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Author Topic: Complete Class Separation for Jenna and Piers  (Read 319 times)
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« on: June 05, 2017, 02:06:28 PM »

I know that we have a class separation patch that can be used to split Team 1 and Team 2 but what I'm looking for is a patch that completely separates Jenna/Piers' classes from Felix/Sheba's lines so I can properly put them in line with their other warrior/mage characters because as it is now they still share the symbiotic and tri classes even with the current patch.
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« Reply #1 on: June 05, 2017, 04:05:48 PM »

I think you might be able to do it if you change how class types are assigned to them, but I haven't really tried experimenting with this before aside from trying to switch the characters who are assigned their base classes (unsuccessfully too, because of the editor).

I think Fox might know a good way of doing that since he looked into class stuff pretty recently!
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« Reply #2 on: June 05, 2017, 06:01:42 PM »

It depends on which method he'd like to do.

-You could do a direct PC check and class type check.
-Or you could change the values in the Class Type table.

...
Class Type Table is explained here: http://forum.goldensunhacking.net/index.php?topic=475.msg11653#msg11653
Same table at 0x080C6604 in memory viewer.

Quote
It goes like this:  Primary Secondary

 1 -  Venus Venus
 2 -  Mars Mars
 3 -  Venus Mercury , Mars Mercury
 4 -  Venus Mars , Mars Venus
 5 -  Venus Jupiter , Mars Jupiter
 6 -  Mercury Mercury
 7 -  Jupiter Jupiter
 8 -  Jupiter Venus , Mercury Venus
 9 -  Jupiter Mars , Mercury Mars
10 -  Jupiter Mercury , Mercury Jupiter
11 - (And below = Item Classes, etc.)[/font]

This list should make it easier to tell that Venus and Mars share similar classes just like Jupiter and Mercury.
I think at some point, it actually occurred to me that each PC can only access a class type when their element is either Primary or Secondary, so keep that in mind. (As long as you don't edit their elemental levels or give a lot more amount of djinn than is currently possible, that is....)


So for example, in an unmodified game, Ivan and Mia will never get class type 4, ever... while Ivan could get class type 5 or Mia to class type 3 near end game. (I think?)
« Last Edit: June 05, 2017, 06:24:43 PM by Fox » Logged

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« Reply #3 on: June 05, 2017, 06:20:44 PM »

I kinda did what you want for my own mod so i'll sum it up here.

1) I tweaked the values in the table so that A/B had the same number of B/A (like 4 is both for venus mars and mars venus). This allowed me to use only numbers from 0-9.

2) then i worked on the class function: originally the class function is identical to the one GS1 uses with 2 exception. If it finds Jenna (character id 5) AND class code 2 (mono mars) then set the class code to 13. Same story for Piers (id 7 and class code 6 then swap to cc 14).

What i did: after calculating class code, add 20, multiply char id by 10 and add it to class code. This allows for FULL separation since in my tweaked table class codes go from 0 to 9 only. Isaac has classes in the 20-29 range, garet 30-39 etc. (the +20 is cause i lazily avoided messing with item classes, which are forced at 15, 16 and 17)

The downsides are: i have to make all classes for each character (even duplicates) AND there is not enough space.

So i set up exceptions like the ones originally used for jenna and piers: if you find Felix and he is NOT in his base class, then change his character id to Isaac's. Basically felix's char id will be used only for his unique base class and he'll be seen as isaac in all other cases. Same for Sheba, which falls back to ivan for all of her classes instead of the base one.
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« Reply #4 on: June 05, 2017, 10:05:51 PM »

So if I do the PC and Class Type check, then I'd make the game do comparisons where if say Jenna meets the requirement for say Class Type 3 then it would load 23 instead where as if I did Caledor's method then I'd have to make duplicates of a lot of classes?

Which method would be easier to implement given the current tools? Because right now a very bothersome problem is the lack of a copy paste function in the current editor.
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« Reply #5 on: June 12, 2017, 03:49:09 AM »

Okay so well, I'm trying to make some exceptions for these classes (and a few others but those aren't stated in yet). I have a basic idea of what i'm supposed to do in that i know which parts to alter to suit the class type id and pc idea but i don't quite understand what i'm supposed to copy or move in the data.


