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Final Fantasy Forums => Gameplay Modding => Topic started by: xLostWingx on 2011-10-29 03:00:54

Title: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-10-29 03:00:54
It may not happen anytime in the near future.  But I am going to make a kernel mod that will create a real job system in FFVII.  Right now I am only in the planning stages of this mod, and many of the details remain to be worked out, but I have a collection of tentative and functional ideas for implementing a job system into VII.  Once I figure out exactly how I am going to design level ups/stat increases, and whether I will restrict materia or not, I will post a more descriptive explanation of this mod.  I would like to restrict materia, but with materia restriction comes a variety of problems, not all of which can be solved.  The alternative is to make utilizing job classes voluntary - - not ideal, but better than making dozens of problems for myself.  Since this is just a kernel mod, you will be able to pair it up with a scene.bin of your choosing, however, this is essentially a side project as I have yet to finish Revisited's scene.  Once it is complete, I imagine it would be the ideal counterpart to this kernel.  The creation of this thread may seem a bit premature, but, as usual, it will be a convenient place for me to post and discuss tentative ideas about the mod.

-Individual materia will be designed for use on one job-class only
-Characters' stats will either increase at a flat rate, or not increase at all (equipment, and possibly sources will "create" your classes and alter your stats)
-It is possible that all characters will be able to equip all weapons (it is the easiest way to make this work, although it may bother some of you if you equip "Fire Rod" on Black Mage Cloud, but in battle he is holding a sword)

The classes that I can justify creating for this mod are (tentatively):
Knight (SOLDIER?)
Black Mage
White Mage
Time Mage (Sorcerer? Necromancer?)
Blue Mage/Beastmaster
Summoner
Samurai
Dragoon
Berserker
Ninja/Thief
Mime

There is a possibility that equipment descriptions and/or materia will have uber-generic names like "Knight 1" "Knight 2" "Knight 3", which wouldn't really bother me, but it might bother others.  I will think about this one some more.

Ideally Ninja and Thief would be seperate, but I don't think that there are enough Thief-skills to support an entire class.  I don't know whether or not to call the Time Mage a Time Mage, because s/he will also command all the status inflicting spells.  With 9 distinct job classes, and a Mime, it works out nicely for the development of equipment since there were already 9 characters.  Mime will be able to equip any equipment, but will only have 'Attack', 'Mime', and 'Item' commands.  I might have to give the Berserker a few Knight and Samurai materia, but I think I can support this class too.  None of the other classes should be problematic.
This is what I know so far.  Updates will be forthcoming.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: GF-san on 2011-10-29 10:51:18
Dragoon class for spear type weaponry? Like Cid Highwind? Just an' idea!
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: sen on 2011-10-29 14:25:18
this sounds interesting
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Tenko Kuugen on 2011-10-29 15:02:49
have you figured out how to enable stat growth beyond 100?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-10-29 18:02:21
I thought about a Dragoon class, I'm just not sure there are enough Dragoon related abilities in the game.  Maybe Slash-All? Long range? Wind or Holy magic? Bahamut or Alexander Summons? HP/MP Absorb?  Some of those are a stretch, others woud probably be more appropriate on other classes, but maybe an Average-ish Physical character who can attack from the back row and can cast a few spells and a summon or two could be a fun class. 

And I don't know how to increase stat growth past 100, but I don't think I need to.  Between Sources and Equipment, you'll be capable of building your stats high enough.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-01 03:36:10
As far as the Dragoon matter goes, I think I will add that class.

I am also going to be adding several class-specific abilities by replacing some of the magic spells.  This way the Dragoon, Knight, Samurai, and Ninja can have som unique abilities.  I just need to decide which abilities I can eliminate.

Poisona
Escape
Remove

Life
Mini
Toad

Bio
Bio2
Bio3
Demi
Demi2
Demi3
Shield

I think the first two sets of abilities are suitable for elimination.  But that is only six skills.  The third set will be a bit more controversial.  Bio and Demi are both staples in most FF games, and they each have their uses in VII.  However, those uses are limited, and I personally barely use these spells.  Even in my mods where I've tried to enhance the usefulness of Bio, I don't feel compelled to use it.  The same goes for Demi.  Maybe I won't have to eliminate shield, but I think it is overpowered, so I have no problem with converting it to something else.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Tenko Kuugen on 2011-11-01 05:16:32
Just go with entirely original abilities for every class.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-01 06:57:41
I have 13 abilities to work with. 

