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ranseilink's Issues

Bug map editor is changing other mods

Bagon — 11/05/2022

bug with ranseilink (i think?)
if i delete something on a map (a log, per se) and then i press back on the editor on the top left, it appears that all the edits i make to that map is changed on all of my mods
uhh nvm?? it looks like it fixed itself?
nope still doing it
seems to just change all of my mods no matter what

Folder Allocation Table information fix

On https://github.com/Deijin27/RanseiLink/wiki/NDS-File-System, there's an issue with the information in the Folder Allocation Table section:

Byte 0x07 is stated as Unknown, always 0xF0 except for root folder where it is 0x00. In my testing, I have found that for the root entry, this is actually the first little-endian byte of a UInt16 (combined with byte 0x06) that represents the number of entries. The file that I tested had a value of 0x01 instead of just 0x00 and the value that was created was the correct number.

Option to patch unedited sprites as well as edited ones

This has happened to me a handful of times. When patching a rom that had sprite changes (Eevee’s sprite was changed for testing), Eevee remained as the changed sprite even when the new patch would’ve had it as Eevee. This has also happened with other sprites like title screens.

Scenario Warrior Workspace

A better view for managing scenario warriors.

It should use the small square icons of warriors and pokemon, and the strength value used in game, to give a clear overview of the warriors and what kingdoms and armies they are in.

  • You should be able to drag them between kingdoms.
  • You should be able to click on them and see and edit details of that warrior and their pokemon.

Edit minimap images

Recently discovered minimap ids in battleconfig. Can we make the corresponding sprites editable

graphics/ikusa/minimap

They have 4 cellbanks, one for each ordinal direction, so it will be a bit more challenging than adding other arbitrary images, but there is no animations so it's reasonable.

image

Poor messaging when new image types added

If someone has previously run "Populate Graphics Defaults" and then runs a later version of ranseilink which adds new image types, the error message that occurs is not clear to them.

Currently it only checks if the defaults folder exists for notifying the user that they need to run "Populate graphics defaults", so what users currently see is just the file not found error

Should add a more thorough check to make sure every file exists so we can give the more useful error message all of the time.

Incorporate Scenario Kindom into SWWorkspace

The feature of editing the army associated to a kingdom should be incorporated into the swws rather than being a separate module.

If you click on a sw kindom item, it should display a different view with the number box to select the army for that kingdom.

Max Link Table Enhancements

Suggestions for the Max Link Table

  1. Add another module that has the inverse and shows every Warrior for a Pokémon.
  2. Have an option that allows you to copy changes to other Pokemon in the evolution line.
  3. Add a filter option that allows you to show/hide different levels of links. For example, you click hide then input 70% into a text box and it’ll hide any Warrior/Pokémon that is 69% or lower.

Originally posted by @WhatAUsernameIHave in #27 (comment)

Minimap Generator

What would you like?

The minimap images in #35 seem to follow a determined pattern, such that i think it would be pretty easy to generate them from a simple 2d image.

User provides a png where black pixels indicate void, and white squares indicate terrain. The tool scans this inage they provide and creates the minimap facing each required direction.

New speaker ID

Allow adding addidional messages for a new speaker id.

Support editing KuniImage

kuniimage2

Notes:

  • Located: graphics/strategy/kuniimage{1 or 2}
  • There are two.
    • The first is a still image that is easily sorted
    • The second is a combination of a still image and animated parts
  • Every image has it's corresponding animation file, i.e. they're all animated, thus it won't require the ability to add new files to the romfs
  • kuniimage1 has a distinct palette from kuniimage2
  • kuniimage2's base and animated parts have distinct but identical palettes. All the cell banks in the animation share the same palette
  • The plan is as follows:
    • Have one Misc folder for kuniimage1, they're simple still images
    • For the animated ones, also have a misc folder, but try my best to overlay the animation parts of the base image so it's just a sequence of images.
      • To begin with, i don't see what's stopping me from replacing the whole image each frame, to keep the code simple and get a proof of concept
      • After that, theoretically we could write some code that looks for the area of differences in the image and separates them into smaller bits like the real images do
      • Also a possiblity to have a full editor that allows you to move parts around. hmmm

Warrior Recruitment Lock

I actually had another question. I'm having an issue I'm not sure how to resolve. At the very start of the story, when Keiji is trying to teach you how to recruit warriors is when I'm having trouble.

Basically I try to go into the cave with the warrior to recruit and it tells me "This time, all Warriors must be selected in order to go into battle." I am selecting both the units I have and it still prompts me with this message. Not sure what I may have done to mess this up. Any ideas on how to fix this? Thanks!

Originally posted by @ForgottenIguana in #4 (comment)

Editing maps in one mod affects all mods

when I go into one of my mods in RanseiLink, go to the maps section and do something like move a flame on ignis or remove a log in Aurora, after leaving that mod and checking my others, it appears that the edit is made on all of my other mods.
I do not know what had caused this issue, but it worked normally at one point, then starting doing this.

