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Miscellaneous Forums => Archive => Topic started by: Masa-Buster on 2009-08-27 00:48:21

Title: New Materia
Post by: Masa-Buster on 2009-08-27 00:48:21
Is there anyway to add in New Materia?
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-27 00:57:21
I think this should go in Tech related or Game tweaking :-P

I'm not sure if there are any known ways to add new materia*, but there are a few dummied materia that are never used in the game, so maybe you could replace them with something? I've never tried this myself, so I don't know whether it works (there could be some hidden complications), but it's worth a shot and might be a nice and easy way to add materia to the game.

*Obviously, everything is possible in theory, but it could mean a lot of hard work and reverse engineering of the executable
Title: Re: New Materia
Post by: Masa-Buster on 2009-08-27 01:22:30
Well I don't know which Materia to DEVOUR (Evil Laugh) Anyone have any ideas on which is the most usless Materia? I was thinking throw but I use that sometimes.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-27 01:34:56
No, no, I was talking about this kind of thing (http://img200.imageshack.us/img200/1958/captureyha.jpg); materia that is in the kernel.bin but that has been dummied out and never appears in the game.

If you want to get rid of an actual materia, I recommend Exit. Does anyone use the escape and remove spells? I wouldn't miss Fullcure either (they're the two materia I got rid of when I made water and wind magic (http://www.youtube.com/watch?v=CMuGaWnl0ks))
Title: Re: New Materia
Post by: Masa-Buster on 2009-08-27 01:39:00
ah those spots. I was gonna use one of those but then i thoght "Sigh....I think if you put anything here it crashes." Thank you, YOUR MY NEW BEST FRIEND! XD

Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-27 01:39:57
Er, I can't be sure that it'll work... :-P (or maybe you were being sarcastic :|)
Title: Re: New Materia
Post by: titeguy3 on 2009-08-27 01:46:14
You can absolutely add new materia to the game! I've done this by overwriting the dummy slots in Wallmarket, just be careful because I think some of them actually do something. Only problem is you can't add new spells, and you can't sell it in shops. If you want new materia in game, you're gonna have to use Wallmarket to make a character have it on his/her initial equiment. Alternatively you could also figure out how to work meteor and add it to one of the field maps with that.

Oh, and @Kudistos, I made Exit materia useful in my AI mod... "remove" has the effects of ruby weapon's "whirlsand" attack, meaning you remove allies rather than enemies.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-27 01:51:38
Yeah, I've just tried it and the game didn't crash (although I haven't checked it in the materia menu because it was a new game).

BTW, I think you should be able to have it in shops. A certain wonderful person (http://forums.qhimm.com/index.php?topic=7939.0) found out a lot about shops one day and how to choose what they sell and how much it costs.

EDIT:

OK, I made some new materia, and I've got it working in a shop. Screenies:

(http://img269.imageshack.us/img269/2060/buying.jpg)

(http://img269.imageshack.us/img269/6169/menuj.jpg)

(http://img238.imageshack.us/img238/6489/sellingu.jpg)

And yes, I'm aware that I messed up with its levels :roll:
Title: Re: New Materia
Post by: titeguy3 on 2009-08-28 00:59:39
That's pretty cool, kudistos! 2 questions:

1. You did this using a hex editor?
2. Did you overwrite the shop slot for some other materia or add a new one in?
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-28 01:00:50
1. Yep, I hex edited the executable (very safe, if you're only making little mods like this)

2. I overwrote the slots for the other materia; I was too lazy to work out how to add extra slots.
Title: Re: New Materia
Post by: nfitc1 on 2009-08-28 01:49:47
Yeah, I've just tried it and the game didn't crash (although I haven't checked it in the materia menu because it was a new game).

BTW, I think you should be able to have it in shops. A certain wonderful person (http://forums.qhimm.com/index.php?topic=7939.0) found out a lot about shops one day and how to choose what they sell and how much it costs.

