New Materia

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#1. use punctuation

#2. don't post duplicate pictures

#3. don't double-post

If your Aero3 is a "new magic" (in the gap between Shield and Choco/Mog) then it won't show up in the magic menu. That gap exists because there is data there, but it's ignored by the game. Nothing you can do, short of re-writing a LOT of stuff, will get it to show up.
 
OK, a few people have been asking me for help on making the spells in my video, so here are screencaps taken from their data in WallMarket, as well as the data from their materia.

If you copy this exactly, you should be able to make them work. BTW, there are a few issues:


  • The spell order will be weird, so you'll have to change that with WallMarket to whatever you think is best.
  • I have changed the strength and MP cost of most of the attack magic in the game; it's all more powerful but costs more. My wind and water spells are meant to be exactly as strong as quake spells, so you might want to change the strength and MP cost.
  • Spells that get replaced are: DeBarrier (DeSpell will do its job), exit, remove, bio 2 & 3 (I've decided to make bio classified as a "status" spell that happens to do damage to justify only having one level) and demi 2 & 3 (demi now takes away 1/2 of HP, as it should do with a name like that). I've realised that since I got rid of Fullcure materia I should get rid of the spell as well, so I'll think of something new to go in its place.
  • I've noticed that wallmarket incorrectly displayed some materia levelling data (see here; Revive should go up to level 3). I'll look into this further, to see whether it's just a problem with modded kernel.bins.
 
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Costa, what you've encountered is precisely the issue we've been discussing. NFITC1 laid out the steps that would be required to overcome the issue and as you can see, it's not pretty. Fortunately, it IS possible though.
 
If your Aero3 is a "new magic" (in the gap between Shield and Choco/Mog) then it won't show up in the magic menu. That gap exists because there is data there, but it's ignored by the game. Nothing you can do, short of re-writing a LOT of stuff, will get it to show up.
I put in the slot between barrier and time i think there is one empty space there but i guess the game still ignores it but i guess untill we get a program to pull out the raw data to rewrite it well just have to simply replace materia we dont need (fullcure underwater ect.)
 
If your Aero3 is a "new magic" (in the gap between Shield and Choco/Mog) then it won't show up in the magic menu. That gap exists because there is data there, but it's ignored by the game. Nothing you can do, short of re-writing a LOT of stuff, will get it to show up.
I put in the slot between barrier and time i think there is one empty space there but i guess the game still ignores it but i guess untill we get a program to pull out the raw data to rewrite it well just have to simply replace materia we dont need (fullcure underwater ect.)
You're not listening (reading, whatever). The new Attack Data for this Aero3 magic will only show up if it is replacing a magic attack. Materia can be added without consequence as long as it's referenced by putting it in a chest, on the field, obtained through a dialog, or purchasable in a shop. Any Materia entry on the materia tab that does not have a name can be safely edited and added to the game.
 
? So what your saying is that it is possible to add totally new materia in the game without replacing another or you have to replace another
 
? So what your saying is that it is possible to add totally new materia in the game without replacing another or you have to replace another
You can add new materia

You can't add new spells for the materia without replacing another magic
 
Maybe if we fill in all the dummy materia with materia (Just make it some useless spell like....THROW!!!) and maybe they will show up randomly in game? Example: Maybe the 1st dummy materia can be bought from a Materia Shop in Midgar or Kalm.
 
Maybe if we fill in all the dummy materia with materia (Just make it some useless spell like....THROW!!!) and maybe they will show up randomly in game? Example: Maybe the 1st dummy materia can be bought from a Materia Shop in Midgar or Kalm.
Maybe, but I doubt it, If that were the case you'd be able to scroll down and highlight the dummy materia while browsing in the shop. Changing a dummy materia's name and putting random spells into it shouldn't change anything in the shops...
 
...Unless there's some weird glitch in the game, but that's unlikely. If you want any new materia to appear, you'll have to do what NFITC1 said and edit the shops or the field script.
 
And it's vastly easier to add it to a shop. Except the shops can only have 11 items. :( That's a really lame restriction! I want to be able to buy all the items in one shop!!!
 
I would call that shop "Scarlet's shop of happiness!"