Image patching bug

In 4.8 I forgot to update some of the image patchers (one of which is for the pokemon models) to use the new defaults location.

Do this.

Invalid Evolutions mean mods dont work

Mods made in old versions of RanseiLink pre v4.1 had evolution ranges edited manually by the user. This meant invalid values could be set. Now in v4.1+ these invalid values will cause Ranseilink to fail to load the pokemon file.

Just fix up invalid ids when loading the mod so people dont get locked out of their mods.

Crash when moving pokemon spawn point outside map

Bagon — 10/28/2022

ok uhhh
so if you are to accidentally move a spawn point for a pokemon outside of the map when editing a map ranseilink crashes
well
it gives an error
and closes ranseilink

MaxLink set value buttons

Baconfry:

now that i think about it, a more useful feature for this page would be buttons that set the link to 0, 50, 70, 90, 100

TotallyNotAndrew:

I’d enjoy this, a shortcut like this would be great with an option to enter a custom value when needed

Add Back Copy Paste Function

Discussed in #58

Originally posted by WhatAUsernameIHave October 16, 2023
A feature that allows you to copy all data from a specific section and paste it to another. For example, copy all of Tackle’s data and overwrite Pound. It would be very useful for making copies of moves, Pokémon, warlord data, etc. The way I imagine it is a Copy button and a Paste button that’ll save the data to a clipboard, instead of using a method like partial transfer. You could also make a clear button that just wipes the data instead of copying. If possible, maybe the clipboard can work between mods so you could copy something from mod A and paste it in mod B.

Map 3D importer freezes

The reason this happens is if your material names are too long. Maya obj exporter adds prefix of obj name to the materials for some reason.

Solution for users:

  • Find and replace the mtl and obj files to remove the "MAP00_00:" prefixes so it's just the name again.

Changes to make to ranseilink:

  • Check the material names to make sure they're not too long so it errors before getting to the infinite loop, and provides a useful error message
  • Auto-remove the prefix of "<mapName>:" from all names.

Partial Transfer Plugin Section Update for 5.4

Listed below are sections that need to be modified to reflect 5.4 properly:
(Note: I know the Plugin won't be updated until 5.4 is out of beta but I wanted to compile this list to make it easier when that time comes!)

Missing:

  • Max Link (Warrior)
  • Max Link (Pokemon)
  • Warrior Name Table
  • Gimmick Range
  • Banner

Merge:

  • Scenario Pokemon
  • Scenario Kingdoms
  • Scenario Warriors

Cannot find .dat files

When I am trying to load the rom, I am getting the error
System.IO.FileNotFoundException: data\Pokemon.dat not found in root folder

Command: dotnet RanseiConsole.dll loadrom /PATH/TO/FILE/conquest.nds
OS: MacOS Big Sur
.Net version: 3.1.413

Other commands work fine, but have empty data.
Also fails with the same error when using the lua command service:LoadRom([[/PATH/TO/FILE/conquest.nds]])

New Pokémon/Warriors

Hi, is it possible/is it planned to be possible to add new pokémon or warriors to the game, and then edit stats and locations? I'm currently looking through the windows forms app and can't see a feature, and i wasn't certain if it could be done with the lua scripting. If this isn't currently in, is it planned to be in the application and if so do you have any ideas when? Thanks. Edit: not really and issue with the app itself, because that has been working really well for me i just wanted to know and didn't know where else to put it.

Generic mass action plugin

Mass action are realy usefull, how i can use mass action to other things like put all accuracy to 100 or all warrior stats to a specific number?

Originally posted by @06112022 in #12 (comment)

We should look into extending the mass action plugin to generically act on all integer properties

Support editing IconCastle

icon_castle

  • Annoyingly they have 2 palettes
  • Need to split the gray image, and the colored image somehow. Depending on how the grayscaling works, we could have it done automatically though, then the user only has to input one image.

Prompt users to populate graphics

On launch, if it's not done yet, prompt users to populate graphics defaults.

Dialog:
Brief explanation of what it is and why it's useful.
Do it now | Later

Flame burst edge tiles

The surrounding target tiles of flame burst

Baconfry:

center square is hit with actual damage formula, surrounding squares are hit with some percentage of the target's HP
if it matched main series exactly it would be 1/16, and that seems close to the damage it does iirc

How is it controlled, is it possible via move data?

Mac and Linux support

Hey! Great to see this!
While it's still early in development, I'd like to raise this issue and suggest working with UI technologies that also work on Linux and Mac instead.

Support Editing Castlemap

castlemap

  • located: graphics/strategy/castlemap{anime}
  • issue is, not all of them have an animation file. So either need to add support for adding/removing files from the romfs, or just not support animation in those specific slots to begin with.

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