EDIT:

OK, I made some new materia, and I've got it working in a shop. Screenies:

(http://img269.imageshack.us/img269/2060/buying.jpg)

(http://img269.imageshack.us/img269/6169/menuj.jpg)

(http://img238.imageshack.us/img238/6489/sellingu.jpg)

And yes, I'm aware that I messed up with its levels :roll:

That's a great name for a Materia. :D
Title: Re: New Materia
Post by: drfeelgud88 on 2009-08-28 04:44:59
damn kudistos u beat me to it! was gna suggest to get rid of full cure also cuz i mean, restore is enough already and full cure is OP obviously.
Title: Re: New Materia
Post by: Masa-Buster on 2009-08-29 20:28:22
I never knew Full-Cure Materia was in Cosmo Canyon  :lol: Never bothered to find it.
Title: Re: New Materia
Post by: Tsetra on 2009-08-30 22:53:01
It's easy until you actually try to add completely new materia with completely new magic spells. The problem is that somewhere, attacks are identified as being a certain type. Even though there are lots of dummied attack IDs, trying to turn them into spells and make them appear (much less function...) is a pain in the ass task.

Summary:


Possible:
New materia with pre-existing spell sets
New materia with new spells, having overwritten previous ones

Not Possible (at least not without pioneering):
New materia with completely new spells

Awhile back I was working on the last one as part of a project I'm working on, which I ran into a wall with and haven't really attempted to break ground there since that's low priority. Still, it would be nice to be able to do and would bring materia mods away from being just a novelty and into a full blown aspect of modding.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-31 19:22:28
It's easy until you actually try to add completely new materia with completely new magic spells. The problem is that somewhere, attacks are identified as being a certain type. Even though there are lots of dummied attack IDs, trying to turn them into spells and make them appear (much less function...) is a pain in the ass task.

Summary:


Possible:
New materia with pre-existing spell sets
New materia with new spells, having overwritten previous ones

Not Possible (at least not without pioneering):
New materia with completely new spells

Awhile back I was working on the last one as part of a project I'm working on, which I ran into a wall with and haven't really attempted to break ground there since that's low priority. Still, it would be nice to be able to do and would bring materia mods away from being just a novelty and into a full blown aspect of modding.

I had a go at this last night and got the same result. Shame...

I thought it might have been something to do with attack indexes that have been discussed elsewhere, and tried using attack ID 54 (which is currently unused and comes right after player magic and before summons) as both a magic materia ability and a summon materia ability, but it didn't work. The attack name showed up in the materia menu, but not in the magic menu and not in battle :cry:

I might try doing something different soon, but I wonder whether it will work.

BTW, what unused attack IDs were you using? There are a few different sets of them in the kernel.bin
Title: Re: New Materia
Post by: Tsetra on 2009-08-31 22:46:51
Oh man, it's been awhile I don't even remember. I went through several trying to get different results, but no dice. Several were in the 100s series, and I think I tried the few scattered ones in the double digits that weren't being used. I think you can substitute the choco/mog attack for a magic attack, but then you can't place that elsewhere - because I remember trying to swap that attack around to buy an extra magic attack ID, but there weren't any open summon slots to place the choco attack back into after I had done so.

I wonder if the IDs are stored in the menu.lgp, seeing how they fit perfectly into the magic menu at a predetermined location, and those IDs are called upon and given a title by kernel.bin afterwards. But it's a wild guess, at best.


Edit: Nevermind, just a bunch of textures in there.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-31 22:55:35
I wonder if the IDs are stored in the menu.lgp, seeing how they fit perfectly into the magic menu at a predetermined location, and those IDs are called upon and given a title by kernel.bin afterwards. But it's a wild guess, at best.

Edit: Nevermind, just a bunch of textures in there.