The White Mage needs one or two;
The Berserker will need two or three (I have some good ideas for the Berserker  :evil:);
I might be able to give the Blue Mage one (although I have no idea what it might be);
The Samurai certainly needs at least three;
The Ninja could use one or two;
The Dragoon will need three or four;
And the Knight might be able to use a few.

If I eliminate a few other spells, maybe this will work.  Some materia (Primarily Blue Support Materia and some Purple Independent Materia) will be useable by multiple classes.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Hellbringer616 on 2011-11-01 13:44:51
This sounds like an awesome mod, I can't wait to see a beta.
I love the class system in FF5 :D
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: GF-san on 2011-11-01 20:24:49
I'm really liking this!!!! And you hit the nail right on it's head. Slash all, long range, counter attack, and wind magic (might be cool to use the ''aero'' magic model skins for some spells) work perfectly for Dragoon (imho of course :)).

Sounds great so far!
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Milo Leonhart on 2011-11-01 21:36:50
How can you do that ? o_O It's great!!
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-01 23:56:39
Look for some detailed class descriptions and ability lists later tonite.  I have about half of this mod planned out in my head, and I have most of the hard parts thought out.  I should have a chance to provide an update later tonite.  If not, look for it tomorrow.  I'm excited to see lots of interest in this project and will do my best to start working on it sometime soon.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

EDIT:  Characters will develop in a non-specific way.  By this I mean, that Cloud's stats at a given level will look very similar to Aeris's stats at the same level; the same goes for all other characters.  I will probably make characters' HP/MP vary a little bit; that way White Mage Aeris won't be exactly the same as White Mage Vincent or White Mage Barret.  Limit breaks will also allow for some differences between characters - As of this moment, I don't plan to alter any Limit Breaks, but that may change.

All Weapons will be equipable by all characters.  However, the compatible job classes will be listed in the Weapon's description.  As far as naming these weapons goes, I don't know what I am going to do.  Obviously, just because I call something a 'Healing Rod' doesn't mean that when Cloud equips it, he will be holding a rod instead of a sword.  I welcome any feasible solutions for this problem.  If every weapon had a unique name like 'Heaven's Cloud' and 'Death Penality', that could work...it will test my creativity though.  Armor and Accessory descriptions will also show which job classes are permitted to equip them.  Materia descriptions will do the same. 

Each character will start out as a specific class, but you're not obligated to keep them that way.  I think this will allow classes (and therefore job equipment and materia) to be introduced at a steady rate without mashing everything into the first few hours of the game.  There are more classes than characters though...so maybe I'll make the extra available early in the game, or somewhere between Kalm and Nibelheim.  It will probably be the Berserker...although it could be Summoner.  Obviously Mime will only be available after you get the Mime materia.

Starting Classes:

Cloud > Knight (SOLDIER)
Barret > Black Mage
Tifa > Samurai
Aeris > White Mage
Red > Summoner or Berserker
Yuffie > Ninja/Thief
Cait Sith > Blue Mage
Vincent > Time Mage
Cid > Dragoon

Rank Order of Classes by Stat:

Strength:  Berserker > Knight > Samurai > Dragoon > Blue Mage > Ninja > Time Mage > White Mage > Black Mage > Summoner
Vitality:  Knight > Samurai > Dragoon > Berserker > Blue Mage > White Mage > Ninja > Time Mage > Black Mage > Summoner
Magic:  Black Mage > Summoner > White Mage > Time Mage > Blue Mage > Dragoon > Samurai > Ninja > Knight > Berserker
Spirit:  Summoner > Black Mage > White Mage > Dragoon > Time Mage > Blue Mage > Samurai > Ninja > Knight > Berserker
Dexterity:  Ninja > Time Mage > Berserker > Samurai > Dragoon > Blue Mage > White Mage > Knight > Black Mage > Summoner
Luck:  Ninja > Samurai > Blue Mage > Time Mage > Knight > Berserker > Dragoon > White Mage > Summoner > Black Mage

The Mime can equip any equipment, but can only equip universal materia and the Mime materia.
Stats will be determined by Materia Effects, Weapons, Armor, and Accessories equippable by each class.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-03 07:07:31
Problem.  I have 26 new skills to intoduce, but only about 14-20 spells that can be eliminated.  I really don't want to have to get rid of spells like...well I don't know what else I can get rid of.  So...the choice becomes, take away from the magical classes for the benefit of the physical classes, or limit the physical classes in order to maintain magical classes' integrity.  The White mage is already suffering as it is, while the Blue Mage sits on a pile of skills.  There is nothing to do to the summoner, except to alter summons.  I will figure it out, but this delays the ability lists I was going to post. 
----------------------------------------------------------------------------------------

