Materia: Possibilities

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As for the master materia thing
If you find a way to check which master materia assigns which spells to a character by equip and a way to change which spells it equips ( lets say, kill out all the healing spells ) the whole wall of text below is meaningless

In general, assigning duplicate spells / commands seems to be the easiest way
If you give your "Knight" class several commands the best way to "lock" them is to throw in a useless basic command you want enabled right away anyway. Like, anyone can "throw" and it's generally a pretty MEH command. So that makes a nice "filler"

uh, this is a longshot and limits you to 3 specific kinds of master materias but
edit: never mind, you'll run out of spell slots and so on, this won't work


Master #1 gives you X specific spells. Now you can freely assign spell IDs to normal materia but not to the master one.
Let's look at it like this.
You won't need all those summons, purple and blue materia. Whatever you won't use ( plan this ) you can use as backup.
That way, you CAN turn the regular green materia into what you need for a master black ( green master becomes black magic master )
of course that'd mean you'd need to duplicate some spell effects
This is likely easier to understand with an example

You need a Black Magic Master Materia ( a BMMM )
Now, the original Green Materia Master Materia ( GMMM ) assigns Spell ID 1 to 50 ( probably wrong but just for the example go wth it )
Now you turn the GMMM into BMMM by changing those 50 spells to black magic. Of course, you'd need to "backup" the spells you don't want the black mage to access. That means you'd need to dummy out all the spells of those [insert materia used for GMMM here]  materia you don't use. For example, Cure is assigned to the GMMM usually but you don't want that in your BMMM. You change Cure into another "Fire" ( for simplicity )
Now, that means you have to replace another spell with Cure ( You won't need all spells or all summons )  and so on until those 50 spells are entirely black magic.
That leaves you with a BMMM
 
Kuugen, yeah thats what I was thinking before I decided it wouldn't work.  Which would be better:  Level ups do not increase Str/Vit/Mag/Dex/Luk/Spr, you must level up stats with sources.  OR  Players stats increase in a way that makes all characters very 'Plain', class distinctions arise upon equipping materia and equipment.

Frankly, I think it might be interesting for stats not to increase at all.  Fix them all at very low, but not unreasonable numbers.  Maybe allow Dex and Luk to grow.  Have a 5%/enemy drop rate for sources, or eliminate sources and allow minimal stat growth.  Which way would compliment this theoretical materia system best?

I think there are enough spells/commands & supplemental/independent materia to support between 7-9 classes.  That makes about 10 materia per class, and each materia can have multiple abilities.  I could even make some new spells or 'Plus' type materia if a few classes were lacking usefulness.
 
I suggest you instead figure out how to make the game properly handle exceed_100 stat growth
You CAN adjust the stat growth rate such that it hits like 240 at 99 but the game ( I think it was in the .exe ) only handles up to 100
I DID try to change this before but it resulted in levelup=stats255 regardless of growth chart. If you find a way to fix that problem, you'll have a fine way to make specific character class stat growth curves.
 
I suggest you instead figure out how to make the game properly handle exceed_100 stat growth
You CAN adjust the stat growth rate such that it hits like 240 at 99 but the game ( I think it was in the .exe ) only handles up to 100
I DID try to change this before but it resulted in levelup=stats255 regardless of growth chart. If you find a way to fix that problem, you'll have a fine way to make specific character class stat growth curves.
I remember trying to get that to work a long time ago. I don't know why it wouldn't work the way I predicted.... Maybe I'll give it another shot after my cam delay patch is done.
 
I remember trying to get that to work a long time ago. I don't know why it wouldn't work the way I predicted.... Maybe I'll give it another shot after my cam delay patch is done.
I have no idea either. I do remember that the two values for the max-stat.growth were in the .exe
setting them to above 100 caused all stats to instantly become maxed ( maxed = the number you set ) upon level up
I think it was even you who told me which numbers I had to change
 
Alrite, I've managed to figure out a Gameshark Code that perma-disables the Materia option in the menu.

The original "Full Menu Code" looks like this
Code: [Select]
Code:
3009A0CE 000B3009A0D5 000B8009D2A4 FFFF8009D2A6 00008009D2D2 0300
When I change it to this...
Code: [Select]
Code:
"Complete Menu3009A0CE 000B3009A0D5 000B8009D2A4 FFFB8009D2A6 00008009D2D2 0300
...all the menu commands are available except for 'Materia'.  So...assuming everyone who would play this hypothetical mod chose to use the code to disable the menu option (the same exact situation as I was already in) I have everything I need.  However...can anyone use this information to alter the game so that the 'Materia' option never comes up at all?  Maybe I don't know what I'm talking about in this situation, but hopefully someone can help out.  Thanks.

EDIT:  Interestingly, I can change the FFFF to all sorts of things to eliminate different combinations of Menu Options, or eliminate them all period.  Talk about a Hard-Mod, no menu options lol.
 
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I'd assume the materia menu is unlocked in tifa's bar field script
take a look there
 
I did check.  While I don't know how to interpret all that info very well, there was nothing that I could see that was useful.
 
How about making it so that each weapon/armour has a specific set of materia. Then just lock the materia menu so that you can only see it and not change it. I'll try to look into the assembly/coding for Full Cure/Ultima/Shield over the weekend. Like you can have each materia in each slot have a preset amount of ap needed to have attained before you can activate the materia. It would be cool though that when you do master the materia, you could keep the abilities you mastered and if another weapon has that ability it would be active also.
 
How about making it so that each weapon/armour has a specific set of materia.
impossible
Not without rewriting the entire equip and materia system
And haha, good luck with that
 
There is a problem with this idea : if a player chooses to remove Cloud and Tifa's materias in Shinra's HQ (before the battle against Hundred Gunner & Heli Gunner), you wouldn't be able to reequip them without using Black Choco (the utility) or something. Likewise, I believe that there are scripts that sometimes reequip / unequip materias from time to time (like Yuffie who reequips everyone's materia in a chaotic way, after the Wutai events...).

You'd have to rework a lot of field scripts too, LostWing.

EDIT:

Oops, I see Kuugen already mentioned Wutai. Still, I think there are more.
 
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Yeah.  I didn't say anything because I was holding out for some other creative suggestions, but the restricted materia idea isn't gonna work.  I am just going to design the kernel so that the Job Classes are there, but it will be up to the player to decide to use them.  Maybe in the future there will be a better way, but right now, its the best I got.

How's Total Grudge coming along AV?
 
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How's Total Grudge coming along AV?
I've been taking a break from FFVII and been playing my PS3, instead. It's still completed up to Mideel, so, even by counting all the optional enemies, I don't have much to do to finish it. But I'm not rushing it. I prefer to wait until my mind is fully back on FFVII, with new ideas.
 
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