Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.11

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Is there a way to stop it automatically inputting new attack parameters when I try to adjust the old legacy attack parameters?
 
I set attack5 and it gets repeatedly saved as attack, this is no good


attack5 52 38 172 80 5 0 1 0 0 60

becomes

attack 52 38 172 80 5 0 1 0 0 60
 
Is there a way to stop it automatically inputting new attack parameters when I try to adjust the old legacy attack parameters?
What do you mean exactly ? Like default value (0 0 0...) being added at the end of attack line ? If so it this really problematic ?

I set attack5 and it gets repeatedly saved as attack, this is no good


attack5 52 38 172 80 5 0 1 0 0 60

becomes

attack 52 38 172 80 5 0 1 0 0 60
It doesn't for me, I'll need more info to reproduce how this can happen.
 
It doesn't for me, I'll need more info to reproduce how this can happen.
Neither for me. I still use the old method and I had no issues with this (outside of no color synthax)
1702130453908.png

To fix thsi i need to knwo what the error says in commandline, bsoup is a library to parse htmls
Executing the .bat on terminal, I saw that it was needed Phyton interpreter, which I've installed.
After that, it had pointed me to update it and Installing Pip and its working now.

So maybe it would be easier for the users to use this if you add some instruction on the post.

Edit: testing it now, sometiimes it shows more than I searched, like when you seach for "pickup"
1702131037298.png

But its useful anyway.
 
yeah i tried to fix this but i dont have much time to figure how to get rid of the last line like drawline in this example.
And yes it is useful cause im too old to remember all commands and syntax, cant be bothered.

The attack5 becoming attack thing, it happened like 4 times already i dont think its a coincidence, i changed attack to 5, saved and in the game i noticed its not triggering pain5 so i checked and attack was saved as attack not as attack5... but who knows ,mabe it was really a coincidence.
 
yeah i tried to fix this but i dont have much time to figure how to get rid of the last line like drawline in this example.
And yes it is useful cause im too old to remember all commands and syntax, cant be bothered.
that is okay, it's working and will be helpful.
Btw, I can see this line on the log:
The soupsieve package is not installed. CSS selectors cannot be used.
warnings.warn(
 
I understand it translating to the new method of attack parameters after I draw the box but it adds extra stuff to the frames above and sometimes below

You can check "Options" -> "Legacy" mode to keep commands in legacy mod.

As for the conversion to new style bug, it's because hitfx and attack are separated in your animation. This is exactly why in later revisions I decided to force all attack properties lines to be packed together while creating animations in legacy mode. If not it becomes a real mess for the app to be able to support both legacy and new style commands, and be able to convert back and forth. I know we are used to put hitflash and hitfx in the header of animation, but if you think about it (and especially if you think how the engine use these properties), it doesn't really make sense. Obviously with the new style of commands it's a lot more obvious because the equivalent commands starts with "attack".

I'll see if I can prevent this, but in the meantime packing the hitfx line with the attack line before editing the attack should do the trick.
 
I know we are used to put hitflash and hitfx in the header of animation,

Correct. I'm not sure why this happened... manual mistake perhaps? They are attack commands, not animation headers. My advice is to stop using the old style anyway, but I know some of you are like Rose Dawson. :P

DC
 
The attack5 becoming attack thing, it happened like 4 times already i dont think its a coincidence, i changed attack to 5, saved and in the game i noticed its not triggering pain5 so i checked and attack was saved as attack not as attack5... but who knows ,mabe it was really a coincidence.
I'm not saying it can't happen but if it happens it's probably triggered by specific conditions, not the general usage conditions. I tried a lot of changes and the attack type stayed the same, so I'll leave it at that for now. Next time it happens try to remember what you did and I'll investigate ;)
 
@Piccolo,

Sorry to ladle on the requests. Is there any chance you could add a tool to check for orphaned files (with an option to delete or shunt to a dump folder)? I see there's one already for missing files. One of the other editors has an orphan file search, but it doesn't check for scripted file access (i.e. loadsprite, loadsample, etc.).

