic Hammer4B - White Wind4C - Big Guard4D - Angel Whisper4E - Dragon Force4F - Death Force50 - Flame Thrower51 - Laser52 - Matra Magic53 - Bad Breath54 - Beta55 - Aqualung56 - Trine57 - Magic Breath58 - ????59 - Goblin Punch5A - Chocobuckle5B - L5 Death5C - Death Sentence5D - Roulette5E - Shadow Flare5F - Pandora's Box60 - Fat-Chocobo61 - Gunge Lance62 - Beat Rush63 - Sommersault64 - Waterkick65 - Meteodrive66 - Dolphin Blow67 - Meteor Strike68 - Final Heaven69 - Game Over6A - Death Joker6B - Toy Soldier6C - Lucky Girl6D - Mog Dance6E - Transform6F - Toy Box70 - Berserk Dance71 - Beast Flare72 - Giga dunk73 - Livewire74 - Splattercombo75 - Nightmare76 - Chaos Saber77 - Satan Slam78 - Finishing Touch79 - Satan Slam7A7B7C7D7E7F80 - Braver81 - Cross-slash82 - Blade Beam83 - Climhazzard84 - Meteorain85 - Finishing Touch86 - Omnislash87 - Big Shot88 - Grenade Bomb89 - Mind Blow8A - Hammerblow8B - Stellite Beam8C - Angermax8D - Catastrophe8E - Healing Wind8F - Seal Evil90 - Breath of the Earth91 - Fury Brand92 - Planet Protector93 - Pulse of Life94 - Great Gospel95 - Beat Rush96 - Sommersault97 - Waterkick98 - Meteodrive99 - Dolphin Blow9A - Meteor Strike9B - Final Heaven9C - Boost Jump9D - Dragon9E - Hyper Jump9F - DynamiteA0 - Dragon DiveA1 - Big BrawlA2 - HighwindA3 - Sled FangA4 - Howling MoonA5 - Blood FangA6 - Stardust RayA7 - Lunatic HighA8 - Earth RaveA9 - Cosmo MemoryAA - DiceAB - Toy BoxAC - SlotsAD - Galian BeastAE - Death GigasAF - HellmaskerB0 - ChaosB1 - Greased LightningB2 - Clear TranquilB3 - LandscaperB4 - BloodfestB5 - GauntletB6 - Doom of the LivingB7 - All CreationB8 - TransformB9 - Lucky GirlBA - Toy SoldierBB - Lucky GirlBC - Death JokerBD - Game OverBE - Berserk DanceBF - Beast FlareC0 - GigadunkC1 - LimewireC2 - SplattercomboC3 - NightmareC4 - Chaos SberC5 - Satan SlamC6 - Finishing TouchC7 - Satan SlamC8C9CACBCCCDCECF
Pff... I won't even try to fix typos :P

dziugo
 
Ok, <no0b>What exactly is "Lucky Girl"? I've heard about it several times, but still don't know what it is.</no0b>
 
Thank you, dziugo...

Those notes are amazing...

YOU are amazing!

I don't know if I'm overstepping my bounds or anything, as a newbie w/o computer skills... but may I ask you for any other notes you may have regarding FF7 (maybe not the codes, but stuff like the IDs, what each values in a status spell represent etc)..? They would be extremely helpful in the course of memory editing...

Thank you so much!

Magimaster:
'Lucky girl' is a status you can get through one of the effects from cait sith's 'slot' limit break. It has no visual effects. However, all physical attacks you do will be critical strikes as long as Lucky girl is on you.

-comet2
 
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Hey Dzuigo, I found that about 1/4th of your note about statuses was wrong...
Code: [Select]
Code:
10 00 00 00 - Sadness (gears) ok01 00 00 00 - Death (status cure <=> Life/Phoenix Down)02 00 00 00 - Near Death (gears - probably not useful here)04 00 00 00 - Sleep08 00 00 00 - Poison20 00 00 00 - Fury (gears) ok40 00 00 00 - Confu80 00 00 00 - Silence00 01 00 00 - Haste00 02 00 00 - Slow00 04 00 00 - Stop00 08 00 00 - Frog00 10 00 00 - Small00 20 00 00 - Slow-Numb (gears) ok00 40 00 00 - Petrify (gears) correct00 80 00 00 - Regen00 00 01 00 - Barrier00 00 02 00 - MBarrier00 00 04 00 - Reflect00 00 08 00 - Shield (gears)(no, dual!) shows 'dual' in text screen00 00 10 00 - Death-sentence (gears) (no, shield!)00 00 20 00 - Manipulate (gears) (no, death-sentence!)00 00 40 00 - Berserk (gears) (no, manipulate!)00 00 80 00 - Peerless (gears) (no, berserk!)00 00 00 01 - ? (no, peerless!)00 00 00 02 - Paralysed (gears) ok00 00 00 04 - Darkness (gears) ok00 00 00 08 - Dual (gears)-hp leeching effect, must be combined with 'dual' above for game to not crash00 00 00 10 - Death Force (gears)00 00 00 20 - Resist00 00 00 40 - Lucky Girl (gears) ok00 00 00 80 - Imprisoned (gears) ok
 
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