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License: GNU General Public License v3.0
Pokemon Conquest Rom Editor
License: GNU General Public License v3.0
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
Episode names are in msg.dat, so do not have a max length, and the cap on the episode view should not be there.
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.
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.
The sprite types were renamed to Small, Medium, Large, XLarge. The documentation needs updating to match this.
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.
I think its somehow related to the exact link buttons adddd to scenario pokemon
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.
Gives error message in 5.5. Users have to populate graphics defaults on an earlier version. 5.2 is confirmed to work
Names with o-bar and u-bar should be searchable by typing o and u.
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.
Suggestions for the Max Link Table
Originally posted by @WhatAUsernameIHave in #27 (comment)
For any pokemon, make sure the link of any warrior with a pokemons evolution is greater than or equal to that with the pokemon.
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.
Allow adding addidional messages for a new speaker id.
Notes:
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)
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.
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.
do you know how damage calc work in this game?
Originally posted by @06112022 in #12 (comment)
Display the maxlink of warrior with scenario pokemon as a reminder that this value needs updating when you change pokemon etc.
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.
Baconfry: warrior quotes editable from base warrior tab
e.g. "tactics, tactics, tactics"
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
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
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.
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:
Changes to make to ranseilink:
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:
Merge:
Hi, I'm trying to create a personalized mod and I changed a Pokemon's name and it gave me an error. Now I can't get back into the mod to change the name back and it's giving me this message when I try to open it.
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]])
The solflock checker currently checks max links arent zero for pokemon evolutions of scenario warriors, but it doesnt take into account the rank-ups of the 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.
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
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
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?
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.
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