Or is the functionality already there and I just missed it... 😳

DC
 
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@Piccolo I was testing the new onion skin feature. I like that you can now choose which entity you use and which animation. This is great.
1702236667366.png

But I have a suggestions - which would work kinda like the old onion skin we had until few versions ago:
- Could the "classic" version work as before? The onion screen was displayed in greyscale, and the tool got the actual frame from the actual entity to display it.

Right now it takes the first frame from the idle (which is ok). but you have to choose which entity you want to use, and some lists can be a big big. So maybe the tool could always pick the idle from the current entity and the user can pick other from the dropdown if he wants to?
 
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@Piccolo I was testing the new onion skin feature. I like that you can now choose which entity you use and which animation. This is great.
View attachment 6094

But I have a suggestions - which would work kinda like the old onion skin we had until few versions ago:
- Could the "classic" version work as before? The onion screen was displayed in greyscale, and the tool got the actual frame from the actual entity to display it.

Right now it takes the first frame from the idle (which is ok). but you have to choose which entity you want to use, and some lists can be a big big. So maybe the tool could always pick the idle from the current entity and the user can pick other from the dropdown if he wants to?
The old onion skin method is also still available, as it was before (button on the right of "Set visual property"). But I'll look into tweaking the new method too
 
@Piccolo,

Sorry to ladle on the requests. Is there any chance you could add a tool to check for orphaned files (with an option to delete or shunt to a dump folder)? I see there's one already for missing files. One of the other editors has an orphan file search, but it doesn't check for scripted file access (i.e. loadsprite, loadsample, etc.).

Or is the functionality already there and I just missed it... 😳

DC
There is actually something similar that is actually in the code. It's available in "Tools" -> "Tools Dialog" -> "Prepare PAK"

The "prepare PAK" was actually a cleaning tool for my mod, it's in CMT since early versions but I think no one used it other than me. Basically what it did was creating a copy of chars folder with only the files that are actually used in the game. I used it to prepare the public data that I paked (hence the name "prepare PAK"). I don't know if it's still work though.

So yeah I'll look into building something similar that can do what you described ;)
 
The old onion skin method is also still available, as it was before (button on the right of "Set visual property").
I got it working now - from an UX perspective, the user will try to click on that submenu and then click in one of the options. And not over the "onionskin" word.
Take a look at this - it took me some time to realize I needed to click over the word, not the submenu

 
I got it working now - from an UX perspective, the user will try to click on that submenu and then click in one of the options. And not over the "onionskin" word.
Take a look at this - it took me some time to realize I needed to click over the word, not the submenu

Yeah I understand not very intuitive, but maybe I'll remove that one and let only the new.

Basically the old button : the main button = enable disable. The menu = select onion skin type but without enabling or disabling.

Maybe I could just force enable when the user select an option.
 
@Piccolo hey buddy, I had the same bug again and this time I managed to record it.
Looks like there is some issue if you try to rename the animation "spawn" (and this happens only with this animation)

The steps:
- I had a SPAWN animation which I renames to FOLLOW2. Hit CTRL+S to save it
- the animation name had change on the list at left
- I've clicked on another animation (shock)
- Clicked to add a new animation called SPAWN
- When I click on the new animation,it leads to the told one.


edit: and going to text mode doesn't solves the issue - the text shows FOLLOW2, but the animation editor shows SPAWN. I had to restart the tool to make it to work.

Last night I have a serious issue, where the tool was mixing two projects: it took all the content from one entity from one project and saved into the text file of a different entity from a different project. But I didn't did this. I noticed the icon neart the entity name on the list had vanished when this happened. So I closed the tool and it asked me if I wanted to save unsaved changes and them boom, two entities get screwed up.

Luckly, I use Dropbox and I was able to recorver it. But its not the first time I had this type of issue so I am not much confortable in jump between projects on this tool - when I need to do this, I do prefer to either load the second one on Stats or close CMT completly to start again.
 
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