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Author Topic: Feature Refining Thread  (Read 40334 times)
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i_am_isaac
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« Reply #30 on: May 25, 2010, 05:03:15 AM »

Aw sorry then how about the ability names?
Some of them have the same name like gale (there are two of them, the psynergy and the djinn effect) maybe we can put something besides the ability name to make it easy to distinguish those with the same ability name while editing.
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« Reply #31 on: May 25, 2010, 07:31:33 AM »

One of them is surrounded by other Djinni abilties isn't it?  Hmm...  I can probably come up with something, but it wouldn't do to have them always labeled as such if someone did a complete hack of the game, and they weren't used that way anymore.

Sorting lists will require quite a bit of work, someone had mentioned it before, but it's fairly low on my list of priorities.
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« Reply #32 on: May 25, 2010, 11:46:41 PM »

Really?  I'd assume that it'd just change the order that they're displayed, and if for some reason they got out of order (via editing), you'd just need to resort them again.  The index number of them stays with the item, so if you were to sort descending by attack, it'd go:

275 Darksword
10  Sol Blade
276 Excalubur
293 Tisiphone Edge
etc..

For ties, it goes by index number.
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« Reply #33 on: May 26, 2010, 01:23:09 AM »

As if the computer natively knows how to do all that.  I have to step it through the entire process as though it doesn't understand anything.

Me: "Just sort them in descending order"
Computer: "How do I do that?"
Me: "Check one value is lower than another, then move it below it"
Computer: "How do I do that?"
Me: "take byte 1 from location A, and byte 2 from location B and compare them"
Computer: "Oh, then if byte 1 is less how do I move them?"
Me: "Write byte 1 at location B, and byte 2 at location A"
Computer: "Oh, but wait, if I write byte 1 at location B where byte 2 is then I'll overwrite it, how can I write it to location A if I don't have it anymore?"
Me: *facepalm*

And that's the easy part really, there's a lot of other behind the scenes infrastructure that goes into sorting lists as well.  The main concerning is getting the data necessary to the list system in way that's compatible with all of the features of the editor since everything is stored in different formats.
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« Reply #34 on: May 26, 2010, 07:46:50 AM »

Odd... I'd assumed that since this kinda thing is something that I was taught in Comp. Sci II back in high school that it would be on the easier end of things...  Guess it's a bit more complicated than I remember...

Of course, if I could actually remember how to do it, that'd be QUITE helpful as well, but sadly I'm so out of practice I'd be surprised if I can remember the beginner's "hello world" prompt... T-T
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« Reply #35 on: May 26, 2010, 07:52:03 AM »

Sorting lists in and of itself is fairly easy.  It's when you have to pump mixed data formats into those sorting algorithms from various places where things get a bit tricky.  I mean, it's not on the same level of tricky as the automatic data repointer or anything like that, but it's mostly a nicety, and I'd rather focus on more important things at the moment.
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« Reply #36 on: May 26, 2010, 08:00:43 AM »

Well, niceties are the whole POINT of this thread, atrius! XD

To make streamline things and make them easier to use - but they're not necessities.  That'd be Error Fixes (see:  Error Reporting thread) and Main Updates (see the Feature Preview thread)
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« Reply #37 on: September 27, 2010, 04:15:14 PM »

It seems that the flag that marks an item as "rare" isn't the one that makes it an "artifact", meaning that it's currently impossible to make an actual "artifact" item.
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« Reply #38 on: January 16, 2011, 01:37:08 AM »

One problem - first, the mouseclick response.  I click on nothing and move down to OK, and it says I clicked on Clay Spire.  Totally annoying - I have to stay over the option for a bit for it to realize that's the one I clicked.  Some faster response time would be nice.

Second, better keyboard support.  It'd almost be easier if I were to type in which ability I wanted, and it had a suggestion box similar to google showing up as I typed.

Third, the class multipliers.  The interface needs to be changed alot.  Since they behave like multipliers, typing in 7 would be recognized as 70, and 30 as 300.  Once the 10x Multiplier Removal patch is in, we'd actually type in 75 for 75% multiplier, etc...
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« Reply #39 on: January 16, 2011, 10:22:47 AM »

One problem - first, the mouseclick response.  I click on nothing and move down to OK, and it says I clicked on Clay Spire.  Totally annoying - I have to stay over the option for a bit for it to realize that's the one I clicked.  Some faster response time would be nice.
What's the number at the top right beside the red cross-hairish circle thingy say?  Do items in lists highlight as you move the mouse over them, or is there a delay?  What are your computer's specs?

Second, better keyboard support.  It'd almost be easier if I were to type in which ability I wanted, and it had a suggestion box similar to google showing up as I typed.
Like what the search box already does?

Third, the class multipliers.  The interface needs to be changed alot.  Since they behave like multipliers, typing in 7 would be recognized as 70, and 30 as 300.  Once the 10x Multiplier Removal patch is in, we'd actually type in 75 for 75% multiplier, etc...
"Once the 10X Multiplier Removal patch is in" being the key phrase there.
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« Reply #40 on: January 16, 2011, 01:36:26 PM »

The mouse over works, but it has a delay from the time I click to the time it works.  Though... for some reason when I went to check the time, it was working fine... huh... odd...  I'll get back to you on this when I get it to happen again.

Yes, but I'd rather just type it out in the field instead of scrolling.  It'd save a LOT of time.

Aye, that's what I figured for that.
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« Reply #41 on: June 22, 2011, 06:13:21 AM »

I thought, it would be nice, if it could be possible to use Psynergy-icons for Items and otherwise... because I want to make psynergy, with an ichon of an item, and items with psynergy-icons...
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« Reply #42 on: July 03, 2011, 02:21:36 AM »

I do have an idea for refining the Code Patches section, though I may be suggesting this kind of late. You know how we have either textboxes or checkboxes that we can alter in this section? What if the Name Length patch were made into a changeable value in the Party Members section, and then the rest of the patches are read from a folder? Something like this would allow us to add and remove patches with ease; we wouldn't have to go into the game's code to disable unwanted patches. I am not fully sure how patches are coded yet, though, so I am not sure what would be done for reverting data to the previous values outside of using a configuration file.

Just a random idea for refining the editor, but I do not consider it to be really important or major. One of those little shiny whistles for your consideration, but not as shiny as sprite editing of course. Happy
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« Reply #43 on: July 03, 2011, 04:24:26 AM »

You mean regular IPS patch files?  They're not at all designed to removable after they've been applied.
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« Reply #44 on: September 16, 2011, 06:15:12 PM »

So Atrius, do you plan to add suport to special characters like "ç", "á"... in the text editor?
Thanks.
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