Heh...I have reduced it to 23 new abilities and expanded disposable spells up to 22.  1 more........man...what to get rid of?????
----------------------------------------------------------------------------------------

Ok...I've narrowed it down to two skills.  A Samurai skill that inflicts Physical Damage, Confusion, and Silence...........OR...........a Time Mage skill that inflicts Sleep and Confusion.  I think I'll get rid of the Time Mage spell.  There...

22 New skills.

Tomorrow I will post each class's abilities and compatible materia.  When I first started seperating abilities and materia, the magical classes were far superior to the physical classes.  Now the physical classes have a slight edge, but it will disappear once you have a high level, disc 3 party.  Physical classes Limit Breaks will be their best method of causing damage, so it would be unwise to make Aeris, Red, or Cait Sith a Knight, Samurai, or Berserker.  Magical classes' best method of causing damage will be with a W-xxxx and Quadra Magic combination.  Although technically Quad Mag will work with the physical characters abilities.  I'll have to think about it.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Izban on 2011-11-04 06:25:37
this is sounding interesting.

looking forward to the first build just a quick question though will the dragoon have jump and how exactly will you impliment it if he does
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Dark_Ansem on 2011-11-04 07:27:23
more than that, he'd implement the "lancet" skill with much more ease, unless LW also wants it to capture enemy skills.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-04 15:47:51
Unfortunately the Dragoon isn't gonna have Jump.  It sucks, but there is nothing I can do.  If you simply can't live without a Jumping Dragoon, then I'd suggest making Cid your dragoon so that you can use his limit breaks, which include Boost Jump. 

==================================================

EDIT:

Code: [Select]
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 Round

Blue 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, Berserk

Knight 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 Mage
Gil Plus:  Samurai
Enemy Away:  Blue Mage
Enemy Lure:  Berserker, Knight
Pre-Emptive:  Ninja
Counter Attack:  Samurai, Dragoon, Ninja, Berserker, Knight
Cover:  Knight, Berserker, Samurai
Counter:  Samurai, Dragoon, Ninja, Berserker, Knight
MP Turbo:  Black Mage, White Mage, Time Mage, Summoner
Booster:  Samurai, Dragoon, Ninja, Berserker, Knight
MP Absorb:  Black Mage, White Mage, Time Mage, Summoner, Dragoon
HP Absorb:  White Mage, Dragoon, Knight
Added Effect:  Time Mage, Samurai
Sneak Attack:  Ninja, Berserker
Final Attack:  Samurai, Dragoon, White Mage
Added Cut:  Samurai, Ninja, Dragoon, Berserker, Knight
Steal as Well:  Ninja
Morph:  Blue Mage
Deathblow:  Knight, Berserker
Manipulate:  Blue Mage
Mime:  Mime
Enemy Skill:  Blue Mage
2x-Cut:  Samurai, Dragoon, Ninja, Berserker, Knight
4x-Cut:  Samurai, Dragoon, Ninja, Berserker, Knight
Throw:  Ninja
Coin:  Samurai
Steal:  Ninja
Mug:  Ninja
Slash-All:  Samurai, Dragoon, Ninja, Berserker, Knight
Flash:  Samurai, Dragoon, Ninja, Berserker, Knight

Of course this isn't set in stone.  I was trying to keep classes as pure as I could, but I soon found that given the number of abilities that I sacrificed, some classes were at significant disadvantages.  So, I had to open up some materia and abilities to more classes than I originally intended.  I can justify allowing all classes to use Quadra, W-, and 4x, since these will all appear near the end of the game, and every character needs to be able to have a way to cause at least 9999 damage.  The Blue Mage might not have this option, but has the advantage of a wide variety of skills, most of which are stronger than average for the part of the game you will get them at.  You may notice that the Berserker has some abilities.  How will he be able to use them?  I'll save that for when I start designing the equipment.  Also, I am toying with the idea of allowing certain other classes access to a summon or two.  Not sure if the benefit outweighs the harm. 
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Izban on 2011-11-05 06:24:01
if your using wall market could you not use the Ai editor to create a jump skill with a dummy skill to call it, other skills could also be used this way but however they would require fair knowledge of the Ai component of wall Market

just ideaing but you could also probely do some trickey Ai stuff to edit peoples stats in combat based of equiped materia, seeing as both ruby and emerald use equiped materia to edit specific attacks damage value
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Milo Leonhart on 2011-11-05 07:40:49
We could create a "Aura" like materia who put the statut Fury without missing % penalty no ?

