Quest Editor [0.16.0]

For all talk about quest development - creation, testing, and quest system.
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haloterm
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Re: Quest Editor [0.16.0]

Post by haloterm »

Still have errors on the symbols because they're not visible to dftemplate obviously. The ability to define custom keys would work, but if it's possible to right click and ignore it that would be even better. I wouldn't complain if you left this though, I can certainly live with the occasional symbol error because I know they're valid.
It would be cool if maybe a yellow warning could be shown, with the hint "make sure you defined the symbols properly" (like e.g. custom cities defined in the C# file).

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TheLacus
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Re: Quest Editor [0.16.0]

Post by TheLacus »

Version 0.17.0 is available with some fixes. Another update will follow. :)
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TheLacus
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Re: Quest Editor [0.16.0]

Post by TheLacus »

Hazelnut wrote: Sun Jan 31, 2021 3:20 pm Still have errors on the symbols because they're not visible to dftemplate obviously. The ability to define custom keys would work, but if it's possible to right click and ignore it that would be even better. I wouldn't complain if you left this though, I can certainly live with the occasional symbol error because I know they're valid.
What do you think of an annotation (potentially added automatically with right click action), like show in screenshot?

annotation.jpg
annotation.jpg (7.72 KiB) Viewed 112 times

It's implemented as a comment so is ignored by the compiler, but persists on the script file as a self remainder that is not a validated keyword, also for contributors if you put it on github. I used C# dynamic type as inspiration for the name, but i'm open to feedback.
C# 4 introduces a new type, dynamic. The type is a static type, but an object of type dynamic bypasses static type checking. [...] However, if the code is not valid, errors are caught at run time.
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Hazelnut
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Re: Quest Editor [0.16.0]

Post by Hazelnut »

That will work. I assume it would be required before each individual statement? Or would it cover until next empty line?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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