Author Topic: Temporal Flux Plugins  (Read 61953 times)

Mauron

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Re: Temporal Flux Plugins
« Reply #45 on: July 09, 2019, 02:31:42 pm »
Yeah, I can't directly get Temporal Flux to recognize them, but there are workarounds if you want to use them. I'll write something up later.

Mauron

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Re: Temporal Flux Plugins
« Reply #46 on: July 09, 2019, 05:38:59 pm »
Fiendcrafter: Fixed a bug with removing the uncompressed enemy hack.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #47 on: July 11, 2019, 03:34:42 pm »
This is fantastic!
I like where this is headed.

~Z

chrono12

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Re: Temporal Flux Plugins
« Reply #48 on: July 11, 2019, 07:10:38 pm »
do you have plugins, to change the map color palette? decompression, of the places to modify the scenarios?

Mauron

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Re: Temporal Flux Plugins
« Reply #49 on: July 11, 2019, 08:16:26 pm »
No on the color palette, although I may look into some options with that.

I'm not clear on the second question. Could you post it untranslated?

einlanzer0

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Re: Temporal Flux Plugins
« Reply #50 on: July 14, 2019, 09:57:23 pm »
No on the color palette, although I may look into some options with that.

I'm not clear on the second question. Could you post it untranslated?

Nice to see some activity here! Just wanted to ask you about the level cap for warrior workshop. This is the last major feature I'd love to have for my patch.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #51 on: July 15, 2019, 08:23:06 pm »
No on the color palette, although I may look into some options with that.

I'm not clear on the second question. Could you post it untranslated?

Nice to see some activity here! Just wanted to ask you about the level cap for warrior workshop. This is the last major feature I'd love to have for my patch.

Extra features to default design at this point would be pretty cool.

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #52 on: July 15, 2019, 11:43:36 pm »
Level cap: I forgot which change you wanted. Down I just need to look up a second address, up requires a stat hack for the menu.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #53 on: July 17, 2019, 12:03:04 am »
Level cap: I forgot which change you wanted. Down I just need to look up a second address, up requires a stat hack for the menu.

Could we have the ability to do either?

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #54 on: July 17, 2019, 02:13:13 pm »
Eventually, yes. Down is just easier to start with.

einlanzer0

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Re: Temporal Flux Plugins
« Reply #55 on: July 17, 2019, 06:27:49 pm »
Level cap: I forgot which change you wanted. Down I just need to look up a second address, up requires a stat hack for the menu.

I'm interested in a lower cap, like 50-60, because I think that works better for CT. Also, two other quick things:

- any idea how to create glow effects and durations for conditions that don't have them in the regular game (namely, atk up and MP regen?)

- any updates on the tech requirement bug in hi tech?
« Last Edit: July 17, 2019, 07:37:10 pm by einlanzer0 »

Zakyrus

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Re: Temporal Flux Plugins
« Reply #56 on: July 18, 2019, 10:35:42 pm »
Eventually, yes. Down is just easier to start with.

Sweet. Take your time. Also, I *may* have brought this up before, but the Inventory Manager(shopkeeper's inventory) plugin, only allows upto 18th shop when Temporal Flux allows selection of up to 3F. Can we get an update for that plugin to include more?

Side note: (slightly off topic)
The Temporal Flux Overview Video Tutorial 1 is nearly complete (I've got 3hours of video to go through and chop down, etc), but I plan on covering plugins next as a bonus addition to the first video.

~Z

Zakyrus

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Re: Temporal Flux Plugins
« Reply #57 on: July 20, 2019, 01:11:44 am »
Another thing when I was doing the editing tutorial video...
I noticed that when I changed the icons for the individual items (say that I added a Crystal Orb for the moonstone as an icon, displayed before the item name is shown... Yes the stakes up one of the 11 bytes all of the item name.) I have to rename the item by adding a space in the String Editing, but using the formula I have item names to change which gfx (like ASCII *char in C...but with its own index type)... Let's say potion is 80, and orb is 81. 81 is not a  "Space" when it comes to editing the item names.......

If I want to make moonstone have 81, I have to add a space in the String Editor...Before the word Moonstone. Then find where those names are stored, and with a hex editor and change that Space(it's FF!)to 81.
This is simple hexadecimal code, is there any way we can have a custom string out of there in the Itemizer plugin, that will handle implementing these characters in, and as request before what color?

-Z

Mauron

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Re: Temporal Flux Plugins
« Reply #58 on: July 20, 2019, 01:34:02 am »
If Temporal Flux writes to particular data, I don't want to try to do things with it too.

As for colors, it looks like things may be possible, but with the following limitations:
- Changing the color for the rest of the name takes two characters, hacked in same way as items.
- Changing the color back is another two characters.
- Currently item name isn't the same as other text colorwise. I'll have to fiddle with that to figure out why.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #59 on: July 20, 2019, 02:06:52 am »
If Temporal Flux writes to particular data, I don't want to try to do things with it too.

As for colors, it looks like things may be possible, but with the following limitations:
- Changing the color for the rest of the name takes two characters, hacked in same way as items.
- Changing the color back is another two characters.
- Currently item name isn't the same as other text colorwise. I'll have to fiddle with that to figure out why.

Fair enough, what I've noticed though is that temporal flux will not mess with the strings after I've saved with the hex changes even if I have to change the item name string later. So in this particular case that might not be a conflicting issue...

-Z