EX: Materia "Mystify" in "Aura" and change his skill "Confuse " to "Overdrive" who add the statut [Fury] and [Haste] and deleted the Berserk Magic... I think it can be interesting to have this materia later in the game in Hardcore Mod

http://www.youtube.com/watch?v=HA4A8SgpOzs
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-05 19:31:05
if your using wall market could you not use the Ai editor to create a jump skill with a dummy skill to call it, other skills could also be used this way but however they would require fair knowledge of the Ai component of wall Market

just ideaing but you could also probely do some trickey Ai stuff to edit peoples stats in combat based of equiped materia, seeing as both ruby and emerald use equiped materia to edit specific attacks damage value

I can do some of that without messing with AI.  But I don't really want to mess with AI if I don't have to.  I think the Dragoon, although unorthodox, will be a fine class without a Jump ability.

We could create a "Aura" like materia who put the statut Fury without missing % penalty no ?

EX: Materia "Mystify" in "Aura" and change his skill "Confuse " to "Overdrive" who add the statut [Fury] and [Haste] and deleted the Berserk Magic... I think it can be interesting to have this materia later in the game in Hardcore Mod

http://www.youtube.com/watch?v=HA4A8SgpOzs

I can probably do that, and I kind of like the idea.  I might be able to fit this in somewhere though.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Hellbringer616 on 2011-11-13 19:59:14
Guessing no new updates since you haven't posted, i just want to let you know, i am still very interested in your project.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: sl1982 on 2011-11-14 01:32:10
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Izban on 2011-11-14 08:23:25
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
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: sl1982 on 2011-11-14 10:52:31
If you did that you would have to replace an animation for all characters. Perhaps the flash attack would work.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-11-14 19:28:45
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: halkun on 2011-11-15 03:44:48
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Tenko Kuugen on 2011-11-15 17:25:29
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
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Vgr on 2011-11-15 21:48:10
I think everybody forgot that LostWingx is working with the PSX version... :P
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2011-11-23 03:11:03
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
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-01 07:09:03
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!
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-01 13:11:29
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-05 21:33:08
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-05 22:39:04
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".
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-06 00:32:06
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2011-12-06 12:06:29
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?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-06 13:20:58
May I ask what support and command materia will be removed?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-06 19:29:00
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-06 19:35:47
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-06 20:00:48
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-06 20:07:26
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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-06 20:23:40
Code: [Select]
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 Round

Blue 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, Berserk

Knight 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 Mage
Gil Plus:  Samurai
Enemy Away:  Blue Mage
Enemy Lure:  Berserker, Knight
Pre-Emptive:  Ninja
Counter Attack:  Samurai, Dragoon, Ninja, Berserker, Knight
Cover:  Knight, Berserker, Samurai
Counter:  Samurai, Dragoon, Ninja, Berserker, Knight
MP Turbo:  Black Mage, White Mage, Time Mage, Summoner
Booster:  Samurai, Dragoon, Ninja, Berserker, Knight
MP Absorb:  Black Mage, White Mage, Time Mage, Summoner, Dragoon
HP Absorb:  White Mage, Dragoon, Knight
Added Effect:  Time Mage, Samurai
Sneak Attack:  Ninja, Berserker
Final Attack:  Samurai, Dragoon, White Mage
Added Cut:  Samurai, Ninja, Dragoon, Berserker, Knight
Steal as Well:  Ninja
Morph:  Blue Mage
Deathblow:  Knight, Berserker
Manipulate:  Blue Mage
Mime:  Mime
Enemy Skill:  Blue Mage
2x-Cut:  Samurai, Dragoon, Ninja, Berserker, Knight
4x-Cut:  Samurai, Dragoon, Ninja, Berserker, Knight
Throw:  Ninja
Coin:  Samurai
Steal:  Ninja
Mug:  Ninja
Slash-All:  Samurai, Dragoon, Ninja, Berserker, Knight
Flash:  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.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-06 20:54:33
I see you've allowed the beserker to use both cover and counter attack it should be interesting to see how you have balanced that out.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-06 21:57:52
I have big plans for the Berserker in this mod.  When it is all said and done, the Berserker might be a little overpowered, but every party slot is so valuable and adding a Berserker to your party really limits you as a group.  The SOLIDER/Knight has some elemental skills and a few support spells, but he can also attack very well; the Black Mage can't do much of anything except for cause magical damage; the White Mage is gonna have a lot of trouble trying to cause significant damage and so on.  So there are the more versatile classes like the Ninja, Dragoon, Time Mage, and Blue Mage, and the Pure Classes like Black Mage, Summoner, Berserker.  The Knight, White Mage, and Samurai (kind of like a Monk), lie somewhere between the versatile and pre classes. 

