I’m trying to make changes to classes. Nothing drastic here.
In testing, I’ve noticed many puzzling things. I fail to see the need for 6 different ballista classes, but when changing one, the unit reverts to the ballista map sprite periodically, despite my having changed it.
Class slots 37, 3D and 3E default to the trainee classes, and whatever class I place in those slots will get trainee experience gain, regardless if the “Max level 10” box is checked.
Similarly, any default promoted class slot earns promoted experience, regardless of “Promoted” box status.
My question is, is it necessary to navigate this minefield when designing classes, or is there some way to detach hidden traits from class slots? I’d like to implement the maximum possible number of classes.
Classes have hidden hardcoding, yup. FEBuilder has many patches to change or remove them, but it’s hard remember what classes have the hardcoding and which don’t.
Use ems / skill systems, then expand the class list to 255. Perfectly safe.
You’ll also need the patch that allows for map sprites above 0x7F for these new classes to display properly
It sounds like you are confused about moving and standing map sprites
Class id = mms id
Sms is set in top right of class editor
Class Relative Power adjusts exp awarded / earned, which I think you overlooked
There are indeed some classes with hard coding, but I think your issues so far are not due to this hardcoding. I recommend just expanding the class list. Please note old save files will stop working when you install skillsystems / ems and expand the class list.