Author Topic: Temporal Flux Plugins  (Read 84276 times)

Mauron

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Temporal Flux Plugins
« on: August 05, 2018, 04:29:04 am »
New topic because I didn't have enough attachment room in the first two posts.

The following are plugins for Temporal Flux, available at Gieger's Crypt or in the encyclopedia.

Attractive Battler: An attract battle mode (intro demo fights) editor.

Fiendcrafter: An enemy stat and appearance editor.

Inventory Manager: A shop editor.

Itemizer: Item and equipment editor.
« Last Edit: July 09, 2019, 05:38:02 pm by Mauron »

Mauron

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Re: Temporal Flux Plugins
« Reply #1 on: August 05, 2018, 04:31:28 am »
NPCustom: NPC graphics data editor.

Save Master: A plugin to control the data copied into save files.

String Relabeler: A plugin that allows editing of some of Temporal Flux's global strings.

Temporal Relocator: A save era editor for location maps.

Mauron

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Re: Temporal Flux Plugins
« Reply #2 on: August 05, 2018, 04:32:08 am »
Warrior Workshop: A character stat editor.
« Last Edit: March 29, 2023, 10:19:22 pm by Mauron »

Mauron

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Re: Temporal Flux Plugins
« Reply #3 on: August 05, 2018, 04:33:28 am »
Reserved for future use.

Mauron

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Re: Temporal Flux Plugins
« Reply #4 on: August 05, 2018, 04:34:14 am »
One more, just in case.

AFellowHuman

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Re: Temporal Flux Plugins
« Reply #5 on: August 16, 2018, 01:37:01 am »
There seems to be a bug in Warrior Workshop: when you set a character's speed, their speed in-game will be one lower. Setting to 0 causes an error when you select "Update Character," and it's not possible to set an in-game speed of 16 (since you can't set it to 17 in WW).

Mauron

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Re: Temporal Flux Plugins
« Reply #6 on: August 16, 2018, 04:18:22 am »
Found the problem, I'll have it fixed shortly.

Mauron

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Re: Temporal Flux Plugins
« Reply #7 on: August 18, 2018, 05:57:44 pm »
Warrior Workshop:

- Fixed bug where speed was displayed incorrectly.
- Added editing of stat maximums (up to 99).
- Simplified stat calculation code
- Added an option to make characters run by default.
- Added an option to make any character call the ATB screen on the first name call, instead of just Crono.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #8 on: September 01, 2018, 11:05:30 am »
Quote
- Added an option to make any character call the ATB screen on the first name call, instead of just Crono.

Cool. Is there a way to single this out? i.e. have the ATB screen come up independant of a character naming screen?

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #9 on: September 01, 2018, 01:47:38 pm »
Not easily. Even if I messed with the ATB code, it wouldn't be callable from event code as understood by Temporal Flux.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #10 on: September 12, 2018, 04:09:39 pm »
Not easily. Even if I messed with the ATB code, it wouldn't be callable from event code as understood by Temporal Flux.

Ah right. The ol' Custom Commands hasn't been worked out yet.

Also, what're the chances of seeing a Tileset/Pallet Editor soon?  :lol:

~Z

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Re: Temporal Flux Plugins
« Reply #11 on: September 12, 2018, 04:54:27 pm »
The biggest problem with a tileset/palette plugin is that the ROM would need to be reloaded for changes to be reflected in the rest of Temporal Flux.

A specific challenge for tileset editing is that I haven't done that kind of graphics work before, which would take some effort on my part.

There are some Tutorials on inserting graphics.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #12 on: September 12, 2018, 05:28:15 pm »
The biggest problem with a tileset/palette plugin is that the ROM would need to be reloaded for changes to be reflected in the rest of Temporal Flux.

A specific challenge for tileset editing is that I haven't done that kind of graphics work before, which would take some effort on my part.

Other than using a memory address in the ROM to set "This ROM has NOT been Updated for the <'WorldEdit' gfx plugin or whatever> ...please hit 'Accept' to REMOVE the limit and allow the World TileSet to be Updated."  (and then of course the required changes to update.)
This would cool to have someday though.

~Z

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Re: Temporal Flux Plugins
« Reply #13 on: September 12, 2018, 05:57:16 pm »
Temporal Flux loads all tiles and known palettes at ROM load. Plugins can't update the loaded copy, so I'd have instruct users to save the ROM and reopen it.

Actually making some kind of graphics editing tool remains the biggest challenge.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #14 on: September 13, 2018, 04:40:18 pm »
Temporal Flux loads all tiles and known palettes at ROM load. Plugins can't update the loaded copy, so I'd have instruct users to save the ROM and reopen it.

Actually making some kind of graphics editing tool remains the biggest challenge.

Upon loading Temporal Flux (during the TileEditor_plugins Constructor()), load the check _ifHasBeenModified, (display a 'warning msg box' since the tile editor has been loaded with a ROM that hasn't been 'fitted' yet). I can't imagine someone trying to load plugins after loading a ROM so this would be done at ROM load.

Graphical editing for subtiles and their swatches should be an intuitive interface.
A 32x32 tile edit window for editing the tiles for the TileSet Editor ITSELF, (export/import tile, as well as pallet gfx) as well as the amount of pallet colors (in a list of all pallet colors in grid of color boxes), clicking a box loads the old RGB(255) slider window for selecting color.

There's a shell of a design at the very least.


* Temporal Flux Plugin Architecture 1.00


Is this no longer updated?

How can we make (easier) new plugins for ourselves?
For instances make a button that changes every Death Peak Music Track (to Singing Mountain), and edit/update the event files to use Singing Mountain rather than Silent Light. (ie. edit a string of commands and events files in Temporal Flux in one file or button.



~Z
« Last Edit: September 13, 2018, 05:00:04 pm by Zakyrus »