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Thread: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

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    花は桜木 人は武士 Aastaroth's Avatar
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    [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    Share your thoughts, suggestions and findings on managing IDs & lists to avoid mod conflicts in Honey♥Select (HS).


    - Please go to [ILLUSION] Honey♥Select (ハニーセレクト) - Translation Discussion if you want to discuss the translation of HS.

    - Please go to [Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト) if you want to discuss other general HS modding issues.

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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    Findings on character related mods (face, body, clothes, accessories, tattoos etc):

    Lists:

    1) Separate lists for different mods are possible.

    2) Each list can store more than one type of mods, in the form of different textassets.

    IDs:

    1) Textassets for different categories have different naming format, e.g. cf_f_swim_XX = swimsuits, ca_f_hand_XX = hand accessories.

    2) Each category uses a unique 3-digit number as leading number of the 6-digit IDs, e.g. 209XXX = swimsuits, 360XXX = hand accessories.

    3) Changing this 3-digit "category" number doesn't seem to affect loading. Only the name of textasset counts, e.g.

    Mod A uses textasset cf_f_swim_07 and a ID 209456, the game loads it.
    Mod B uses a textasset cf_f_swim_10 and a ID 9999456, the game also loads it.

    4) Same last 3-digits used in the same category create conflicts, e.g. Mod A conflicts with Mod B if both of them are used, because their last 3-digits (456) are the same.

    5) Rule 4) does not apply to items under different categories, e.g. Mod C which uses a textasset ca_f_hand_10 and a ID 360456 doesn't conflict with mod A or B.
    Last edited by Aastaroth; September 20th, 2016 at 05:25 PM.

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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    Findings on studio related mods (items, maps):

    Lists:

    1) Separate item lists for different mods are NOT possible yet, the game reads only one list - 00.unity3d, under HoneySelect\abdata\studio\list\itemlist\honey.

    2) Can't find any lists for maps yet. Workaround: making maps as items.

    IDs:

    1) The list - 00.unity3d contains two datasheets, ItemList_Honey_00_Sheet1 & ItemList_Honey_00_Sheet2.

    2) ItemList_Honey_00_Sheet1 defines the range of ItemList_Honey_00_Sheet2.
    (Left to right: starting row, starting column, ending row, ending column)

    Code:
    <Sheet2の範囲>
    <開始行><開始列><終了行><終了列>
    <2><2><293><6>
    3) To add items, the ending row should be increased.

    Code:
    <Sheet2の範囲>
    <開始行><開始列><終了行><終了列>
    <2><2><294><6>
    4) ItemList_Honey_00_Sheet2 contains information linking to the items.
    (Left to right: row number, type name, ID, item type, item name, file name, prefab name)

    Code:
    <0><1><2><3><4><5><6>
    <1><><識別番号><種類><名前><パッケージ名><ファイル名>
    <2><家系><0><0><シンプルベッド><studio/itemobj/honey/00.unity3d><p_p_N_bed_01>
    ...
    <293><><285><3><プレゼントボックス><studio/itemobj/honey/00.unity3d><p_Giftbox>
    5) Adding rows at the end for new items.

    Code:
    <0><1><2><3><4><5><6>
    <1><><識別番号><種類><名前><パッケージ名><ファイル名>
    <2><家系><0><0><シンプルベッド><studio/itemobj/honey/00.unity3d><p_p_N_bed_01>
    ...
    <293><><285><3><プレゼントボックス><studio/itemobj/honey/00.unity3d><p_Giftbox>
    <294><><286><3><TEST><studio/itemobj/honey/test.unity3d><p_test>

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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    YashiroAmamiya is working on something too

    Quote Originally Posted by YashiroAmamiya
    Hello! How do you do? It's for the first time that I come here.

    I'm considering generation method of an item list and management practice.
    Mechanism has been completed mostly. Practical use is being tested by some Japanese communities.

    When this mechanism is also used here, maybe does it become easy? Because I thought so.
    Mechanism will be written.
    The reply which rises when the person who has your opinion runs, please.

    ◇ Mechanism
    this↓





    ◇ merit
    * It isn't necessary to consolidate an item list. (And, it's impossible to say or consolidate the item distributed respectively at HF and other places.)

    ◇ demerit
    * The ID for the item is different every environment. Therefore scene data can't be shared.

    ----
    It's defective with an advantage. Soon, I emphasized an advantage.
    Because there are frequencies a lot more than sharing scene data to which an item is applied.

