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Chronocrash Modders Tools

Chronocrash Modders Tools 0.6.30

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Exact same build with a minor tweak to "frame and ticks counter" computation to accommodate for animations that have multiple identical frames. @O Ilusionista
Mugen char converter : adjusted the extractor to ignore missing parameters @maxman
Level Editor :
- Entities Z order (which entity is displayed in front/behind of which) was based on spawn order, now it's based on Z coords as it should @dantedevil
Level Editor

- script to change animation property will now properly work for animation with delay -1000

Entity

- When an explicit offset only has "x" set and "y" missing, "y" will be set to 0

@dantedevil
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- Level Editor : by fixing an offset bug in last update, another (and bigger) offset bug was introduced. It should be fixed now.

- Level Editor : animations IDs ("ANI_follow1", ...) in script parser are now case-insensitive, to match OpenBOR engine (I still advise users to keep a consistent case across the board to avoid issues ; for example try not to write "ANI_FOLLOW1" in scripts if you have "anim follow1" in your model ).
- Re-enabled script processing in Level Editor (now spawn animations should be changed properly according to perform attack / change animation commands). There is also a new option to disable it manually, in case it causes issues @dantedevil

- Also there are some minor fixes and updates in this version that were done months ago and never ended up in a release. Refer to last requests on the main thread.

- The "sticky files" feature (upper right corner) has also been reworked since last release
Fixed bug when having multiple platforms in same entity animation @maxman
- Fixed dependency bug for "E" key in animation editor

- Added first version of undo/redo buttons in animation editor. WARNING : I wouldn't rely on this at this stage, it's an early draft that I plugged in very fast. From my testings, it should work alright if you want to go back to state "n-1" (single undo) or state "n+1" (single redo after undo). Going back and forth more than that seems to be unreliable at this stage.

@bWWd
Animation editor :

- When Ctrl key is pressed, drawing a rectangle with mouse will directly draw an attack box
- When Shift key is pressed, drawing a rectangle with mouse will directly draw a body box
- When drawing a rectangle with right mouse button, it will draw a box with the previously used type (between attack, body and range)

- When using mouse wheel while Ctrl key is held, it will change frames instead of zoom/unzoom

Local shortcut (work only when widget has focus) :
- O : will set the mode to "offset" mode
- E : will call @bWWd script to extract body box from image


Minor bug fix when a comment was on the right of an attack line @maxman
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