FF3 Magic Expansion.ips


This is a new patch in the 1.1 release!

What it does is increase the number of classes that use spells and give them a few magic points for their use, alongside 
the Magic Command so... well, they can actually cast spells.

Before I list the changes, I want to point a few things:

1, This patch is separated from the Magic Changes patch because this one modifies a few spells, changing them in several ways
2, It modifies the starting Int and Spirit of some classes that have very low magic capabilities to make them at least somewhat useful
3, It adds the Magic Command to said classes, so some lose the Defend or Run Command

Because of this, it supposes a bigger change to the original game than any other patch added, and I shouldn't add 
it to the "all in one" patch, because I would be forcing it, and there are several versions of this patch so it's kinda 
stupid too, it could create incompatibilities depending on your translation of choice.

There are four patches:


Magic Expansion No Text Edits 1-1: A patch for the japanese game, or if you don't want the text edits (So, compatible with all).
Magic Expansion Alex W 1-1: A patch for the Alex W. translation.
Magic Expansion ad02020 1-1: A patch for the ad0220 translation.
Magic Expasion Maeson Spanish Translation: For a translation I made some time ago from ad02020's fantastic work.

The difference between each one is that it alters a couple of words to fit the changed spells. Make sure you're using the correct one.

Changes go like this:

First spells:

Sight: Now is a single target offensive spell while in battle. 
       Spell Power 40. Outside battle it will display the map as always. It has new graphics.

Shade: Now is a Full Screen offensive spell with a power of 160. Neutral element. 
       It has a new animation.

Kill/Dark: Now is a Dark element Full Screen offensive spell with a power of 160. 
           It has a new animation. Because it's element, it's effective with enemies that divide themselves.

Now, for changes in the classes with new magic:

I will add the name of the class, the spells he can learn, how the commands are rearranged, what new Int/Spirit base stat the 
class has (if it has a change) and the ammount of MP the class has. The number between brackets is the total MP the class gets 
for that level, it happens with classes that already have MP for that level of magic. MP for classes and magic levels that wasn't 
in the original game doesn't change as the characters level up. For example, Monk will always have 15 points in Level 1 magic no 
matter if it's level 1 or 99.

Note: IMP> Initial Magic Points | FMP > Final Magic Points (at Level 99)
--------------------------------------------------------------------------
Monk			MP	
Lvl1 Cure, Pure, Sight	15
Lvl2 Toad, Mini		13
Lvl3 Cure2, Wash, Exit	10

Commands: Attack Magic Item Run
--------------------------------------------------------------------------
Hunter 					IMP  FMP			
Lvl1 Ice, Sleep, Cure, Pure, Sight	10    25 
Lvl2 Venom, Blind, Aero, Toad, Mini	 7    22
Lvl3 Cure2, Wash, Exit, Ice2		 5    19
Lvl4 Libra, Confu, Ice3			10    10
Lvl5 Cure3, Life			 8     8

Commands: Attack Magic Item Run
Starting Magic Stats: 25 Int, 30 Spirit
--------------------------------------------------------------------------
Knight			 MP
Lvl1 Cure, Pure, Sight	 16 
Lvl2 Toad, Mini		 14 
Lvl3 Cure2, Wash, Exit	 12 
Lvl4 Libra, Mute	 10 
Lvl5 Cure 3, Life, Safe	  8  

Commands: Attack Magic Defend Item
Starting Magic Stats: 35 Spirit
--------------------------------------------------------------------------
Scholar					   MP
Lvl1 Fire, Ice Sleep, Cure, Pure, Sight	   16 
Lvl2 Bolt, Venom, Blind, Aero, Toad, Mini  14 
Lvl3 Fire/Ice/Bolt2 Cure2, Wash, Exit      12
Lvl4 Libra, Confu, Break, Ice3?		   10 
Lvl5 Erase				    8 

Commands: Attack Magic Scan Item	
Starting Magic Stats: 20 Spirit

Scholar loses Peep with this patch, but he has Libra, so it doesn't matter
--------------------------------------------------------------------------
Dragoon		       MP     
Lvl4 Shade		8
Lvl6 Fire3	       10

Commands: Attack Jump Magic Item
Starting Magic Stats: 30 Int
--------------------------------------------------------------------------
Viking			        MP
Lvl5 Cure3, Bolt3, Safe		15
Lvl7 Quake			 5

Commands: Attack Magic Defend Item
Starting Magic Stats: 30 Int, 15 Spirit

Viking loses Cheer with this patch, as he wins some spells.
--------------------------------------------------------------------------
M. Knight	               IMP  FMP	     
Lvl1 Fire, Ice, Sleep		10   20 
Lvl2 Bolt, Venom, Blind		 7   17 
Lvl3 Fire2, Bolt2, Ice2		 5   14 
Lvl4 Ice3, Break, Confu, Mute	10   10
Lvl5 Kill/Dark		         8    8

Commands: Attack Magic Defend Item 
Starting Magic Stats: 22 Int

--------------------------------------------------------------------------
Bard			Attack, Magic, Cheer, Item	25 Int
Fire, Ice, Sleep, Cure, Pure, Sight	16
Venom, Bolt,Blind, Aero, toad, Mini	14
Cure2, Wash, Exit, Fire/Ice/Bolt 2	12
Ice3, Confu, Mute, Libra			10
Cure 3, Life, Bolt3, Erase		  8
Starting Magic Stats: 

He loses Sing, as it's useless having attack (Harps function with Attack command).
--------------------------------------------------------------------------
Ninja			 MP	
Fire, Ice, Sleep	 14
Bolt, Venom, Blind	 12
Fire2, Ice2, Bolt2	 10
Confu, Mute, Break	  8

Commands: Attack magic Item Run	
Starting Magic Stats: 16 Int 16 Spirit
--------------------------------------------------------------------------
* Classes that previously could use Kill/Dark and Shade lose it because their increase in power, 
  as it would make things very unbalanced. But a Warlock will be able to use them as he is the master of black magic, though.

This patch also changes the monster M.Helcan/Magic Helcan spells to remove Shade, too strong for the moment it appears.
