T
Tenko Kuugen
Guest
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
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"
edit: never mind, you'll run out of spell slots and so on, this won't work
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