The Blue Mage is basically a Mage with White, Black, and Time magic, a moderate ability to physically attack, and some excellent support abilities.  However, the Blue Mage is king of none of these abilities.  The Dragoon has a healthy Mdef, a decent Pdef, and fairly average stats all around, combined with access to a healing spell, a drain spell, and a mdef/def boosting spell, and a moderately powerful summon, the Dragoon is another jack-of-all-trades, but master of none.  The Ninja offers unmatched Speed and Luck, but with modest Str and Mag, and virtually no Vit to speak of, they have many useful skills and promote a more technical style of play.  The Time Mage will be spending most of his time inflicting positive and negative statuses, but will also be able to deal some damage, and he will do so with a higher Dex than any other mage. 

The Black Mage is designed for pure magical assault.  98% offensive magic, with the ability to use Drain and Hp Absorb.  The Black Mage is armed with the highest Mag stat in this mod.  The Summoner's Mag comes in at a close second.  Although the summons are generally more powerful than Black Magic, they require more MP and can only be cast a limited number of times.  Each of these classes are practically incapable of fending off physical attacks.  The Bersker on the other hand, is gifted with the highest Str of all the classes.  Combined with the Berserker's unique selection of equipment and accessories, he is a formidable unit indeed, but don't expect to do anything with him besides cause physical damage to enemies.

The Knight or SOLDIER, has the second highest Str in the mod, but also has a few tricks up his sleeve in the area of elemental abilitieshigh physical defense, and access to a select few supplemental spells.  The Samurai (is basically a Monk), combines status inflictions with physical attacks to damage and humiliate the enemy.  The Samurai's stats are slightly more balanced than the Knight's, Berserker's, and Ninja's.  The White Mage is primarily a healer of course, but with the barriers, drain, death, and possibly Alexander or Phoenix, it can produce effects other than healing..  The White Mage also has Holy Ray and Holy Flash, both of which are among the very few Holy Damage inflicting spells in the game.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-06 22:33:32
Just thought of something that might be interesting if it can work.

Is it possible to add the effect of powersoul/master fist on other peoples equipment? If so I beleive it could make for a nice "glass cannon" beserker weapon.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-06 23:12:53
It is entirely possible, and quite likely.  I like "Glass Cannon"  :)
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-06 23:55:26
Might I suggest changing the "ninja" class' title into maybe Rogue or Thief? My reasoning for this is that none of the skills really reflect what a ninja does (I'm talking videogame ninja here not real ninja) which is sneak around and silently take out targets, except for the pre-emptive materia which is the only thing that really reflects ninja. Most of the other skills scream thief to me (steal,mug,steal as well) and rogue (4x cut) Anyway just my 2 cents.

Also any way to implement a class having low level magic? eg. time mage having access to Fire 2 or Cure 2?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-07 02:58:12
It will remain Ninja, because within the confines of FFVII, the ninja in this mod will look like a ninja.  A Ninja in FFVII is a fast and lucky character that uses fire and water skills (Yuffie has high luck and dex in the regular game, uses a fire attack when you encounter her, and leviathan is the Wutai/DaChou summon).  In this mod, most Thief abilities will be available before most Ninja abilities, keeping with the FF tradition that the player must master the Thief class before gaining access to the advanced Ninja class.

Allowing the use of lesser spells for all classes, or groups of classes defiles the essence of the Job Class mod.  I've allowed for transference between certain skills for certain classes in an effort to maintain effective functionality, but any access at all to other classes' primary abilities causes the contributing class to become a little less useful.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-07 13:40:43
Alright, Do you mind explaining your reasoning of the White Mage having Death? That one confused me.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-07 19:49:59
The most pertinent reason is so the White Mage doesn't get stuck with a limited repetoire of Esuna, Cure, Life, and Barrier.  But I think its reasonably justifiable that if a WhiteMage can grant life, that s/he can also take it away.  I'll be tinkering with Death's success rate and its ability to target one or all enemies.  If I recall correctly, the standard Death spell in VII has like a 25% success rate and can be cast on multiple enemies.  For this mod Death will probably be a single-target spell with a 40-50% chance of success.  I will also be fiddling with various enemies' immunities.  So, there may be enemies that Death has no effect on and enemies that always succumb to Death, i addition to enemies that have the standard chance of being instantly dispatched or missed.