Damn, I was just about to say that :-P

If they're anywhere, it will be in the executable, since most of the stuff that was in the .mnu files in the PSX version is in there for the PSX version (the shop data is a good example, and just before that in the .exe is the text from the menu).
Title: Re: New Materia
Post by: Tsetra on 2009-08-31 23:00:29
Yeah that's what I was thinking/worried about, since the movie IDs are in there as well. I think exe hacks are best avoided, but there might not be a better solution. In addition, it's out of my realm of things I can do.  :x
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-08-31 23:04:50
Yeah that's what I was thinking/worried about, since the movie IDs are in there as well. I think exe hacks are best avoided, but there might not be a better solution. In addition, it's out of my realm of things I can do.  :x

Hold on, I've just remembered something! The spell order is in the kernel.bin, and can be edited by WallMarket (initial data ->  Spell Order). I'm going to play with this for a while.

EDIT: My first result was making the game crash as soon as it started, so I can't tell whether it worked :roll:

We also have the problem that messing around with the spell order means that we have to either make the magic menu hold more spells (hard to do, methinks), or replace another spell, which defeats the point of using an empty ID :|
Title: Re: New Materia
Post by: Tsetra on 2009-08-31 23:17:41
Yeah, we'd definitely need to expand the menu to hold more spells. Right now it's configured to hold the existing ones and nothing more. This, on top of the spell ID debacle as you pointed out.

More or less just agreeing with you here.
Title: Re: New Materia
Post by: titeguy3 on 2009-09-01 04:18:06
There's definitely room in kernel.bin for new spell menu locations, the difficulty lies in making the executable recognize them and display them somehow... which entails changing *alot* of things... it's so funny to think how, if the original source for the game were in our hands, a task like that would probably be as simple as modifying an integer or two...
Title: Re: New Materia
Post by: nfitc1 on 2009-09-01 05:02:40
I gave this a lot of thought way-back-when and discovered some....problems with it.

#1. Attack IDs are stored sequentially in the KERNEL.BIN (it's just the way I always type it and I've noticed that no one does that either :( ) and the "Spell Order" only allows for 54 slots in the magic menu. Those last two slots do absolutely nothing. I'm not sure what they're for, tell the truth.

#2. The Magic menu both in and out of battle will have to be extended from 54 to some multiple of 3 (57, 60, 63, etc). I played around with looking for this and the closest I got was in the window.bin, but in the most bizarre turn of events, the value 54 is only used ONCE in the entire 33,312 bytes of the uncompressed window.bin file. Ergo, I don't think the size of the menu is located here. It could be somewhere else, of course. Several references to 18 exist (the number of rows in the magic menu).

#3. The KERNEL.BIN would have to be made larger if the magic menu were to be added on to. This is not a hard feat, but the game's load sequence would have to be edited to accept the enlarged KERNEL.BIN Spell Order section.

#4. Adding more than two spells would mean displacing all the other attacks after it. This isn't difficult, necessarily, but that means re-pointing a LOT of things. Start indexes for all the other menus. Adjusting the Relative Animation Index increment table for account for the displaced Indexes. Re-pointing EVERY limit break for every character. For the PC version at least, as long as the new magics don't displace "Blade Beam shock wave" past 127 this wouldn't be an issue.

#4a. If it did displace further than 127 (eight or more attacks to be added), the KERNEL.BIN would have to be further enlarged to have more than 128 attacks in the attack data section.

#4b. Same "if" as 4a; Several attacks would have to be edited to reflect these changes. Satan Slam, Blade Beam, Choco/Mog, Zantetsuken, etc because they use the "Perform XX attack after condition Y" effect. Each "XX" would have to be changed for these.

#5. The KERNEL.BIN would AGAIN have to be enlarged to hold an extra name/description of the attack. This isn't bad for the PC users, but this means instant no-go for the PSX users as the barely under 11 block KERNEL.BIN would likely grow too large (153 extra bytes is too large for this file).

The list went on, but those are the main points I couldn't get around.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-01 05:09:47
I gave this a lot of thought way-back-when and discovered some....problems with it.

#1. Attack IDs are stored sequentially in the KERNEL.BIN (it's just the way I always type it and I've noticed that no one does that either :( ) and the "Spell Order" only allows for 54 slots in the magic menu. Those last two slots do absolutely nothing. I'm not sure what they're for, tell the truth.

