Author Topic: (RELEASED) 'New' Spell Name Patch v2  (Read 9194 times)

Hellbringer616

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(RELEASED) 'New' Spell Name Patch v2
« on: 2009-07-06 21:12:46 »
Well i'm finally helping out! though sadly not original content..

I'm remaking and then re-releasing the New Spell patch.

At request i will list the changes in spell names.

Fire: Fire, Fira, Firaga
Ice: Blizzard, Blizzara, Blizzaga
Bolt: Thunder, Thundara, Thundaga
Demi, Gravity, Gravita, Gravaga
Bio: Poison, Pestilence, Plague
Flare: Inferno
Shield: Magical Shield
Barrier: Protect
MBarrier: Shell
Wall: Shield
Cure: Cure, Cura, Curaga
FullCure: Full Cure
Life2: Araise
Remove: Eject
Escape: Flee
Quake: Quake, Quara, Quaga
De-Barrier: Shatter

Thats all i can remember for the moment.


And so on. I am also changing the descriptions on a few spells (also fixed the Angermax name)

criticism always welcome :-D

http://www.filefront.com/13989785/Spell%20Name%20PatchV2.rar


http://www.filefront.com/13985053/Spell-Name-Patch.rar

V2 won't boot FF7, working as to why, please use v1

Updated to V2! changed up descriptions (to many to list sorry all) and effects, Like tetra disaster.

Hope you all enjoy


Installation Instructions (also in Readme):

Back up your kernel2.bin file then
place this file into your data\kernel folder.

Run Final Fantasy VII
« Last Edit: 2009-07-08 00:58:46 by hellbringer616 »

Gemini

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Re: (WIP) 'New' New Spell Patch
« Reply #1 on: 2009-07-06 21:35:11 »
Gravity->Gravira->Graviga is correct. As for the rest, Quake (->Quara->Quaga), Bio, Wall, De-Barrier, Shield, Confu, and Escape should stay as is, as those are the original names (and I'm not talking about the US script). Remove is supposed to be Degeon (as in De-Dungeon, from FFIV, aka "Warp") and Life 2 is Araise. The second level Comet is supposed to be Cometeor (Comet+Meteor).

nfitc1

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Re: (WIP) 'New' New Spell Patch
« Reply #2 on: 2009-07-06 21:44:17 »
Although I'm reluctant to say anything negative (as this is the reason I made WallMarket), since it IS so easy to rename spells as it is using WM or Teioh you should consider putting your own little twist into the attacks themselves. Make them stronger/weaker/elemental/non-elemental, etc. Renaming the spells with the tools we have now takes 5 to 10-mins tops.

Here's how I have mine renamed (just the ones I've changed):

Cura
Curaga
Antidote
Raise
Full-Raise
Frog
Sleep (why the heck was this EVER Sleepel?!)
Confuse (same here)
Drain (Used to be Escape which I never used)
Aspil (Used to be Remove which I also never used)
Fira
Firaga
Blizzard
Blizzara
Blizzaga
Thunder
Thundara
Thundaga
After-Shock
Tremor
Earthquake
Poison
Pestilence
Plague
Asteroid
Star Shot
Peach Bomb (I'm sure I had a good reason for naming Flare this....can't think of it for the life of me)

All my E.Skills stayed the same, but some of them might want to be re-named too:

"? ? ? ?" could stand a rename. What a terrible name! They call it "Balance" in FFXII and I think that'd make sense seeing as it's a scale weight that drops on the target.
Chocobocle is the way it's spelled in FFVIII, but that's up to you.

Also, Typhoon should do Wind damage because the animation doesn't make any other sense. Tetra-disaster should also do Earth damage or else be re-named to Tri-disaster. The freakin' Tetra Elemental absorbs those four elements, why doesn't Tetra-disaster do those elements in damage?!

Remove is supposed to be Degeon (as in De-Dungeon, from FFIV, aka "Warp")
But this is only usable in battle to remove targets from the battle. It doesn't work like "Warp" at all.
The second level Comet is supposed to be Cometeor (Comet+Meteor).
I might agree with this, but "meteor" is supposed to be the ultimate magic that you're trying to stop. While Meteor is a great magic in all the other FFs, this one isn't meant to be a battle magic.
« Last Edit: 2009-07-06 21:47:41 by NFITC1 »

Gemini

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Re: (WIP) 'New' New Spell Patch
« Reply #3 on: 2009-07-06 21:56:30 »
But this is only usable in battle to remove targets from the battle. It doesn't work like "Warp" at all.
It's a legacy thing. The spell in FFIV could remove the enemies from battles and teleport you to the previous floor in a dungeon. It is really "Warp", even if the effect is only reduced to battle.

