I've found a way to add ghosts into Ghost Master, but rejected ghosts have powers, and powers to buy set to null.
Maybe one of us want tell me how should look like new powers for these ghosts?
Please for comments in structure like:
Starting Powers: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Learned Powers: 1. one or two. 2. one or two. 3. one or two. 4. one or two. 5. one or two. 6. one or two. 7. one or two. 8. one or two. 9. one or two. 10. one or two.
and for for ambitious people description for Ghost
You mean like to really add them without removing any other ghosts? That would be amazing. I added them some years ago in a mod but I had to kick out 4 other ghosts to do so.
I have one question though about where you get the types and the fetters from. I think Soulscreech and Azrael are obvious but where do you get the others from? Is it in the game files?
In either case I would propose to change Thorne to Water/Corpse as it would fit much better (I mean Thorne is a pirate) and also add greater variety to the game. There are 3 earth ghosts already but only 2 water ghosts.
Anyway, here are my propositions:
Thorne: Starting Powers: 2. Distant Thunder 5. Slow 8. Flood 9. Gushing Blood (this is a very good idea because so far only Hardboiled can use this power and in many missions he's useless)
Learned Powers: 1. Fog or Fluster 3. Rain or Leak 4. Dread 6. Arboreal Prison or Gore 7. Seeping Blood or Haunted Hail 10. Buried Alive
Soulscreech: Starting Powers: 1. Fluster 2. Distant Thunder 4. Delusion 6. Spooky Surprise (she has to be able to learn this because she actually got an animation for it) 8. Frozen Stiff
Learned Powers: 3. Strange Vision 5. Mania or Thunderclap 7. Phobia (Storm) or Posession (I don't know if Storm Phobia is possible but if it was that'd be nice) 9. Psychotic Rage or Voice on the Wind
Azrael: Starting Powers: 1. Footsteps 3. Strange Vision 5. Dominate 8. Terror Incarnate (this also has to be included because he has an animation for it) 10. Deadly Pursuit
Learned Powers: 2. Shattered Nerves or Brief Scare 4. Dread or Hide and Seek 6. Terrorise or Chase 7. Ghostly Apparition 9. Danse Macabre
Smokin' Joe Starting Powers: 2. Intruige 3. Hidden Maze 4. Etheral Gift 6. Charm
Learned Powers: 1. Flower Power 5. Jinx 7. Ghostly Apparition or Obsession 8. Twister or Luckstorm
Note: I'm unsure but I think the Terror Incarnate and Spooky Surprise animation are the same. In this case it wouldn't matter which of the 2 powers the haunter gets but still I think it's important that they get at least one of them as an option, otherwise that would be quite a waste of the animation. Also Smokin Joe possibly has one aswell but I think his animations are screwed up in general. I fixed that by removing a few of them and making his animations simpler.
Note2: I think it's important that the overall kit of the ghosts fit together and that they ideally expand posibilities a bit (i.e. have some of the more underused powers). I don't know if my proposla does that the best but we should definitely focus on that.
I think if I remember correctly I fixed the idle animation this way (by removing idl3 & idl4 and playing the 1 & 2 twice) because it was broken. However maybe you'll find a way to implement the full thing in a working manner. Also I checked and Smokinjoe has a Spooky Surprise animation aswell. Would be a waste to not give him the ability to at least learn that or Terror Incarnate. He also has talk and free animations but I imagine they might be useless.
Also if I remember correctly Thorne lacks animations entirely. You'd either have to make them yourself or to take from other ghosts (I used Fingers back in the day, it worked just fine but obviously Thorne moved more like a pianist than like a pirate. So making the animations oneself if that's possible could potentially be better.
Great work btw. That's what I always wished to do but had no idea how to.