The short version is, So the White Mage doesn't suck.

I understand that my representation of certain classes may not necessarily coincide with other players' idea of a particular class, but FFVII was not designed to easily accommodate rigid job classes.  Therefore, I have to do the best job that I can with the resources at my disposal.  While some classes may have a skill or spell that seems "off" to some, I assure you it is in the best interests of playability and functionality in the big picture.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-07 20:01:23
I totally understand that square did not have the job system in mind when they thought of the materia system and that it may not be very suitable to the game. This is a big task you're undertaking and I wish you the best of luck with it. I apologise if my previous comments seemed to be bashing the mod and I assure you that was not my intention, my intention was to give you some constructive criticism as well as better understand the reasoning behind the choices you have made. Some would not have been the choices I would have made but I can understand why you have made them. and hey if you listen to everyone this mod will never be done.

Great work here I will continue to post my opinions as I find more about it.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-07 21:02:00
Thanks, and I didn't mean any offense.  I was hoping that someone would come along and ask questions like yours so that I could evaluate my own choices for how I will proceed with the mod.  It also promoted the thoughtful discussion of some of the deeper details of the mod.  Your question about the White Mage and Death was only the first of, if left unanswered, many other questions with similar answers (Why does the Knight have Barrier?, Why do some of the Samurai's abilities inflict statuses?, Why can the Ninja cast Fire2?).  I had to eliminate roughly 20 of the original spells to make room for job specific abilities while at the same time considering which enemies use the spell I'm transforming (it wouldn't be good if in the first reactor mission an enemy suddenly casts Holy Flash on you), so there are bound to be spells that got sacrificed that you would have preferred stayed in the game.

I am completely open to complimentary, implementable, and good ideas, but with 96% of the blueprint for this mod complete, these types of ideas are harder to come by.
Title: Re: [WIP] FFVII Job Class Kernel.bin [QUESTION]
Post by: xLostWingx on 2011-12-09 02:51:33
So...I never finished the scene.bin for Revisited.  Revisited was my main project, but the changes left to be made are so boring and tedious that it really doesn't sound fun at all, especially since my current version of Revisited's scene has 95% of the alterations complete for the first 2/3 of the game, and 20% for the remaining third.  Also, the Job Class Kernel has generated a lot of interest, so the question becomes... ... ... Do I create a seperate scene.bin for the Job Class Mod, or do I go ahead and finish Revisited's scene.bin?

Working on Revisited's scene offers many benefits.  It would make significant progress on the Revisited mod, and also provide a quality scene.bin for use with the Job Class Kernel.  Keep in mind, the Revisited scene is a completely restructured edition of the scene.bin and includes enemies appearing where they never have before, having completely customized stats, customized enemy formations and optional boss battles, and many enemies have new skills as well. 

However, it would be relatively easy and quick to take a vanilla scene.bin or Lostwing's scene.bin and alter it for use with the Job Class Kernel.  Doing this would serve no purpose other than to make a complimentary scene.bin to go with the new Job Class System in FFVII...it could develop into a full-scale project though.

So the possibilities are that I either complete Revisited's scene.bin and kills two birds with one stone (but it would not be fun by anyone's definition); or alter LostWing's scene.bin (this would be easy and quick); alter the vanilla scene.bin (could be done relatively easily and just going through the motions); or embark on a journey to create a optimally complimentary scene.bin to go with the Job Class kernel (full-scale project, lots of time, lots of bullshit).  Obviously, the more efort an time-consuming ideas produce better results, but an altered LostWing scene.bin would be a pretty good match for the job class kernel.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-09 04:40:39
Id have to say work on the Revisited scene. Quality > Quantity IMO
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2011-12-10 02:07:28
Go with what suits you. You're the one doing it, so you shouldn't feel weighed down by our expectations....

a question: if you made a completely custom scene.bin, would it be possible to enforce the job "classes" for materia and such?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-10 03:35:20
That data isn't in the scene.bin, sorry  :-(

Yeah, all the ways that the Class System could be made mandatory involve something that does more harm than good.

