Quick TFSP Update/Poll!
So! I have started work on translating Gilag's in-duel lines and plan to blitz through more of the ZEXAL cast's lines soon (before starting on the ARC-V Tier 2 overworld text and then setting up for GX 149/150 work), but I've been taking a detour to finalize my Deluxe-version custom Field Spell animation code functions--which I don't think I've mentioned here 😅 Last fall/winter, I started looking into restoring the Field Spell animations from TF1-6 that don't get kept for TFSP (the functionality for it all is still in the game's duel-drawing module and just gets coded away from running) while also accounting for Field Spells released after TF6 that don't have Field Spell animations (by randomly loading one of the four stock duel background animations that wasn't already used for the duel's initial background) and Master Rule 3's two-Field-Spells-allowed rule (by storing data in a custom data block and tracking the latest player to play a Field Spell), and had it all working pretty well, but I'd left a mess of functions I was no longer using by the end, so I've been going back to free up that space for stuff that gets added later. (I did record a video showing off the animations being restored, but I'm likely going to re-record most of it given these improvements, lol.)
I'm almost done with all that, but part of it's involved fully accounting for cards like Last Resort (of which there are 4 in the game: it, Demise of the Land, Vampire Takeover, and Pop-Up) that play Field Spells from elsewhere, and also Maiden of the Aqua, Gravekeeper's Priestess, and Forgotten Temple of the Deep, which are the only cards that can treat the field as a Field Spell and which I didn't think about as I first set things up--though Forgotten Temple's inclusion there is the interesting thing: while Temple only names itself "Umi" per its effect text, the game will still try to load a Field animation for it if made to through my functions as it does for Maiden and Priestess to load Umi's and Necrovalley's animations (it should be the same in TF1-6 [or well, whichever game Temple was first added to lol]), setting both players' Active Field Spell ID data slots in their duel-state-data blocks to Umi to treat both fields as it in the process (which could be partially leftover from the pre-Master Rules 3 Field Spell handling in TF1-6):
I assume it's partly the game trying to be cute/fanservicey and going "Hey, it's calling itself 'Umi,' so you get the animation anyway as a treat," but given how, especially rulings-wise, it really just renames itself and doesn't explicitly treat the field as anything like Maiden or Priestess do, I'm debating modding the game's duel engine a little to remove that so it doesn't try to change the field to Umi and save that little bit of work on it (it handles Maiden and Priestess slightly differently)--also not really mentioned here lol, I've also been doing some deep-diving into the duel engine for a while now and comparing it to Duel Generation's [which has its debug symbols intact] to get a sense of how it works for future potential, and I've actually already modded it slightly in a few spots to save some info I need for my functions to my custom data block, like tracking the player activating/resolving a Field Spell so I get an accurate read as they set up a Field Spell animation, or saving a data pointer during its DUELACT_EndOfDuel function (run right as a duel ends) that I'll read when entering a Free Duel or other rematch to reset my data block, so it's all been paying off some hehe--and figured I'd put it to a vote (one I've posed in a few places for more of a consensus):
Should Forgotten Temple of the Deep, whose effect text has it treat its name as Umi and not either field itself, still load its Field Spell animation and treat both fields as Umi (current process), or should it just treat its name as Umi and not either field (per its text)?
Load the field animation and treat both fields as Umi
Keep it to just treating itself as Umi by name per its text
(As noted, this won't apply to the base version which, aside from some character key card textline inclusions I've mentioned in prior updates, will be the game as-is.)















