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ydaraishy

CharacterSubClassComponent hardcoded refs?

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Here's Skaen's, for example.

    {
      "$type": "Game.GameData.PriestSubClassGameData, Assembly-CSharp",
      "DebugName": "Priest_Skaen",
      "ID": "fba5c900-db6d-49e4-af52-4239bed0c811",
      "Components": [
        {
          "$type": "Game.GameData.CharacterSubClassComponent, Assembly-CSharp",
          "DisplayName": 2796,
          "SummaryText": 586,
          "DescriptionText": 2845,
          "ForClassID": "f7cb46af-a719-41c0-9a53-107eefdbce2b",
          "HideInCharacterCreation": "false",
          "Subclass": "Priest_Skaen"
        },
        {
          "$type": "Game.GameData.PriestSubClassComponent, Assembly-CSharp",
          "DeityID": "7c07d110-a545-4d86-90dc-e9a9bde12e73"
        }
      ]
    }, 

Note that CharacterSubClassComponent has a Subclass keyword that isn't another uuid and this string is only really used in the characters.gamedatabundle. Is this used to index into something that is more hardcoded? What is that actually used for? 

 

ed. Answering my own question! I suspect it is used to set internal variables, and just dropping this off completely (rather than using empty strings or what have you) seems to work just fine.

Edited by ydaraishy

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I believe the CharacterSubClassComponents are used in the progressiontable.gambundle files, when they are used to determine the visibility of abilities or spells to be purchased.  For example, some Wizard spells are rendered "invisible" when a subclass is chosen, as Wizards have restricted schools of magic.  An example of that can be seen here:
 

{
"Note": "PL 2 Unlock - Rolling Flame",
"Category": "General",
"UnlockStyle": "Unlock",
"ActivationObject": "Self",
"AddAbilityID": "e7ba6162-2a17-418e-b523-1e2dc4067446",
"RemoveAbilityID": "00000000-0000-0000-0000-000000000000",
"Prerequisites": {
"MinimumCharacterLevel": 1,
"PowerLevelRequirement": {
"Class": "Wizard",
"MinimumPowerLevel": 2
},
"RequiresAbilityID": "00000000-0000-0000-0000-000000000000",
"Conditional": {
"Operator": 0,
"Components": [{
"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
"Data": {
"FullName": "Boolean ProgressionTableIsSubclass(Guid)",
"Parameters": ["123383cb-64b0-45f8-a81e-41b7e299aa78"],
"UnrealCall": "",
"FunctionHash": 1231916529,
"ParameterHash": -1985451582
},
"Not": true,
"Operator": 0
},
{
"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
"Data": {
"FullName": "Boolean ProgressionTableIsSubclass(Guid)",
"Parameters": ["816efb0e-c235-4143-8e5b-9257d053f65d"],
"UnrealCall": "",
"FunctionHash": 1231916529,
"ParameterHash": 1459496531
},
"Not": true,
"Operator": 0
}]
},
"VisibilityConditional": {
"Operator": 0,
"Components": []
},
"IsMutuallyExclusiveUpgrade": "true"
}
}

See the ProgressionTableIsInSubclass call?  I'm pretty sure that's where Subclass IDs come into play.

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Yep, I got that; they link to the parent PriestSubclassGameData UUID. It's the Subclass key in the CharacterSubClassComponent below there that's more mysterious.

 

(It's not just a self-reference to the object's DebugName because relying on that is too brittle; hard references like that should be done with UUID.)

Edited by ydaraishy
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That's the name of an entry in a C# enum that the code uses to identify subclasses that need slightly special behavior.  If you're adding a new subclass, it won't have a corresponding entry in the enum, which is in code.  It should be safe to set those to "Invalid" in that case.

 

EDIT: This property has been removed in v1.2.0.

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