There is no real way to encourage the player to use the classes if they don't want to.  All Materia will always be equippable by all characters, and job-specific materia is a prerequisite for a Mandatory Class System in FFVII.  The only other way that I came up with to enforce the classes  (and this method had numerous flaws) involved activating a gameshark code which, of course, is up to the player to do.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-10 12:39:55
Hmm.. Is there a way to put the classes name in the materia that goes with it eg.

                 Fire
Materia details:                  |          Materia list
                                           |
*****                                 |
Black Mage       HP- 2          |
                        MP+2          |
                        st-1             |
                        mag1           |

Sorry for the mess But I hope it explains what I'm trying to say?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-10 17:06:56
There is a way to do exactly the your diagram shows.  The method is explained in my FFVII: Lost Wing thread.  I haven't tried it, but it should work.  I was probably just going to include the Class Name in the Materia's description, but this way would be much classier.  I will keep it in mind.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2011-12-13 11:05:31
if you can't make it mandatory, then the way that Livesey has suggested is pretty much the perfect way of doing it.
putting the classes in the description can get messy,  'cause you don't have a lot of space there....
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-14 16:17:22
Oh I definetely agree, it is just that with each passing week, I've made this project a little more difficult and a little more time consuming.  I will try out a few different ideas for communicating to the pllayer which materia can be used by which job classes, and if all the easy methods produce a bucket of crap, then I will definetely use this method.  It just requires me to do something that I haven't personally done before (as simple as it may seem), which involves additional time and effort.  Maybe next week I will actually start putting the manual labor into this project so I can evaluate some of the ideas for real instead of vicariously.  I do agree though, the above method would be the ideal method.  If someone wants to learn how to do that, Bosola provided instructions in my Lost Wing mod thread.  I can provide a list of precisely which materia will be converted into others to facilitate the process.  If it is left to me, then don't plan on seeing the fruit for several weeks or longer.

======================================


Actually it was the Revisited thread.  Check this out http://forums.qhimm.com/index.php?topic=11405.msg159650#msg159650

Livesey or royalmurder, if you wanna get in on this, let me know.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2011-12-16 14:04:52
I can help with the simple-but-time-consuming stuff.
especially as I just finished university for a month XD

so that link will help us figure out how to change the materia descriptions?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-16 18:21:49
Yeah.  Bosola describes the process.  Sounds simple enough.  I would probably get to it eventually, but if you wanted to help contribute to the mod, then this would be an ideal way.  If you experiment and figure out how it all works, let me know and I'll give you the information you need to know in order to make the appropriate changes.  Only if you want to and aren't busy of course.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-16 20:19:39
I'l gladly attempt to help, as long as you can reccomend a program or two to use for it.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-16 20:49:08
http://www.zophar.net/utilities/hexutil/windhex.html

Here is a link to the program that Bosola suggested - Windhex

I don't have any experience with hex editors so I can't provide much help.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-16 20:52:26
Alright thanks I'l give it a little play around see what I can work out.

EDIT:Okay so I downloaded WindHex 32 and had a look arounf the Qhimm Wiki and if I'm correct all the number represent characters in-game?

I looked on the other thread and it said if I insert a ff7.tbl file it will correctly translate the Hex and make it significantly easier, Where do I find a ff7.tbl..? or on the other hand is it easy to custom make one from the information at the Qhimm Wiki?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2011-12-16 21:39:51
Im trying to figure out some of the same things right now.

--=-=-=-=----=-=---=-=-=---=-=-

Ok.  Well I'm looking and we might not be able to do this.  I don't think we can.  So...let me look a little longer and Ill be back with a better answer.  Don't waste your time, unless you're having fun.

EDIT:  Hey, this won't work.  There are 11 job classes but only like a few alterable words in the EQIPMENU.MNU - too few to do what we intended to.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2011-12-17 11:12:33
So it's back to putting the classes in the description?
Or is that also a no?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2011-12-17 15:04:39
Damn that sucks... I think putting them in the description would be the next thing down from there and from the length of the descriptions I can't see any immediate problems from doing that.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2012-01-12 20:32:36
Putting them in the Materia Description will work fine.

Should I develop a set of abbreviations for the classes or use the whole name of the class?  For most materia, using the whole name would work fine (because I only have to include one class name), but for materia that can be used by multiple classes, the description would become too long to display properly; so developing some abbreviations would be best.

