Search found 578 matches

by TheLacus
Thu Sep 20, 2018 5:01 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

Glad we solved this. I was just surprised because it challenged my understanding of the Person definition :) I did a search through this topic, and I see that it kind of came up, but I didn't see like a definitive answer or a download, so I just wanted to ask, is there a way to get this functionalit...
by TheLacus
Wed Sep 19, 2018 6:53 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

Yes you can specify both, in fact in this case it has to otherwise the faction which is an individual doesn't match correctly because it should have a name. I was just reading how the Person class worked, so I am assuming it's implemented correctly. FYI I advised Jay how to get this working here: h...
by TheLacus
Mon Sep 17, 2018 11:42 pm
Forum: Modder Discussion
Topic: How would you implement an auto-walk function?
Replies: 24
Views: 506

Re: How would you implement an auto-walk function?

The main log is output_log.txt (here location for all platforms) and this is also where any information for mods will be shown. It is overwritten every time you launch the game. Let me know if you need more assistance :)

EDIT
Save interface is now documented here.
by TheLacus
Mon Sep 17, 2018 9:10 pm
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 39
Views: 3779

Re: [Mod] New Locations

Hey Uncanny_Valley, i wanted to let you known that i "promoted" your editor in the modding system docs along with the features provided by core. :)
by TheLacus
Mon Sep 17, 2018 4:54 pm
Forum: Modder Discussion
Topic: How would you implement an auto-walk function?
Replies: 24
Views: 506

Re: How would you implement an auto-walk function?

Actually I would like to see the intended notebook implemented at some point in the future (even if it's not core but mod, as it never made it to classic), I second that very strongly. It's a pitty almost no RPGs provide editable in-game journals... Speaking about which, can a mod actually save dat...
by TheLacus
Sat Sep 15, 2018 2:36 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

Trying to use the "named" parameter when defining a quest NPC produces red underlines. Here's an example: Person _crow_ named The_Crow faction The_Crow male Are you sure you can use named and faction at the same time? My understanding is that individual npcs are already their own factions, in fact ...
by TheLacus
Tue Sep 04, 2018 9:11 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

Introduced support for quest list tables. Man, you didn't even have to do that! That's going the extra mile :D This should allow to see quest lists with comment highlighting (not much else to highlight) without the false positive errors. Instead of disabling diagnostics i decided to parse the schem...
by TheLacus
Tue Sep 04, 2018 4:59 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

Version 0.4.0 is out.
A big thank you to Jay_H which keeps providing important feedback. :)
by TheLacus
Tue Aug 28, 2018 11:55 am
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

When I try to rename quest symbols using F2, I try to change them like this: _cave_ -> _dungeon_ . But the editor removes the underscores, so _cave_ just becomes dungeon . An unfortunate regression due to a change of the way symbols are detected, thank you for informing me. Also, I'm getting green ...
by TheLacus
Sat Aug 25, 2018 9:02 pm
Forum: Quest Hub
Topic: Syntax highlighting
Replies: 72
Views: 4141

Re: Syntax highlighting

The QuestList file is filled with red underlines. It says the expressions are undefined for "Preamble." The same appears to be true for every non-quest file, so red underlines are common now. Unfortunately this is to be expected since we associated .txt files with template language. If this bother ...