#2. The Magic menu both in and out of battle will have to be extended from 54 to some multiple of 3 (57, 60, 63, etc). I played around with looking for this and the closest I got was in the window.bin, but in the most bizarre turn of events, the value 54 is only used ONCE in the entire 33,312 bytes of the uncompressed window.bin file. Ergo, I don't think the size of the menu is located here. It could be somewhere else, of course. Several references to 18 exist (the number of rows in the magic menu).

#3. The KERNEL.BIN would have to be made larger if the magic menu were to be added on to. This is not a hard feat, but the game's load sequence would have to be edited to accept the enlarged KERNEL.BIN Spell Order section.

#4. Adding more than two spells would mean displacing all the other attacks after it. This isn't difficult, necessarily, but that means re-pointing a LOT of things. Start indexes for all the other menus. Adjusting the Relative Animation Index increment table for account for the displaced Indexes. Re-pointing EVERY limit break for every character. For the PC version at least, as long as the new magics don't displace "Blade Beam shock wave" past 127 this wouldn't be an issue.

#4a. If it did displace further than 127 (eight or more attacks to be added), the KERNEL.BIN would have to be further enlarged to have more than 128 attacks in the attack data section.

#4b. Same "if" as 4a; Several attacks would have to be edited to reflect these changes. Satan Slam, Blade Beam, Choco/Mog, Zantetsuken, etc because they use the "Perform XX attack after condition Y" effect. Each "XX" would have to be changed for these.

#5. The KERNEL.BIN would AGAIN have to be enlarged to hold an extra name/description of the attack. This isn't bad for the PC users, but this means instant no-go for the PSX users as the barely under 11 block KERNEL.BIN would likely grow too large (153 extra bytes is too large for this file).

The list went on, but those are the main points I couldn't get around.

Yes, that's a real pickle. Would you excuse me for a moment?

*yells out indistinguishable profanities*
Title: Re: New Materia
Post by: sl1982 on 2009-09-01 05:16:10
Say someone hypothetically got this to work, what materia would they make? Other then ZOMG! that is
Title: Re: New Materia
Post by: Costa07 on 2009-09-01 05:18:23
Even if you were able to expand the magic menu to add a new materia would you have to have it so you start off with it at the begging of the game or would you be able to pin point a location to find your newly created materia
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-01 05:20:01
Say someone hypothetically got this to work, what materia would they make? Other then ZOMG! that is

Wind and Water would be my priorities (see my second post in the thread  :-P). In my game, they replace FullCure and Exit ATM. I suppose one might also want to make Strength Plus and Vitality Plus.
Title: Re: New Materia
Post by: Costa07 on 2009-09-01 05:24:22
So the only way to make new materia is to place the other materia am i correct or is this topic trying to create and put in new materia with out replacing another one
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-01 05:41:07
Actually, the answer to both your questions is yes. We want to make new materia without replacing anything else, but we can't. :|
Title: Re: New Materia
Post by: drfeelgud88 on 2009-09-01 05:44:01
I wish I knew how to do that Wind/Water material that you made Kudistos. But it sounds complicating and I know nothing about editing this stuff so yeah.  :oops:
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-01 05:47:01
What I did isn't very complicated at all :3

All it took was replacing some values in WallMarket; if I'm in a good mood tomorrow (it's 6:45 on Tuesday here, but it's Monday night to me :wink:), I'll tell you exactly what I did, but now I'm going to play Fate/Stay Night and then go to bed. brb :-P
Title: Re: New Materia
Post by: drfeelgud88 on 2009-09-01 05:49:48
What I did isn't very complicated at all :3

All it took was replacing some values in WallMarket; if I'm in a good mood tomorrow (it's 6:45 on Tuesday here, but it's Monday night to me :wink:), I'll tell you exactly what I did, but now I'm going to play Fate/Stay Night and then go to bed. brb :-P
Alright, cool. Sounds awesome, I look forward to it!  :-)
Title: Re: New Materia
Post by: Costa07 on 2009-09-01 09:29:17
Ok well replacing materia with another is easy with the right tools now making one with out replacing is more complex. hmm ok so what bin is all the materia in?
Title: Re: New Materia
Post by: nfitc1 on 2009-09-01 13:23:45
All materia info is in the KERNEL.BIN other than placement in the field.

