Unit Editor - S9-L/FMWSaveManager GitHub Wiki

Overview

The Unit Editor controls all save information linked to the unit status screen. You have full freedom to perform actions like swapping out items for units, giving them any amount of unit upgrades (HP, MP, etc.), and creating/removing unit entries from the existing unit list. This editor along with the Character Editor will be your key tools in managing your unit roster at the most granular level.

1.0.0 Unit Editor

Using the Unit Editor

Unit Info

You can sort the unit names in alphabetical order by toggling the A-Z Sort checkbox. This checkbox status is locally saved for the application even after it is closed.

Unit Name

Change the name of the currently selected unit. This will immediately update the internal data, but the list entry UI will only update after selecting another unit in the list.

If you change the unit name while the list is sorted, you will need to re-toggle the A-Z Sort option for the new name to be sorted properly.

[!CAUTION] The game may crash upon loading a chapter if you've changed certain unit names into entries that do not match the expected unit list set per chapter in Data_IsIN. Be careful when making changes here.

Unit ID

Change the internal Unit ID of the currently selected unit. This lets you modify the unit version to be any other existing unit version in the data_unit_all. This is a powerful option that's most useful for modding or combining various unit and character versions together.

Unit BGM

Change the currently set Unit BGM name that plays in general battle scenarios that fall under the "Ally Normal" BGM Priority. This is the base internal name taken from the song's filename; to get this from the filename, copy all text before the ( denoting the loop point to get the base internal name for BGM switching.

For example, the base internal name of normal Reimu's battle theme, bgm_battle_Reimu(6.005), would be bgm_battle_Reimu.

On vanilla, this lets you change the unit BGM to other songs that are normally not available in the song selection UI.

If you're on a modded version that supports custom music through local file loading (i.e. data6-4 files loaded through LayeredFS), you can change the Unit BGM value to reference your custom song. This lets you easily replace music on your units without having to create any extra modding structures (like addOns, data_unit_all replacements, etc.). Again, remember to input the base internal name of your custom song for the reference to work.

Add/Remove

You can add or remove unit entries in the list. Adding a new unit will add another list entry with the name NewUnit and Unit ID NewUnit00 to the end of the list. Removing a unit will erase the currently selected unit from the list.

Adding and removing units from your unit roster are powerful options at your disposal. You can play around with making new unit data to match your needs, or if you're modding, you can delete invalid unit data entries to restore a save file to a working state. Though, adding new units still follows the rules given by the expected unit lists in Data_IsIN; remember this if you see that your unit roster isn't updating as you would expect.

Upgrades

Edit the number of upgrades invested into each unit stat (HP, MP, Mobility, Armor, Weapon) for the selected unit. This basically works the same way as it does when investing in-game. However, you can actually set upgrade levels past the cap determined by each arc using this tool. Though when editing upgrades, the max upgrade level for each stat is still capped at 10 levels to keep parity with the internal game logic that assumes the same max.

You can also set the Full Upgrade Bonus that is typically selected upon giving 10 upgrade levels to each unit stat. Unfortunately, the effect only applies once those 10 upgrade levels are invested. If you try setting an FUB through this tool while the unit is not at 100% upgrades, the FUB will not do anything in-game. In addition, if you're not on a modded version that supports reallocating the FUB, then this is the only way to re-select the FUB on vanilla.

Items

Edit the currently equipped items on the selected unit. One thing to note is that only the items that appear in the unit's active item slots will apply their effects. For example, even if I use the Unit Editor to give 4 Scarletites to a unit with 1 Item Slot, only the 1st Scarletite will display and apply its effects.

You can also toggle between displaying the internal item ID or the in-game display name for the dropdown lists. This item display status is locally saved for the application even after it is closed, so it's up to your preference on which you'd like to display for convenience.

[!WARNING] In vanilla, there is a max item count of 99 that is checked during certain scenarios where the player can obtain an item. However, this check is not very rigorous, and in some cases the item count can exceed 99 and approach the max value of the data type used to store item counts. This data type is an unsigned byte that has a max value of 255.

If the item count value exceeds 255, then the next time the game is saved, the item count will overflow and wrap around starting from 0. Be wary of this when you edit the selected unit's currently equipped items and later store their equipped items back into the Inventory in-game.