Quest Editor [0.16.0]

For all talk about quest development - creation, testing, and quest system bug diagnosis.
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TheLacus
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Re: Quest Editor

Post by TheLacus »


Jay_H
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Re: Quest Editor

Post by Jay_H »

Image

Thank you for your continued work on this :)
Farewell DFU community! My time here has been a joy.

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TheLacus
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Re: Quest Editor

Post by TheLacus »

Thanks Jay :)
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Jay_H
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Re: Quest Editor

Post by Jay_H »

I'm getting a redline for this task under Dispel-Undead:

Code: Select all

_inside_ task:
    say 1010
    cast Dispel-Undead effect do _cast_
The name 'Dispel-Undead' doesn't exist in the attribute group 'effectKey'.dftemplate(9)
https://github.com/Interkarma/daggerfal ... lUndead.cs

I think I have the effect key correct.
Farewell DFU community! My time here has been a joy.

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TheLacus
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Re: Quest Editor

Post by TheLacus »

Jay_H wrote: Fri Aug 09, 2019 6:53 pm I'm getting a redline for this task under Dispel-Undead:

Code: Select all

_inside_ task:
    say 1010
    cast Dispel-Undead effect do _cast_
The name 'Dispel-Undead' doesn't exist in the attribute group 'effectKey'.dftemplate(9)
https://github.com/Interkarma/daggerfal ... lUndead.cs

I think I have the effect key correct.
Thanks Jay, i appreciate all your feedback; i probably need to update list of effects :)

I think the biggest remaining issue now is that quest files use .txt extension, so is not possible to provide a language association (i.e. .cs for C#).
I have been wondering if we could take example from Linux with shebangs

Code: Select all

#!/usr/bin/env python
or Vim with modelines

Code: Select all

# vim: ts=4:sw=4:et:ft=js
Basically, the idea is to put an identifier on the first line of quest files. This removes the need to override text files associations for every workspace, and also works if you open a single file.
There is already an extension for this, so it would be easy for me to support.

Code: Select all

-- code: language=dftemplate

Quest: JHMG001
DisplayName: An Illusory Hunt
QRC:
Would you consider it an improvement over current solution?
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Jay_H
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Re: Quest Editor

Post by Jay_H »

I organize my workspaces to use .txt files exclusively, so I automatically apply DFTemplate to everything. It wouldn't affect me per se.
Farewell DFU community! My time here has been a joy.

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TheLacus
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Re: Quest Editor

Post by TheLacus »

Thanks for the feedback Jay!

Version 0.11.0 is available.
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emmathepony
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Re: Quest Editor [0.11.0]

Post by emmathepony »

Can we use Notepad++ for this? I'm not familiar with Visual Studios at all.

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TheLacus
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Re: Quest Editor [0.11.0]

Post by TheLacus »

emmathepony wrote: Tue Sep 03, 2019 8:03 pm Can we use Notepad++ for this? I'm not familiar with Visual Studios at all.
This is an extension for Visual Studio Code, so it only works with it. Note that this is not the same as Visual Studio, which is a full IDE; VS Code is born as a text editor, like Notepad++.

I actually originally started working on Notepad++, but i then switched to VS Code because it provides better support for custom languages and i also just like it in general.
If you decide to give it a try i'm happy to receive any feedback you might have. :)
Mod System documentation - Learn how to create mods for Daggerfall Unity.
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Jay_H
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Re: Quest Editor [0.11.0]

Post by Jay_H »

Besides being a memory hog (3 gigs on my Linux), VSC is quite great for me. I omit some of the more advanced settings like multiple workspaces, but I'm happy with it as a novice.
Farewell DFU community! My time here has been a joy.

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