Quest Editor
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Syntax highlighting
Nah, I can live with it. Thanks for the help so far All this is making quests take 20-30% of the time they used to.
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
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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.
Also, I'm getting green underlines when trying to use a =reward_ variant for _reward_, which is a gold amount. It tells me =reward_ is not a valid variation for type 'Item.'
Also, I'm getting green underlines when trying to use a =reward_ variant for _reward_, which is a gold amount. It tells me =reward_ is not a valid variation for type 'Item.'
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Syntax highlighting
An unfortunate regression due to a change of the way symbols are detected, thank you for informing me.
I followed Tipton table from the docs which missed this one. Thank you for the report.
- Jay_H
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Re: Syntax highlighting
On rare occasions I use ____person_ symbol as a location, which refers to the region _person_ is found in (four underscores). I'm getting green underlines for it, not recognizing it as a valid usage.
Usage: _person_ is in ____person_ -> King Eadwyre is in Wayrest.
Usage: _person_ is in ____person_ -> King Eadwyre is in Wayrest.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Syntax highlighting
Version 0.4.0 is out.
A big thank you to Jay_H which keeps providing important feedback.
A big thank you to Jay_H which keeps providing important feedback.
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Syntax highlighting
Thank you for continuing to work on it Some particular things that grab my attention before I open the box:
Man, you didn't even have to do that! That's going the extra mileIntroduced support for quest list tables.
Great! Up until now I was just using "Rename All Occurrences," but this'll make it even easier (and avoid mistakes by old habit).Fixed regression which caused incorrect symbol renaming.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Syntax highlighting
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 schema definition and do a simple check on parameters.
It would be nice to also have completion proposals for group and membership, but the extension need access to the complete list of values which are harcoded in the game as enums.
@Interkarma
restore npc uses the pattern restore npc (?<anNPC>[a-zA-Z0-9_.-]+) but all quests use restore _npc_. Tipton docs also uses restore anNPC. Is this an intended change to allow other kinds of restore?
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Syntax highlighting
Likely just an error on my part. I've added to my high priority list to review. Thanks for letting me know.
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
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Re: Syntax highlighting
Trying to use the "named" parameter when defining a quest NPC produces red underlines. Here's an example:
Code: Select all
Person _crow_ named The_Crow faction The_Crow male
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Syntax highlighting
I've made this change now. Mistake was on my part, but to be fair the opposite pattern is "hide npc", so it makes sense to be "restore npc". In any case, both patterns are accepted now for "restore npc [anNPC]|restore [anNPC]".Interkarma wrote: ↑Tue Sep 04, 2018 9:54 pmLikely just an error on my part. I've added to my high priority list to review. Thanks for letting me know.