@marina02 Yes that won't work as that is written in C++, not Lua. You will have to translate it manually. Also your own custom effects should go into the scripts folder, not the workshop folder.
@marina02 Those are built-in into the mod, meaning you'd have to modify the source code of the mod itself to edit those effects. If you want those as .lua scripts you would have to recreate them.
@Zsombor_99 That's the BattleBus.lua file in one of the workshop submissions you installed. You can click on the submission settings icon in the workshop page and disable that file from loading.
@lolovest12 The mod by itself does not mess with the colors of your game, certain effects do however (and you can disable those in the config utility to your liking).
@grimshenanigans You'd either have to edit the source code of the effect directly or port the effect's code to a script and make your changes there without having to recompile the mod
@Zayne1000000 You can press CTRL + L at any time to toggle the mod on or off. You can also enable an option in the config utility to disable the mod on startup by default.
@marina02 Yes that won't work as that is written in C++, not Lua. You will have to translate it manually. Also your own custom effects should go into the scripts folder, not the workshop folder.
@marina02 Those are built-in into the mod, meaning you'd have to modify the source code of the mod itself to edit those effects. If you want those as .lua scripts you would have to recreate them.
@Zsombor_99 That's the BattleBus.lua file in one of the workshop submissions you installed. You can click on the submission settings icon in the workshop page and disable that file from loading.
@lolovest12 The mod by itself does not mess with the colors of your game, certain effects do however (and you can disable those in the config utility to your liking).
@Zsombor_99 True, Meta should be an option for the timed type override option
@JoyLucien Sorry for the late response, which trainer are you using? Would be great to replicate and looking into it.
@grimshenanigans You'd either have to edit the source code of the effect directly or port the effect's code to a script and make your changes there without having to recompile the mod
@Zsombor_99 True, that's something that needs to be looked into. Thanks for reporting the issue.
Version 2.0 has now been released and brings a lot of new additions and changes which are detailed in the changelog.
@Zayne1000000 You can press CTRL + L at any time to toggle the mod on or off. You can also enable an option in the config utility to disable the mod on startup by default.