EDIT : As Kudistos mentioned earlier on about one making Vit Plus etc. Doesn't that already exist? Or do you mean my a specific amount?

Edit 2: (USELESS INFORMATION FOLLOWING!) Fixed Typos! XD
 
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Sorry for the Double post but I HAVE FOUND SOMETHING OUT! I don't know if you guys already know this or not, just letting you know if you don't.

In WallMarket when you select a materia, at the bottom you'll see a Materia Modifier ONE I repeat ONE I was going through all the stat boosting materia, and they each have a different Number! For example:
HP: Would have an 8 in modifier One
MP: Same thing as HP but with a 9
LCK: Same as the others but with a 5.

Meaning different Effects would have different numbers. You could make LCK plus add an EXP bonus, encounter up, make less encounters etc.

Then all the other Modifiers are for the percentages of how much that stat goes up. Like #2 would have +10% HP, etc. But in Materia Type it must have number 20 for percentages, I have yet to figure out how to do SPECIFIC Numbers.


I'm going to play around with the numbers right now, see what does what. I'll make a list once I know what does what.

Edit: Each materia has a differnt number unless it has the same effect, which it shouldn't. Like all, is number 84, meaning it does whatever ALL does.

Edit 2: THE LIST!!!

Magic Plus: 2
HP Plus:8
MP Plus:9
LCK Plus:5
Gil Plus:0
EXP Plus:10
Ememy Away/Lure:1/2
Pre-Emptive:3
Long Range:80
Mega All:81
Counter Attack: 83
HP <-> MP: 98
Cover:11
Underwater:12
Chocobo Lure:2
 
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That first number is the stat you're increasing and the rest, as you inferred, are the percentage increase. I don't think there's a way to make materia raise stats by a specific number (other than by using the equip effects, which probably aren't good enough). Doing so would likely involve changing the game's code.

And there isn't Vitality Plus materia in the game AFAIK. Stats-wise, there's only HP, MP, Magic, Speed and Luck.
 
And there isn't Vitality Plus materia in the game AFAIK. Stats-wise, there's only HP, MP, Magic, Speed and Luck.
Maybe theres a number to the Vit stat alone? We'll have to find it.

Edit: I just found out, when you check the materia in the list it doesn't say if you changed from Magic to Speed like I did. Still says Magic. Duh. I also found out, there are numbers for stats that don't belong to any stat boosting materia, 1 is for STR (Well like that was hard to find out.)
 
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Your list is wrong. Rather, your interpretation of it is. Pay attention to the materia type. 20h is what you want to concentrate on. If this holds true, then the Modifier 1 should be the following:

0 - Strength
1 - Vitality
2 - Magic  (known)
3 - Spirit
4 - Speed  (known)
5 - Luck  (known)
6 - ??
7 - ??
8 - HP  (known)
9 - MP  (known)
10 - ??
11 - Cover (known)
...
83 - Counter Attack (known)

Feel free to figure out what 6, 7, and 10 do, but I'm 98% 100% confident that a value of 1 would increase Vitality with a materia type of 20h. I just tried it out and it increase Vitality.
 
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i was wondering if anyone had figured out how to boost ap gained based on the Exp plus materia
 
AP Plus materia eh? That sounds neat.

I'm picturing it now...
Code: [Select]
Code:
AP PlusCost: 100000 GilCost for Master: 1 GilLevel 1: AP + 50%Level 2: AP + 100%Level 3: AP + 200%Level 4: AP + 0%
 
Ok so for instance say you want to change a spell to a new spell how do you do it what kinda equation do you do to figure out how to change one old spell to a new spell
 
Ok so for instance say you want to change a spell to a new spell how do you do it what kinda equation do you do to figure out how to change one old spell to a new spell
get wallmarket and play around with it...it's pretty user-friendly, and everything's pretty easy to figure out. The only area you might have a hard time with is Animation Indeces. To give a spell an animation index of an enemy spell, add x4E to whatever it is in ProudClod (scene.bin). Playing around with WM can be educational and fun, try it out! If you run into an issue use the forum search feature, since I'm pretty sure people have asked every feasible question here (myself included).
 
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