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Giving Gau's Magic to Umaro

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Okay, this one needs a bit of backstory. The hack that I am doing is one that adds Leo as a playable character. I am aware of "General Leo Edition", and am playing through it right now, but I am unable to justify giving up Shadow to put Leo in. My plan is to place Leo in Umaro's position $0D. Then, I will either create a hybrid "Gaumaro", by having Gau equip the Bone Club, Rage Ring, and Blizzard Orb, or to use HatZen's guest character adder to make Umaro a permanent guest in position $30.

I've tried a couple of hacks here that make Gogo or Umaro able to learn Magic, but they all require giving up Gogo's "Magic List Mimic" ability, drastically changing what Gogo means as a character. My solution is to actually change Gau around, since he never felt fully realized. I'm using a combination of hacks people have already made:
* Gau learns Rages after simply battling enemies, not by Leaping on the Veldt.
* Gau does not go into Berzerk when he uses his Rages. He can choose one each turn.
* Rages use the Control list to get 4 options for attack instead of 2.
* As stated above, I may also merge Gau and Umaro so that the fight command either attacks or charges, with the ability to add "throw" and "storm" later.
* Gau's commands are thus | Fight | Rage | Summon | Item (using the "Summon This" hack. Note, I've given up on trying to make Summon act like Magicite)

This frees up space in the SRAM to have another character learn Magic. I've been looking around in disassembles, but I can't figure out how characters are linked to a specific magic list. How would I go about moving a magic list from $0B to $0D?
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Messages In This Thread
Giving Gau's Magic to Umaro - by PowerPanda - 03-11-2017, 01:10 PM
RE: Giving Gau's Magic to Umaro - by madsiur - 03-11-2017, 02:40 PM
RE: Giving Gau's Magic to Umaro - by B-Run - 03-11-2017, 07:36 PM

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