There are about a dozen blank materia. Almost any of these could likely be created into something as long as it were referenced somewhere like a shop or the field.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-01 16:02:26
Actually, the answer to both your questions is yes. We want to make new materia without replacing anything else, but we can't. :|

I think what I said here was a little misleading (i.e. wrong). We can make new materia without replacing anything, but we can't give it any new effects without replacing something (that is to say, we can't make magic materia with completely new spells; we have to replace old spells).
Title: Re: New Materia
Post by: nfitc1 on 2009-09-01 16:25:32
I knew what you meant, but I thought it prudent to clarify that new materia for materia's sake is possible to create. It might be interesting/important to note that magic, summon, and several command materia needs to stay as is since they're used to create Master materias. You could still create more magic materia, but if you want the Master Magic to reflect it, that's yet another issue to resolve. :(
Still, you could create different materia. I always thought a low-level, mid-level, high-level materia was in order.

Low-level:
Fire (initial),
Ice (100 AP),
Bolt (200 AP),
Quake (350 AP),
MASTER at 1500 AP

Mid-Level:
Fire2 (initial),
Ice2  (1000 AP),
Bolt2 (1500 AP),
Quake2 (2400 AP),
MASTER at 5000 AP

High-level:
Fire3 (2500 AP),
Ice3 (6000 AP),
Bolt3 (9000 AP),
Quake3 (15000 AP),
MASTER at 15000 AP

Then Contain has the "Ultra" level spells. The AP would likely have to be increased and the spell power would have to be adjusted to account for the later acquisition of Ice and Bolt. I think this would be a more natural progression (So you can't get, say, Ice3 before you are able to buy an Fire materia) so long as you don't allow access to the high-level too early in the game.

This is the issue I'm talking about. Mastering this won't count toward a Master Magic unless you replace Ice, Fire, and Bolt materias with these. Then to keep the game balanced you'd have to get rid of all references to Fire, Ice, and Bolt materias until later in the game. This would even free the Quake materia to contain up to four new spells!

This would also likely mean no early Beta learning since You'd have to take the elemental attribute off of these materia. That is, unless you want to give elemental attributes to command materia... Ya know, this is starting to be a really good idea. :D
Title: Re: New Materia
Post by: titeguy3 on 2009-09-01 18:42:26
I added a "Horology" spell to my game. The game's damage calculation options actually supports doing damage equal to the number of minutes on the game clock. After some digging, I realized the only monster who uses this method of damage calculation is the Tonberry (who you virtually never encounter outside of the gold saucer) with the attack "Time Damage". I used the same animation (which looks awesome, btw) and renamed it "Horology" and added it to the end of "Time" materia. This is just an example, though, there are tons of spells that the game can use... "Blind", "Aero/Aerora/Aeroga", "Water/Watera/Waterga", "Drain", "Holy", "Dark/Darkra/Darkga", "Petrify/Stone"... with some Kernel.bin AI editing, it might even be possible to make a "Zombie" spell or a "Grow" spell (opposite of "mini").
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-01 18:47:07
I made a "blind" spell as well :-D

And about "Zombie"...

Wouldn't that require modding the AI of every single enemy that's weak against it?