Black Mage::BlkMg::BM
Samurai::Smrai::Smr???

I'm not sure the best way to do this, so please offer some suggestions.  Any and all suggestions are welcome.  The classes are:

EDIT::

Knight or SOLDIER::Kn
Samurai::Sam
Berserker::Brsk
Ninja::Nj
Lancer or Dragoon::Drgn
Black Mage::BlkM
White Mage::WhtM
Blue Mage::BluM
Time Mage::TmM
Summoner::Sum
Mime::Mime

These are negotiable.  I am starting work on the kernel now, so I will be working with these until better suggestions are offered.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2012-01-13 06:56:10
Work on this mod has begun.  I am making all the superficial changes now.  I will then make the meaningful changes to the data.  In a few days, the kernel mod should be complete.  It should be a decent enough game to use the Job Class Kernel with the vanilla scene.bin, but it won't be a difficult game.  Wish me luck, and please offer suggestions for recognizable abbreviations for job classes.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2012-01-13 10:16:06
Bit of a longshot but is there a way to colour code the text on the materia description?

That way you could colour code the classes if you needed to save further room.

Abbreviations I can think of:
Black Mage and White Mage I think is right.
Time mage maybe TimM just to even the characters whith the blk and wht mage.
Knight/ Soldier Either of the first two or 3 characters work as they won't get confusing.
Dragoon as drgn also works fine.
Beserker maybe bsrk instead of brsk though that may have been a typo I don't know.
And Summoner is fine as Sum.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2012-01-13 11:21:08
Pretty much what Livesey's just said.
The only one I wasn't comfortable with was Berserker, and Bsrk fits better.

What do you mean by colour-coding the classes: each class has it's name in a colour, or class-specific materia has it's name in the class' colour?  ???
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2012-01-13 19:53:09
I mean to colour code the text so black text for Black mage white for White mage ect. But on second thought it would look confusing, messy and just all around bad, it was the ramblings of a mad man.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: royalmurder on 2012-01-14 14:37:32
Mmm. I'm glad you came to your senses :P
It would've looked rather childish, and required so much effort to do so as well...
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Livesey on 2012-01-14 17:46:37
=P Exactely.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2012-01-15 05:57:18
Glad you two figured that out.  I've completed the Names/Descriptions for Spells and Materia.  It is something at least.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: Zyrrahx on 2012-01-17 10:26:31
Hey im not very good at editing but aren't there some hidden materia and equipment in the game(Like when I edited final fantasy and a character didn't have any weapon equiped and i went into game, the weapon would be t-vest and im sure there was more) but you proberly know this, but this mod is a really good idea not having jobs in final fantasy VII made me feel like i lost control of how my characters leveled up anyway can't wait to see how it is and good luck.  :)
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: SynthericPanda on 2012-02-26 04:56:56
I really hope this topic isn't dead. D=. I've been watching this thread as a Guest for a while. I'm really excited to see where this is going.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2012-02-26 17:38:31
While not dead, I would say it is in an induced coma.  Most of the people working on extensive projects here at qhimm are full-time students or full-time workers and it is super dificult to find enough time to produce an entire mod.  All the ideas for making this mod are in this thread and in my head.  I really think this would be a lot of fun once it is complete and I don't intend to kill this project.  It is just that I might not get to it anytime in the foreseeable future.  Thanks for your interest though, and the more people that show interest, the more likely I am to work on this sooner than later.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: SynthericPanda on 2012-02-27 03:06:16
I read through this last night, and I might have misunderstood, but someone said that you were doing this for the PSX version of Final Fantasy VII? Did I misunderstand? Or are you doing it for the PC, or perhaps both?
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: xLostWingx on 2012-02-29 01:10:54
I am creating it for the PSX version.  Which means that I am testing it on the PSX version.  However, it is going to be just a Kernel patch, which means it should be easily covertable into a PC patch.  But...My LostWing mod, which already had tons of bugs, gained even more after being converted to PC version (though there is some question as to the reliability of some of the reports since mods other than my own were installed in an unknown order).

In short, either myself, or someone else will convert this for play on PC, but there is a possibility than you will experience some issues.
Title: Re: [WIP] FFVII Job Class Kernel.bin
Post by: SynthericPanda on 2012-03-07 05:49:44
Well I say whatever! I've got both the PC and the PSX version so whichever one you make this for is fine by me. I'm really excited about a Job Class themed Final Fantasy VII.