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Miscellaneous Forums => Gameplay => Topic started by: Gordo98 on 2017-05-08 10:58:14

Title: Disable Materia Menu (Job Class Mod)
Post by: Gordo98 on 2017-05-08 10:58:14
I'd just like to know how to make it so you can't edit the Materia either by disabling the option in the menu (Like the first mission in the game) Or disallowing you to edit the Materia within the menu (Like Sephiroth's setup in the flashback.) Everyone will already have their Materia for their different classes and will learn via AP throughout the game, every weapon will have the same Materia slot layout and Materia found throughout the game I guess can just be sold (Don't feel like editing them out or changing them to something else.) So any help with how to accomplish this would be great.  ;D

Edit: I'm not TOTALLY new to modding this is a new account on this. (Still classify myself a noob tho :P)
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Sega Chief on 2017-05-08 12:25:30
I'd just like to know how to make it so you can't edit the Materia either by disabling the option in the menu (Like the first mission in the game) Or disallowing you to edit the Materia within the menu (Like Sephiroth's setup in the flashback.) Everyone will already have their Materia for their different classes and will learn via AP throughout the game, every weapon will have the same Materia slot layout and Materia found throughout the game I guess can just be sold (Don't feel like editing them out or changing them to something else.) So any help with how to accomplish this would be great.  ;D

Edit: I'm not TOTALLY new to modding this is a new account on this. (Still classify myself a noob tho :P)

I can help with this when I get back from college/work late tonight. There's a var that gets set to determine which menu commands are visible (it should be a large number 60,000+ or something) that can be seen on save points and during the game (the start of the game disables Materia, and it gets re-enabled again in Sector 7 when Barret asks you about Materia). You need to figure out what the code is for:
-) Materia/Save/PHS disabled
-) Materia Disabled, Save Enabled, PHS disabled
-) Materia Disabled, Save/PHS enabled

And change all the codes used by save points, etc. accordingly so that they display the correct combination of menu commands. Another thing you'll need to remove is all instances of 'clear X's materia/equipment' from the scripts as this'll break your Materia set-up.
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Kaldarasha on 2017-05-08 13:15:17
This mod is something I always wish to play with. I have two additional questions:
1. There are many more free character IDs. Could they be used to overwriting other characters to change the Job class?*
2. Is it possible to add materia slots to the accesoirs? Additional slots could help to create some base skills for character.

*Maybe this ID could be used as materia banks. The menu already has the ability to interchange materia sets between characters, so with some (big amount of) work on the materia menu it may be possible to create fully workable job classes.


Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Tsuna on 2017-05-08 13:45:35
Please do this. I will help however I can. I want this so bad lol
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Gordo98 on 2017-05-08 14:06:51
Oh yeah, and I guess there needs to be a way to disable exchanging, clearing Materia.

ALSO, would this mean we take out the entire Yuffie sidequest since that obviously screws up your Materia?
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Sega Chief on 2017-05-08 15:44:21
This mod is something I always wish to play with. I have two additional questions:
1. There are many more free character IDs. Could they be used to overwriting other characters to change the Job class?*
2. Is it possible to add materia slots to the accesoirs? Additional slots could help to create some base skills for character.

*Maybe this ID could be used as materia banks. The menu already has the ability to interchange materia sets between characters, so with some (big amount of) work on the materia menu it may be possible to create fully workable job classes.

Those blank slots behave strangely. The two after Cid load PS1 Cloud and PS1 Barret (their stats + a PS1 version of their menu portrait) and the rest are Chocobos that imitate Cloud's slot but have no associated model, etc.

Oh yeah, and I guess there needs to be a way to disable exchanging, clearing Materia.

ALSO, would this mean we take out the entire Yuffie sidequest since that obviously screws up your Materia?

Exchange (should) be inaccessible if Materia command is disabled.

As for Yuffie, during that scene have the game add Summon Materia equal to the number of Materia that she can steal (I forget the exact number) to the player's inventory and then remove the line where these Materia are returned. That way, she'll make off with the Summon Materia (highest priority for her to Steal so it'll keep everything else safe; use mastered KOTR I guess) which then never gets given back leaving your equipped Materia intact.
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Kaldarasha on 2017-05-08 19:24:37
It would be interesting to know if we could use the ID's to store certain sets of materia to create job classes. (Probably that's what they were meant for at the beginning but got dropped due to the short development.) Also, good to know would be if we could limit the access of the ID's to certain characters.

