What's Nichol's secondary class? Cavalier? Also, if you do end up making a Kumagera paralogue, he should totally have Monk as his secondary class, to get Countermagic on lower difficulties.
Looking back at it, I don't think that Nichol has a secondary class at the moment. His only option when reclassing is Wyvern Lord. I can take a look at giving him a secondary class when I get back to development on this project.What's Nichol's secondary class? Cavalier? Also, if you do end up making a Kumagera paralogue, he should totally have Monk as his secondary class, to get Countermagic on lower difficulties.
That's a whole lot of work for something that has been basically done already, albeit more story focused.Also, would you consider giving a non-capturable boss their own paralogue? Like Zola or Omozu?
"Hey dude wanna join?"I guess, but hey, it'd be more aesthetically pleasing than having them randomly join your army with no in-game explanation whatsoever.
I had an idea for a Zola paralogue, but adding him in would require a lot more work than adding a paralogue for one of the capturable bosses. In order for a unit to join your army permanently, they need to have a block in GameData.bin. As Zola doesn't have one, I would essentially have to rip apart the file in order to make space for Zola. It's possible, but I'm not planning on attempting it at the moment.Also, would you consider giving a non-capturable boss their own paralogue? Like Zola or Omozu?
Another thing is, for some reason, GameData enforces a Character ID order.I had an idea for a Zola paralogue, but adding him in would require a lot more work than adding a paralogue for one of the capturable bosses. In order for a unit to join your army permanently, they need to have a block in GameData.bin. As Zola doesn't have one, I would essentially have to rip apart the file in order to make space for Zola. It's possible, but I'm not planning on attempting it at the moment.
A slightly easier way to do that would be to have the user to have to install my dlc before playing the paralogue, but that would make this patch cfw only.I had an idea for a Zola paralogue, but adding him in would require a lot more work than adding a paralogue for one of the capturable bosses. In order for a unit to join your army permanently, they need to have a block in GameData.bin. As Zola doesn't have one, I would essentially have to rip apart the file in order to make space for Zola. It's possible, but I'm not planning on attempting it at the moment.
I recall dealing with something similar in event files. You had to keep event IDs in order or the map would crash during loading. It's not a particularly difficult limitation to deal with, but it can be annoying.Another thing is, for some reason, GameData enforces a Character ID order.
I once tried changing the character ID of a Bond Unit and the game would simply crash and not load, just for changing a character ID.
I considered that at one point, but I'd prefer to keep the hack open to anyone with homebrew access if possible. Truth is, I'll probably try and repoint the character table programmatically at some point. I actually repointed the chapter table in that way for this hack, so doing it for another table wouldn't be impossible. There's just a lot more to keep track of when moving the character table.A slightly easier way to do that would be to have the user to have to install my dlc before playing the paralogue, but that would make this patch cfw only.
There's one for Character ID 00 that's located before M!Corrin's block, but if you save after recruiting this character it'll break your save as long as he exists in your army.Are there perhaps any... Unused blocks in GameData.bin?
Yeah, I thought that you'd dislike the idea of restricting the map to cfw-only.I considered that at one point, but I'd prefer to keep the hack open to anyone with homebrew access if possible. Truth is, I'll probably try and repoint the character table programmatically at some point. I actually repointed the chapter table in that way for this hack, so doing it for another table wouldn't be impossible. There's just a lot more to keep track of when moving the character table.
There's plenty of unused space, but that doesn't matter. The blocks inside the character table must be together - I can't simply jump to the end of the file and make a new character block. Any additional characters that we want to add must go after the previous entry. However, the space that we'd like to use for that is currently occupied, requiring us to go the long way of moving the entire table somewhere else.Are there perhaps any... Unused blocks in GameData.bin?