Sorry for the double post, but this is just another question. How do I change an Attack ID? I'm trying to replace a materia's spell with a spell that only an enemy can use. I figured I'd just change the Attack's properties to exactly what the enemy's attack properties is. Only problem is that just locks the game up, I figure this is unless I change the attack ID, which I don't seem to be able to do. Can someone help me out with that?
The attack ID's are offset by a certain amount between items, player spells, and enemy spells. I think between Player and enemy spells the offset is x4E? somebody correct me if I'm wrong, but add x4E to the value you find for the enemy spell in ProudClod and it should work.
There's a nice text file with all the attack ID's floating somewhere around here that'll help you.
well that's not the problem. The problem is that within WallMarket, I can't change the Attack ID at all. Thanks for the note on having to add 4E to the Attack ID from ProudClod though.
Oh, the attack ID's are static...think of them as like...indeces for an array of attacks. If you change the number, you're pointing to a different entry. You can change everything about the attack, including the animation, then re-arrange the attack ID's referenced by the materia. So like for instance, if you wanted to turn the "escape" spell into "holy" and make that it's own materia, you'd goto "escape", rename it to "holy" by double clicking the name, then input whatever info you want. (my holy: 64 FF 02 FF C8 00 FF FF 4A 01 4A 01 03 76 22 82 FF 87 FF FF 00 00 00 01 00 01 FD FD)
Then once you've finished customizing your spell, goto the materia tab, then goto the exit materia, and change the modifiers from "25, 26" to just "26" (no more escape, just remove), then change the materia growth from "100, 300" to just "300" (to make there only be one growth level, then a mastery level), then just choose an unused slot, name it holy, then choose the AP scheme, and at what level it learns holy. The tricky part is getting the new materia into the game. The easiest way is to just assign it to a character as initial equipment, but if that isn't good enough, you can do some hex editing to get it into a shop, or figure out meteor to place it somewhere on the map. I'd personally rather replace another materia than go though that, though, unless it was part of some thorough mod I was making.
Keep in mind that you can make new materia but you can't make new spells due to the fact that the "magic" command list is full. There's no room for any more spells (if you goto the "spell order" tab under "initial data", there seems to be two extra slots, but that data isn't actually read by the game).
Hope that helped!
EDIT: oh yeah and by the way, regarding your earlier question about side quests, although it's pretty daunting, if you can ever manage to master using Meteor (I haven't the slightest clue how to use it without making the game crash), you can change pretty much everything and anything. It's a very cool resource if used properly.