Let's say we have modified the Materia menu to have only access to the swap command, then we need to hide the slots for the materia with a display of the class materia (job), which is currently in use and shows how far the progress is in that class. It would be perfect, if we could add more slots as the current maximum. In these extra slots we could place character own abilities, which are mostly class independent. For example Tifa and Yuffie have the double attack by default (or learn it very fast) and are the only characters which can use a 4x attack in the later game. Tifa makes moderate damage but has a good hit chance, while Yuffie doesn't hit as often but has a high luck. Red XIII would be the only character, which can use enemy skills and Cait Sith is the only one with manipulate (now you may want to have Cait Sith in team).
Now lets say we can also limit the access of the ID slots for certain characters, then we could even create special classes for each character.
Though, I don't think that this will be happened, but I do think it is possible to do it with a lot of work, since we actually don't change the games core mechanic but the way how the game shall use it. Another problem I can see is, how should we control the access to the ID slots? I mean, it seems bad to me if you have access to all classes right away from the beginning. So there must be a way to lock and unlock them. Classes would renew the game entirely and would give finally some good rewards for playing the minigame or fight against additional bosses, they also would make all character useful again.
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Gordo98 on 2017-05-09 09:54:33
So i'm thinking of the following setup for each character.

Cloud: Fire, Ice, Lightning, Restore, Revive, Alexander, Chocobo Lure
Tifa: Counter Attack, Sense, Deathblow, Mime, Restore, Odin
Barret: Cover, HP Plus, Mystify, Seal, Transform, Barrier, Phoenix
Aerith: Fire, Ice, Lightning, Restore, Heal, Shiva, Ifrit, Ramuh
Red XIII: Enemy Skill, Manipulate, Kujata
Yuffie: Throw, Steal, Double Cut, Morph, Luck Plus, Exit, Leviathan, Pre-Emptive
Cait Sith: Restore, Revive, Heal, Barrier, Time, Destruct, Choco/Mog
Vincent: Fire, Ice, Lightning, Earth, Poison, Contain, Destruct, Hades
Cid: Time, Comet, Gravity, Slash-All, Bahamut, HP Plus

Honestly I don't know what Kaldarasha is talking about xD but it sounds complicated and if you want to do that then i'll leave it to you smart cookies :P
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: sithlord48 on 2017-05-09 11:23:23
you can disable the menus from the save file.. and if you put materia on a character (even in slots that are not visible) it will still have its normal effects.

what you can do is remove the materia tutorial and this should never unlock the materia menu.
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Tsuna on 2017-05-09 12:39:29
Could you apply a filter yo certain materia to only be equipable by certain people? Kinda like their weapons or some acceaorries
Title: Re: Disable Materia Menu (Job Class Mod)
Post by: Sega Chief on 2017-05-09 13:25:11
So i'm thinking of the following setup for each character.

Cloud: Fire, Ice, Lightning, Restore, Revive, Alexander, Chocobo Lure
Tifa: Counter Attack, Sense, Deathblow, Mime, Restore, Odin
Barret: Cover, HP Plus, Mystify, Seal, Transform, Barrier, Phoenix
Aerith: Fire, Ice, Lightning, Restore, Heal, Shiva, Ifrit, Ramuh
Red XIII: Enemy Skill, Manipulate, Kujata
Yuffie: Throw, Steal, Double Cut, Morph, Luck Plus, Exit, Leviathan, Pre-Emptive
Cait Sith: Restore, Revive, Heal, Barrier, Time, Destruct, Choco/Mog
Vincent: Fire, Ice, Lightning, Earth, Poison, Contain, Destruct, Hades
Cid: Time, Comet, Gravity, Slash-All, Bahamut, HP Plus

Honestly I don't know what Kaldarasha is talking about xD but it sounds complicated and if you want to do that then i'll leave it to you smart cookies :P

If you opt to have Summons on them then you could maybe try and set the Materia up so that the actual spell itself is 'locked' until it has reached Lv.2-3 or go with the Garnet/Dagger approach and have their MP cost be quite high so that they can't be used until later levels. You could also go with changing their actual damage formula and set them to be lower in base-power but with some kind of property like Ignore Defence so they don't overpower early spells when enemy defence is low but can still be useful late-game when enemy defence is a lot higher.