* Class.jpg (349.08 KB, 1580x540 - viewed 18 times.)
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« Reply #6 on: June 13, 2017, 04:49:37 AM »

So I guess you wanted the class type chart to have full PC separation. (Well, good enough to be able to link them together.)

The image attached should do that( Each row for each PC, but otherwise in the same order as the old CT Chart), but I haven't put in the proper values for your specific layout yet.
The
-Isaac
-Felix
-Garet
-Mercury
-Brute
-Jupiter

-^Same for Ivan/Mia/Sheba

-Jenna

-Piers


-The Lost Age introduced separating Jenna's base class from Garet / Piers from Mia... However, Dark Dawn does much more, by separating all PC base classes and for two other class types. In case that should affect any decisions.


* pcseparation.png (34.71 KB, 1051x824 - viewed 18 times.)
« Last Edit: June 13, 2017, 05:37:55 AM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...
*Cross my fingers and hope we have Big Brother All-Stars next year... with Paulie & Cody Califorie(sp?)... and Vanessa & Tiffany Rousso.... Would be fun? :P Especially if one of the boys got evicted early since there's usually some all-guy alliance in there, right?
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« Reply #7 on: June 13, 2017, 09:10:09 AM »

Thanks a lot, I've managed to get the new class chart system to work. What I did in the end was that using the chart that you made, I assigned Felix's new class to 15, Jenna uses 16 to 19, Sheba uses 1B and Piers uses 1A and 1C-1E. This makes it easier for me to track since its basically just the old values shifted up by 20.
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Today at 12:18:56 PM
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Yesterday at 02:29:26 AM
Fox: That moment when you realize that there is a lot of chatting going on on Discord, that there is no point in trying to keep up. :P  Hm....
August 16, 2017, 04:50:22 AM
Fox: (Then again, just because posting is disabled, doesn't necessarily mean the buttons would be removed as well.)
August 16, 2017, 04:48:55 AM
Fox: (I mean, buttons I would expect to be similar to that.... rather than those specifically since I recall posting there to be disabled.)
August 16, 2017, 04:33:02 AM
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Foxhttp://z9.invisionfree.com/Golden_Sun_Hacking/index.php? == Hahaha! GSHC Classic looks funny now that Photobucket killed the images. :P Anyway, how is everyone doing today?
August 14, 2017, 07:12:02 PM
Salanewt: So yeah, I'm typing up a non-academic essay on why GS2 was rushed; expect that sometime soon!
August 07, 2017, 05:53:11 AM
Fox: But anyway, such a hack mod is simply an idea, and I do not have any current plans to work on it at this time, so.....
August 07, 2017, 05:51:46 AM
Fox: Okay, cool. I think my idea works best without an ability to swap PCs (OR to just simply make that use it the PC's turn.) Hmmm... And with that, I question if a turn list is even needed with my approach. (Outside of maybe 1 entry, if that shortens the modifications.)
August 07, 2017, 05:13:26 AM
Salanewt: To be honest I've been thinking of expanding the battle turn section and also adding code for PCs to have more than two turns in the AI overhaul, but I probably won't allow anyone to have more than four.
August 06, 2017, 12:22:17 AM
Fox: Oh, and if that approach was taken = Would like to also have it so you select the spell to use when it is actually your turn rather than at round start.
August 06, 2017, 12:12:37 AM
Fox: Would take a lot of balancing, but I can see an adept being very slow, and yet very powerful.
August 06, 2017, 12:06:11 AM
Fox: And bosses can have an Agility that is above half of the maximum possible Agility. Mwahaha.
August 06, 2017, 12:04:14 AM
Fox: Hmm... What if Agility could be recodded to allow for multiple turns per round? Obvious, calculations could be made in a way that depending on your Agility, you could like get a different number of turns each round. (eg. 1 turn this round, 2 the next, 1 turn again.) Obviously, To ensure 2 turns all the time, you should have at least double the opponent's agility,.... erm...something. So... you/or enmy could be so fast, the opponent can't even make a move, unless turns are capped.
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