[WIP] FFVII Job Class Kernel.bin

  • Thread starter Thread starter xLostWingx
  • Start date Start date
Status
Not open for further replies.
Just a fyi, if you really wanted you could make a custom animation using kimera for a jump command. Unfortunately you would then have to tie dragoon to a specific character.
 
Just a fyi, if you really wanted you could make a custom animation using kimera for a jump command. Unfortunately you would then have to tie dragoon to a specific character.
that would be perty sweet and if you were to use AI script it would also be multi character only then you would have to make animations for all characters
 
If you did that you would have to replace an animation for all characters. Perhaps the flash attack would work.
 
No updates other than I have most of the planning done on paper.

Thanks for the information sl1982 and izban.  I'll make a note.  I'd prefer to keep this project from growing beyond my capabilities though.  Glad to see some interest.  Will get to work next time the VII urge kicks in.
 
If you are making classes, and Aerith is your White Mage, you are going to be hosed halfway though the game.

Also the classes go you may need to double-up on the classes

Also Tifa is supposed to be a monk.
 
Last edited:
If you are making classes, and Aerith is your White Mage, you are going to be hosed halfway though the game.

Also the classes go you may need to double-up on the classes

Also Tifa is supposed to be a monk.
Unless you combine this with the Aerith patch
 
I think everybody forgot that LostWingx is working with the PSX version... :P
 
If you are making classes, and Aerith is your White Mage, you are going to be hosed halfway though the game.

Also the classes go you may need to double-up on the classes

Also Tifa is supposed to be a monk.
You have here two points I was thinking about after the post about initial classes. a third was: barrett = black mage?! really? I swear he has the lowest magic in the normal game..... :o
 
This kernel mod is meant to create the potential for any character to become any class.  For LostWing and Revisited I applied pseudoclasses to the characters (With Aeris as a White Mage and Tifa as a Monk).  The characters in this mod are going to have relatively similar stat growth - *not identical stat growth so as to create the potential for a Summoner Barrett to have strengths and weaknesses over a Summoner Aeris.  If you choose to make Barrett your summoner you will have a summoner with more HP than your typical summoner, but less magic.  However, the differences in stats hp/mp between characters will not be as drastic as in LostWing.  The list I posted earlier in the thread provides information on which classes will be able to equip which materia.  This forces the player to choose which materia combinations are most important to him/her.  You can no longer have Final Attack=Revive, 4x-cut, W-Summon=KOR, Quadra Magic=Comet2, and Cure3=All on the same character, but you could have a party that was able to W-Summon, 4x-Cut, and Final=Attack Revive - you would just lose access to Blue Magic, Manipulation, Stealing, Flash, Ultima, Flare, and many other valuable spells and skills.  And yes, this is PSX version.  I've played VII with the secret menu option to change characters for several years now, so I always use Aeris throughout the game, but this kernel.mod won't penalize anyone who uses Aeris (but doesn't revive her) anymore than vanilla VII.

EDIT:  And the Classes Matched to Characters on the first page, those are just Starting classes.  As in, they start out that way when they join.  You can change them the instant they join!
 
Last edited:
About each class having their own individual summon they can use, I have to say I'm against this idea, I mean The summons should belong to the summoner (who I think is already at a disadvantage due to summons being.. not too great until KOTR and Phoenix). By which I mean to each his/her own It's like giving every class a status effect spell, doing so will take away all the of the time mages individuality.

Also I feel time mage might not be the best name for it as it implies it is only used for haste/slow/stop. IMO I think the time mage should have buffs and debuffs (not too up the inner workings of modding but is there any way to give characters bonus' that give their teamates more strength if they stay alive, as in say Barret is your time mage and has dragonforce on him. is there anyway to make say 25% of that work on the teamates as long as he lives?)

Sorry for the lengthy and confusing description should have just said Aura...

I believe the Time Mage should be named after something more status effect oriented. Or just stick to Final Fantasy tradition and have Green Mage. Again just suggestions.

Interested in your mod and basically any variant of Final Fantasy 7 Looking forward to seeing progress.
 
Thanks for the substantial feeback.

