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g2datagui's Issues

A few questions

Opening up another to clear a few things up. I wonder if I can edit some things - like editing effects of magic, skills or the cost to get a skill - while on a playthrough safely without losing myself. Could basically build a mod as I go and test out stuff.
Edit: Just saw that you replied to the closed question. By editing as I go, I really meant stuff like corrupting the save/requiring to start a new game. Aside from starting stats, what else would I need to pay attention to? And also.. do you know of a decent save editor? Would likely be pretty helpful to have. I remember doing some small edits to the saves myself via the hexedit, though..

Is it impossible to code water or forest elemental damage? What exactly does something like leafwater chant affect aside from the heals?
And what is "MDT"?

And a few questions about some of the editable lines..
In MS_Param, what does "Target Effect" do? Is it just for visuals, or does it affect gameplay?
What exactly does "multiplier" in there do? I assume it's the per level bonus to damage, but I need to know what it exactly affects.
On the topic of Multipliers, I am a bit confused with skills. I don't exactly know what the multiplier actually does, some numbers seem very off, like for Life Up and the Chants
I assume Element Strength is like.. splitting elemental and non-elemental damage? Any info on that one?

And lastly, how can I edit stuff like base stats, stat gain on levelup, xp needed for levelup and other character specific stuff? Figured they'd be in PC_INIT, but can't seem to find those.

Oh, and who is that new character, Ryduo x)?

Investigate possible GUI libraries

While ImGui is quick to setup, it is not quite as user-friendly as desired. Therefore, investigation of possible GUI libraries that can be used in place of ImGui to provide a more user friendly layout is required.

Possible leads would include:

Other possibilities can be found here: https://old.reddit.com/r/cpp/comments/babfl5/a_pretty_big_list_of_c_gui_libraries/
Ideally we would want standard library conforming, with minimal code requirements so it's easier for others to pick up work.

Add SCNR file parsing

Similar to the strings.txt files, the *.scnr files in content/data/text/*/scnr/ replace each map's dialogue section in their respective *.mdt file.

This comes with 2 major parts that are desired:

  • scnr files(and the dialogue sections in general) contain all of the dialogue in the game, and contains byte-code to specify some actions(receiving items, actions, etc.).
  • scnr files(and the dialogue sections in general) also contain out-bound map transitions. These section is tied to each of the map text-boxes at the end of the dialogue section(the map transition occurs before the transition text). The general transition byte-code is as follows: 0x04 0x3F 0x10 0x00 {index byte?} 0x00 {2 bytes map id}

strings.txt?

Grandia II Anniversary Edition\content\data\text
にある「strings.txt」でアイテム欄の変更が可能のようです。

現在は既存のアイテム名しか変更できないようですが、配布されているハードモードMODなどで新たに追加されたアイテムの名前変更もここでできるのでしょうか?

--

Grandia II Anniversary Edition\content\data\text
It seems that you can change the item name with "strings.txt" in.

Currently it seems that only existing item names can be changed, but is it possible to change the names of newly added items such as the hard mode mods distribute?

Add generating lookup table of enemy indices

Currently, the Maps section only reads in the byte data that links to the enemy/enemies in the Enemy Group section. Instead, being able to link the indices to the correct enemy(and possibly allow editing these index links) would be beneficial to allow easier comprehension of what enemy is being referenced.

These indices are defined based on the gamemode being played, and are split between boss and enemy(both normal enemies and field bosses).

Add Ninja Model support

Currently some code to handle models is written, however the handling of strips to be drawn has not been added.

Research into how model strips work will be needed.

Use strings.txt

Currently, only the data files themselves are changed, the strings.txt file(s) should also be changed or be the only changes to ensure names are appropriately modified in-game.

Research will be needed to understand how the file can be parsed.

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