    A tool isn't doing a difficult thing.
    add list with new serial number to an original list.
    This was probably performed by handwork respectively in SBPR.
    This is just automated.

    The person who doesn't understand how to use the SB3U in case of handwork can't use an item.
    But everyone can use a tool approximately.


    There is an example, so please try the person who takes an interest out.

    ◇resolver
    HoneyselectItemResolver(HiR(はいあーる))
    HiR_1.00.rar
    ※要SB3U 1.0.54-

    ◇item
    dome item 1(「wall」category)
    stage item 1(「other」category)
    [HS]ドームアイテム1_20160919.rar
    [HS]ステージアイテム1_20160919.rar

    Request For Proposal!

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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    Good to hear that we have such an automated tool Now, here is my opinion.

    1. Adding increment ID is not good for sharing scene, as mentioned.

    2. Instead, I prefer using a substitution method, by replacing dummy items with mod items.

    3. This require a list with slots already filled with dummies. Let's say we reserved first 2000 for official items.
    Another 10,000 slots should be more than sufficient.

    User's list:
    Code:
    <0><1><2><3><4><5><6>
    <1><><識別番号><種類><名前><パッケージ名><ファイル名>
    <2><家系><0><0><シンプルベッド><studio/itemobj/honey/00.unity3d><p_p_N_bed_01>
    <3><><1><0><洋風ベッド><studio/itemobj/honey/00.unity3d><p_p_N_bed_02>
    <4><><2><0><女の子風ベッド><studio/itemobj/honey/00.unity3d><p_p_N_bed_04>
    ...
    <2008><><2000><99><dummy-illusion><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    ...
    <12008><><12000><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    4. Now, let's say modder A prepared a list, he have to define the starting ID he want to use. (Must be bigger than 2000, since 1-2000 are reserved for official items.)

    Modder's list:
    Code:
    <><><2001><6><mod A-item 1><studio/itemobj/honey/modA.unity3d><p_p_item1>
    <><><><6><mod A-item 2><studio/itemobj/honey/modA.unity3d><p_p_item2>
    <><><><6><mod A-item 3><studio/itemobj/honey/modA.unity3d><p_p_item3>
    5. The script needs to:
    First, search for the starting ID, i.e. 2001 on third column.
    Second, return the value of type no. on fourth column.

    User's list:
    Code:
    <2009><><2001><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    <2010><><2002><6><mod B-item 1><studio/itemobj/honey/modB.unity3d><p_p_item1>
    <2011><><2003><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    <2012><><2004><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    6. Type no. returns a value of 99. Means this is an unused slot, so it can be replaced by modder's item 1.

    User's list:
    Code:
    <2009><><2001><6><mod A-item 1><studio/itemobj/honey/modA.unity3d><p_p_item1>
    <2010><><2002><6><mod B-item 1><studio/itemobj/honey/modB.unity3d><p_p_item1>
    <2011><><2003><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    <2012><><2004><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    7. Perform another search, using starting ID+1, i.e. 2002 for third column.
    This time, the type no. returns a value not equal to 99. Means this is a used slot, so it can't be replaced.

    User's list:
    Code:
    <2009><><2001><6><mod A-item 1><studio/itemobj/honey/modA.unity3d><p_p_item1>
    <2010><><2002><6><mod B-item 1><studio/itemobj/honey/modB.unity3d><p_p_item1>
    <2011><><2003><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    <2012><><2004><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    8. Perform search on starting ID+2, i.e. 2003, type no.=99. Slot isn't used.

    User's list:
    Code:
    <2009><><2001><6><mod A-item 1><studio/itemobj/honey/modA.unity3d><p_p_item1>
    <2010><><2002><6><mod B-item 1><studio/itemobj/honey/modB.unity3d><p_p_item1>
    <2011><><2003><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    <2012><><2004><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    9. So modder's item 2 can replace this row.

    User's list:
    Code:
    <2009><><2001><6><mod A-item 1><studio/itemobj/honey/modA.unity3d><p_p_item1>
    <2010><><2002><6><mod B-item 1><studio/itemobj/honey/modB.unity3d><p_p_item1>
    <2011><><2003><6><mod A-item 2><studio/itemobj/honey/modA.unity3d><p_p_item2>
    <2012><><2004><99><dummy-modding><studio/itemobj/honey/dummy.unity3d><p_p_dummy>
    10. Repeats the search, until every item is replaced in the user's list.