I do think I need to call the Time Mage something else.  I'm interested in suggestions, but Green Mage doesn't please my ears.  Grey Mage is a little better...but kinda dumb.  Sorcerer?  Wizard? Necromancer? I just don't know.  Time Mage may work, because traditionally Time Mages do have spells like Comet and Meteo and Drain, Blind, and others.

As far as the summons for certain classes, I still don't know exactly what I intend to do.  For some classes, it would provide a much needed boost in usefulness, but for others it would just be superfluous.  I'm not worried about the Summoner not being able to pull his weight, becuase I have complete control over the strength and usefulness of summon spells.  In my other mods, Shiva can cause Stop and Rumah can cause Paralysis and other summons can cause status effects.  I can also make ChocoMog Shiva, Rumah, Ifrit, and Titan a little more powerful and decrease the power of certain Greater Summons.
 
In previous /final Fantasy's green game has also been used (I believe it's used in final fantasy tactics and XIII in the saboteur role?) However if you wish to be more original I can understand and I will stay vigilant of idea's if you're still looking.

 As for the summon issue I'm thinking in terms of class awesome rating as opposed to balance, as in it will take away the summoners individuality like it would take from the white mage if you gave everyone "cure".
 
I know exactly what you mean, but I have purposely allowed for the use of some of the less definitive magics to transfer between classes.  The point is to create functional and at least moderately traditional classes using FFVII's resources.  Of course I wouldn't give 'Full Cure' to Berserkers and Ninjas, or even Black Mages and Summoners, but allowing a Dragoon to summon at least one form of Bahamut seems reasonable to me.  The only time I see this being a problem would be the brief period of the game where Bahamut is the most powerful spell available to the summoner and dragoon.  But the summoner's Magic stat will be much higher than the dragoon's so it isn't really a big problem at all.  That is the easiest of summon/class compatibility decisions to make though lol.  I want the White Mage to have access to Phoenix or Alexander (I would likely change 'Holy Judgement''s attributes first) simply because the White Mage has fewer spells than most other magic classes.  But I agree it wouldn't benefit the game enough to justify giving most other classes a summon.  I'll let you know what I decide.
 
With regards to the Time Mage problem you have; I don't think something like Wizard/Sorcerer/Necromancer would be suitable, as (for the first two) more powerful white / black mages (usually, anyway).
And Necromancer is a specialised time mage, so maybe not that useful.

The use of status magic is covered by Green Mages in Tactics Advance, A2 and in XII (that I know of), and for other class-based FFs, it's covered by Time Magic (most spells can be explained by the use of time, so I think it's fair enough).
So Time Mage is pretty much the best option you have.


With Summons, would the summoner have access to the class-specific summons too?
 
So it will either be Green Mage or Time Mage.  alrite

Yes the summoner will still be able to use all summons, even if a Dragoon got Bahamut or a White Mage got Alexander.

I don't intend to remove any command materia or support materia.  I may split sme commands from materia (Mug/Steal, Throw/Coin) if Wallmarket permits me (I think i've tried that before).  And I may add a support materia or two, if it can be justified.
 
I would appreciate the steal/mug being separated very much, I can't stress how annoyed I was trying to steal adaman bangles from a manipulated adamantoise in gjoeruvl's mod.. That would be a great enhancement, and if not I'm not sure about other peoples views but I prefer steal over mug in every sense it also avoids the added cut steal trick so the thief class won't get a "ghetto" double cut.
 
Yes, I think they should be seperate commands.  I think I can only create one (possibly 2) additional command materia, so it should be feasible; I think I have done it in one of my other mods anyway.  Seperating Coin and Throw would also be nice, considering I want Coin to be available to the Samurai and Throw to be available to the Ninja.  Ideally I would like to seperate all commands (2x-cut from 4x-cut, Slash-All from Flash), but I will see what I can do.  Fortunately these types of changes are simple and easy to implement, it is simply a matter of resources (blank materia that can function as command materia). 

Remember...I have no way of Forcing anyone to adhere to the rules of this game.  I will however, make it clear through Materia Descriptions, Equipment Descriptions, and even a Readme or FAQ, what each class may use, and what it is not permitted to use.  If someone chooses to ignore the rules, this will just be another amorphous mod.  If the rules are followed, then it should provide an experience that is not only reminiscent of FFVII, but of other Final Fantasies as well, while at the same time providing a completely new and unexplored experience of Job Classes within the FFVII system.
 