Quote
I might agree with this, but "meteor" is supposed to be the ultimate magic that you're trying to stop. While Meteor is a great magic in all the other FFs, this one isn't meant to be a battle magic.
It can also be a Japanese pun with Ko+Meteor, that means small Meteor. Also, the spell looks really similar to Meteor from FFV (where it deals multiple hits), so it is indeed a variation of that spell.

Quote
Sleep (why the heck was this EVER Sleepel?!)
Confuse (same here)
Sleepel=Sleep+spell
Confu=short for Confusion

Hellbringer616

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Re: (WIP) 'New' New Spell Patch
« Reply #4 on: 2009-07-06 23:09:40 »
Finished :-D added to first post

Will be changing some more things up when i have more time, also changing magic stats is possible.
« Last Edit: 2009-07-07 00:11:02 by hellbringer616 »

Timu Sumisu

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Re: (RELEASED) 'New' Spell Name Patch
« Reply #5 on: 2009-07-07 00:58:32 »
can you post a list of exactly all the changes?

Hellbringer616

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Re: (RELEASED) 'New' Spell Name Patch
« Reply #6 on: 2009-07-07 02:23:17 »
can you post a list of exactly all the changes?

Sure thing, will add to first post.

Xelane

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Re: (RELEASED) 'New' Spell Name Patch
« Reply #7 on: 2009-07-07 03:24:25 »
ungarmax isn't necessarily angermax...

it was never stated that the move was mistranslated

Hellbringer616

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Re: (RELEASED) 'New' Spell Name Patch
« Reply #8 on: 2009-07-07 03:31:03 »
It was in a post i read (i'm sorry i can't recall where) it was quoted to me "the dreaded ungermax" or something like that.

Hellbringer616

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Re: (RELEASED) 'New' Spell Name Patch v2
« Reply #9 on: 2009-07-07 18:33:38 »
Sorry on double post, just wanted to say i've updated it.

romeo14

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Re: (RELEASED) 'New' Spell Name Patch v2
« Reply #10 on: 2009-07-07 23:45:56 »

Cura
Curaga
Antidote
Raise
Full-Raise
Frog
Sleep (why the heck was this EVER Sleepel?!)
Confuse (same here)
Drain (Used to be Escape which I never used)
Aspil (Used to be Remove which I also never used)

how did you turn exit into drain, im trying to do it with wallmarket but it keeps crashing after i cast it. and if its not to much trouble could you tell me which animation you set it to use. i want to make to spells for the exit materia  Drain HP- which i want to have the monster [8 Eye] from the temple of the ancients attack [life drain].
the second spell is Drain HP/MP which i cant think of a better animation so id like to make it the same as Drain HP
« Last Edit: 2009-07-08 00:16:08 by romeo14 »

Xelane

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Re: (RELEASED) 'New' Spell Name Patch v2
« Reply #11 on: 2009-07-08 00:20:00 »
well what i would do is use gi nataki's (the boss in cosmo canyon) drain attack and then use the animation for that and get the statistics for drain.

you can't take the animation from something like proud clod and just use that

like if an enemy's animation for an attack is 1A, you can't use 1A for the move because it's coded differently for whatever area of attack its in. Like regular magic vs enemy skill magic both have different animations for the same animation id because they use different ID's.

Sorry for the long speech of what you may already know, it just seemed like you were using the exact same animation ID as vampire fang or something an enemy used.

Hellbringer616

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Re: (RELEASED) 'New' Spell Name Patch [v2(WIP)]
« Reply #12 on: 2009-07-08 01:00:11 »
Having an issue hope someone can help.

For some reason if i use my v2 kernel2.bin file it won't load, and gives me an error (from Aali' driver) i look in the app.log and it says nothing is wrong..

Any idea? Maybe description to long?

Kudistos Megistos

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Re: (RELEASED) 'New' Spell Name Patch v2
« Reply #13 on: 2009-07-08 01:04:54 »
well what i would do is use gi nataki's (the boss in cosmo canyon) drain attack and then use the animation for that and get the statistics for drain.

you can't take the animation from something like proud clod and just use that

like if an enemy's animation for an attack is 1A, you can't use 1A for the move because it's coded differently for whatever area of attack its in. Like regular magic vs enemy skill magic both have different animations for the same animation id because they use different ID's.

Sorry for the long speech of what you may already know, it just seemed like you were using the exact same animation ID as vampire fang or something an enemy used.

Yeah, what he said :-P

Here's a little information on attack indexes.

http://forums.qhimm.com/index.php?topic=8195.0

Fortunately, enemy attacks can be used as player attacks, you just have to add 78 to the attack ID.