    User's list:
    Code:
    <2009><><2001><6><mod A-item 1><studio/itemobj/honey/modA.unity3d><p_p_item1>
    <2010><><2002><6><mod B-item 1><studio/itemobj/honey/modB.unity3d><p_p_item1>
    <2011><><2003><6><mod A-item 2><studio/itemobj/honey/modA.unity3d><p_p_item2>
    <2012><><2004><6><mod A-item 3><studio/itemobj/honey/modA.unity3d><p_p_item3>
    Advantage:

    1. Scenes can be shared if all the required mods are installed. Even if some mod conflicts with others, it only affects sharing, don't affect the original user.

    2. Mod conflict should be minimal, given that row no. is large. (~10,000. Can also be increased if necessary) So practically, scene sharing won't be a big problem.

    Disadvantage:

    1. Not sure if SB3UGS can perform such a search-and-replace function (not only replace the same cell value, but also other columns in the same row). Any opinions, enimaroah?

    2. Having a list in such a large row no. may affect game performance.

    Anyways, many thanks! This is already a huge step forward for studio
    Last edited by Aastaroth; September 20th, 2016 at 08:45 PM.

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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    don-don't post... bring him here!

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    花は桜木 人は武士 Aastaroth's Avatar
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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    Quote Originally Posted by akyryz View Post
    don-don't post... bring him here!
    You are too late... I just posted
    Sure, I will tell him to visit AS coz' HF is still too laggy at the moment.

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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    so.. here it goes... these are my findings... geek stuff... don't mind...

    Quote Originally Posted by akyryz
    Category/Id | Type | Name | Manifest | ABPath | PrefabM | PrefabF | IsGet | Parent | SiruManifest | SiruABPath | SiruPrefab | BustNormal | Etc...

    Note:
    Category = value / 1000 // (int)#.###
    Id = value % 1000 // (-)0~999

    Also:
    CurrentId = Category * 1000 + Id
    Item Id Demo
    Last edited by akyryz; September 20th, 2016 at 10:02 PM.

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    Junior Member YashiroAmamiya's Avatar
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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    @Aastaroth

    thanks for your reply!
    I'm happy because I can have your opinion!

    In that case I'll do it this way?
    hir2.png

    I define 3 areas in the list of 15000 lines.
    Illusion area, free area, reserved area.

    1. Illusion area (1-2,000)
    This is the same idea as you.

    2. Free area (2,001-7,000)
    This is the place used freely. The number is different depending on the environment.

    This area is used by the following use.
    * MODer who doesn't belong to a community
    * For experiments of MODer
    * MODer who unification of management of the number is troublesome
    * Conflicted item

    My idea is different from your idea in conflict.
    If I permit shifting the number about the 1st of conflict, it makes the 2nd of conflict occur and more.
    And when conflict occur in 2,001 in the worst case, the number of everything doesn't match any more.
    In other words, it' should given up both at the stage competition generated.
    I think it is little influence to other ones.

    3. reserved area (7,001-15,000)
    (It's same as your opinion for the most part)
    This area designates the number by MODer.
    I thought the range specification in your idea isn't performed.
    This is also the same reason as conflict by "2.".

    this area is being divided by community.
    The reach of the number is paid to a community because it's difficult to manage the number of everything by 1 point.
    The number of its reach should be managed by community.
    It isn't necessary to synchronize during some community.

    ----

    A balance is going to have often adopted a possibility of the scene data sharing and freedom.
    How is it?

    I think the customization of SB3U is unnecessary.
    Because I should merge by a text file and just import it by SB3UScript.
    (It's done actually.)

    I think SB3U should be a general-purpose tool, so it's felt that the function for a specific game shouldn't be incorporated.

    There are little photography location and screen effect for honey selection.
    I think the studio user should be able to take a picture happily by such try now.

    ----
    @akyryz
    Thank you for posting!

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  19. #10
    Modding Dai Shogun enimaroah's Avatar
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    Re: [ILLUSION] Honey♥Select (ハニーセレクト) - ID & list management

    I think SB3U should be a general-purpose tool, so it's felt that the function for a specific game shouldn't be incorporated.
    Agreed!

    I would suggest to export or CopyToClipboard the TestAsset/MB with SB3UtilityScript.exe, insert/edit the lines in a separate program, CopyFromClipboard or replace with SB3UtilityScript.exe.
    Ignore This Signature
    Sb3UGS is available on github repository or via discord.

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