Aye if they don't follow the rules of the mod is there any point in them downloading it? I wouldn't be concerned about it after all it would be their experience they ruin not yours.

What materia will be removed if any? I have to say I never had much love for the sheild materia.
 
Code: [Select]
Code:
Black Mage Abilities:  Fire, Ice, Bolt, Fire2, Ice2, Bolt2, Fire, Ice3, Bolt 3, Drain, Freeze,Break, Tornado, Flare, Ultima, (Kjata?)White Mage Abilities:  Cure, Esuna, Barrier, Mbarrier, Life, Holy Ray, Regen, Cure 3, Drain, Wall,Death, Full Cure, Holy Flash, (Phoenix?)Time Mage Abilities:  Sleepel, Silence, Confu, Berserk, Haste, Slow, Drain, Comet,Mad Frog, Death, Bioshock, Silentshrink, Comet2, (Hades?)Summoner Abilities:  Choco/Mog, Shiva, Ifrit, Rumah, Titan, Odin, Leviathan, Bahamut,Kjata, Alexander, Phoenix, Neo Bahamut, Typhoon, Hades, Bahamut Zero, Knights of RoundBlue Mage Abilities:  Enemy Skills (many yet to be determined)Samurai Abilities: Bioshock, Earthenbonds, Deadly Slumber, Silent Riddle, Confu, (Titan?)Dragoon Abilities: Reis’s Wind, Lancer, Dragon Force, Dragon’s Gale, Mbarrier, (Bahamut?)Ninja Abilities: Tsunami, Tropic Wind, Lucky Strike, Fire2?, (Ifrit?), (Leviathan?)Berserker Abilities: Mad Rush, Explode, Last Stand, BerserkKnight Abilities: Ice Punch, Thunderslash, Stock Breath, Barrier==========================================================Universal Materia:  Spirit Plus, HP Plus, Speed Plus, Magic Plus, Luck Plus, Chocobo Lure, Mega-All, Underwater,HP<=>MP, Long Range, Sense, W-Magic, W-Summon, W-Item, All, Magic Counter, Elemental,Quadra Magic?EXP Plus:  Blue MageGil Plus:  SamuraiEnemy Away:  Blue MageEnemy Lure:  Berserker, KnightPre-Emptive:  NinjaCounter Attack:  Samurai, Dragoon, Ninja, Berserker, KnightCover:  Knight, Berserker, SamuraiCounter:  Samurai, Dragoon, Ninja, Berserker, KnightMP Turbo:  Black Mage, White Mage, Time Mage, SummonerBooster:  Samurai, Dragoon, Ninja, Berserker, KnightMP Absorb:  Black Mage, White Mage, Time Mage, Summoner, DragoonHP Absorb:  White Mage, Dragoon, KnightAdded Effect:  Time Mage, SamuraiSneak Attack:  Ninja, BerserkerFinal Attack:  Samurai, Dragoon, White MageAdded Cut:  Samurai, Ninja, Dragoon, Berserker, KnightSteal as Well:  NinjaMorph:  Blue MageDeathblow:  Knight, BerserkerManipulate:  Blue MageMime:  MimeEnemy Skill:  Blue Mage2x-Cut:  Samurai, Dragoon, Ninja, Berserker, Knight4x-Cut:  Samurai, Dragoon, Ninja, Berserker, KnightThrow:  NinjaCoin:  SamuraiSteal:  NinjaMug:  NinjaSlash-All:  Samurai, Dragoon, Ninja, Berserker, KnightFlash:  Samurai, Dragoon, Ninja, Berserker, Knight
Off the top of my head, I don't remember which materia/skills I elminated, but here is the list of skills for each class.  If you don't see it on the list, then it has likely been eliminated.  I do intend to rework the spells that made the cut to account for the absense of the ones that were sacrificed.  For instance, there is no more 'Cure3', but Cure is a little stronger, Cure2 is stronger, and Regen and Full Cure are still available.  Not to mention Drain, White Wind, and Angel Whisper.
 
Status
Not open for further replies.
Back
Top