I'm in awe, sir. This is magnificent
Oh yeah, in the first post, you forgot a word :
Paste won't show up if you have an enemy copied
I think it should say "paste won't show up if you
don't have an enemy copied"
About PrC itself, the fact that it makes Hojo obsolete is awesome. I also love the dump feature, to create .txt files of your changes. And the bug I mentioned earlier is indeed fixed
I also love the fact that you can safely edit the 6th enemy in the formation editor now, without having an error message (trying to change a flag still results in a "System.OverflowException" though, but maybe you can't do a thing about those).
I also don't know what you meant by disassembling not properly working, since it does. And it does in a language even I can understand !
(almost the same language Terence used in his FAQ). Awesome. I see you also fixed the fact that a blank line was created after editing a byte in the AI and pressing an arrow key - but an error message still displays when, after changing a value, I just click in another cell.
Oh yeah, I also noticed that if I make a move that makes one of these error messages pop up then press Cancel, the data I entered (and that led to the error message popping up) will still be there when I return. Here is an example, if this isn't clear enough (skip the next paragraph if you understood) :
- Let's say I go into Zemzelett's formation editor, and I change the battle flag to something like FEFFFFFF. This doesn't work and it displays an error message. I click "continue" on the pop up, then choose "Cancel" in the formation editor window. In the previous versions of PrC, canceling a window when such a problem arose allowed everything in said window to return to normal. But now, if, after canceling, you head back into the formation editor, you'll notice your mistake will still be there. It might be a problem if, for example, you made multiple changes before messing up. You'd have no way to save your changes, unless you also saved this mistake (or you'd have to shut PrC down and re-enter all your changes). I learned to save often though, so it shouldn't be that big a deal.
What else... ...oh yeah, I see you kept out Hojo's Sleep, Death & Confusion elementals. I don't care much about them, so yeah, why not... ...WOW, you can now edit the Back Damage ! This is great
AirBuster has a Back Damage of 40, whereas the other enemies have one of 16, huh. This explains everything.
...Mmm... ? You left out the "Manipulable" bit ? I don't understand why. Sure, you can edit the manipulate attacks in the Animations/Formations editor, but if you can't turn on and off their immunity to Manip, changing those is useless (apart from the first manipulate attack also being the Berserk attack).
I think that's all for now. All in all, a definitely great improvement. My hat goes off to you, and I thank you for sharing your hard work
EDIT:
Ah yes, one last thing I'm thinking about. Is there a way to make PrC and WM communicate somehow, so the item names from Kernel.bin are loaded, instead of the originals ?
Or have PrC read a .dat or .xls file to display the item names ?... ...I tried to open ProudClod.dat as a text file to see if I'd find the item names in there (so I can change them to my mod's), but they're not.