Or at least modding the AI of every character so that they can set themselves as the enemy and changing their elemental strengths and weaknesses? Sounds like a lot of work; you'd also have to figure out a way of making some enemies immune to it, or players will be able to get two hit kills on any boss (that might be the easiest part of getting zombie to work :roll:).
Title: Re: New Materia
Post by: titeguy3 on 2009-09-01 18:53:46
Haha, that's very true. It'd certainly be a lot easier to make it one of the "affects player character only" spells, but that would sort of defeat the purpose. (although being zombie could entail nullifying physical damage)

I tried to do this actually, but gave up after I decided that if it were going to work that way it might as well be an equip-able item...hence the "Zombie Brace"! Nullifies all physical damage and health when equipped. Steal-able from Gi Nattak and acquirable at the gold saucer chocobo races! (who needs a "Precious Watch", anyways?)
Title: Re: New Materia
Post by: Costa07 on 2009-09-02 06:01:30
Ok quick question how come when you open wallmarket121 there is empty spaces in the spells and in the materia so you cant just enter in a new spell and a new materia instead of replacing one i been at it all day tryin to figure it out if some one has some valuable info i would really like to hear your reasons y it wont work or how we can get it to work
Title: Re: New Materia
Post by: Costa07 on 2009-09-02 09:16:30
(http://img4.imageshack.us/img4/5270/phpzugnpl.th.png) (http://www.postimage.org/image.php?v=aV1nO3L9)

(http://img268.imageshack.us/img268/4332/phpiktecb.th.png) (http://www.postimage.org/image.php?v=aV1nOZ7r)

(http://img42.imageshack.us/img42/7759/php6nclxb.th.png) (http://www.postimage.org/image.php?v=aV1nPVZS)

(http://img268.imageshack.us/img268/9228/phpwq2umv.th.png) (http://www.postimage.org/image.php?v=aV1nR4k0)

So as you can see i tried to make a new material without replacing another and just starting of the game with it equiped using wallmarket its equiped but it just doesn't seem to show up in magic screen or in battle in thoughts on this?
Title: Re: New Materia
Post by: nfitc1 on 2009-09-02 13:17:14
#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.
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-02 16:59:40
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 (http://www.filefront.com/14450855/newspells.rar), 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:



Title: Re: New Materia
Post by: Tsetra on 2009-09-02 19:07:48
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.
Title: Re: New Materia
Post by: Costa07 on 2009-09-02 20:09:18

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.)
Title: Re: New Materia
Post by: nfitc1 on 2009-09-02 21:39:18

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.
Title: Re: New Materia
Post by: Costa07 on 2009-09-02 21:48:02
? 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
Title: Re: New Materia
Post by: Matt2Tees on 2009-09-02 23:08:56
? 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
Title: Re: New Materia
Post by: Masa-Buster on 2009-09-02 23:10:46
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.
Title: Re: New Materia
Post by: Matt2Tees on 2009-09-02 23:26:31
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...
Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-02 23:29:01
...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.
Title: Re: New Materia
Post by: nfitc1 on 2009-09-03 00:10:42
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!!!
Title: Re: New Materia
Post by: Masa-Buster on 2009-09-03 00:47:16
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

Title: Re: New Materia
Post by: Masa-Buster on 2009-09-03 01:14:32
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



Title: Re: New Materia
Post by: Kudistos Megistos on 2009-09-03 01:18:58
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.
Title: Re: New Materia
Post by: Masa-Buster on 2009-09-03 01:28:01
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.)
Title: Re: New Materia
Post by: nfitc1 on 2009-09-03 03:02:47
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.
Title: Re: New Materia
Post by: Izban on 2009-09-03 07:34:49
i was wondering if anyone had figured out how to boost ap gained based on the Exp plus materia
Title: Re: New Materia
Post by: titeguy3 on 2009-09-03 07:53:57
AP Plus materia eh? That sounds neat.

I'm picturing it now...
Code: [Select]
AP Plus
Cost: 100000 Gil
Cost for Master: 1 Gil

Level 1: AP + 50%
Level 2: AP + 100%
Level 3: AP + 200%
Level 4: AP + 0%
Title: Re: New Materia
Post by: Costa07 on 2009-09-03 08:13:38
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
Title: Re: New Materia
Post by: titeguy3 on 2009-09-03 19:48:41
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).