Okay, there's a new version up, with a few bug fixes, and several of your suggestions.
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v011b
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*Fixed Location Finder - now overwrites old values
*Fixed error in Number Picker dialog
*Fixed accidental map editting in various dialog windows
*Fixed float text for 'Show Items' button (main toolbar)
*Fixed a glitch in the pane messenging system
*Fixed a selection glitch in the Archtype Library pane
*Fixed conversion error in monster HP (Instance Properties Pane)
*Fixed Refresh error in Dungeon Info
*Fixed Various glitches and confusion in Roster
*Fixed 'Remove' button in Roster
*Added Roster Export / Import
*Added several keyboard commands to Mapper
'Delete' - deletes selected instance
'Space' - toggles Edit Mode
'Shift+LClick' - adds selected archtype as instance
'Crtl+LDrag' - Drag-n-drop (Move) instances on a tile
Now, to answer some questions, ask some, and explain a bit.
S - Allow custom exvars with full text editing (name+value)
I don't know how you store them, so I won't ask to be able to edit any exvar by hand...
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Missing - stairsup and down : the destination can be specified by x,y,lev exvars (for devious minds)
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Missing - spin and face exvars for teleporters
All of this should already be possible. I posted a quick-guide on some of the basics of adding, editting, and deleting exvars. If there are still problems, let me know.
- apply a reasonable default value to all fields (e.g. Zed's stats in DM)
- have a template character in the roster already defined (?)
Instead of doing this, I added a feature to the File menu to import and export a roster. This was actually already in the code, but I removed it from the menu because of a quirk, which I still haven't fixed, so I'll warn you about it. Champion inventory isn't saved, so it's not included with an import. There's a very esoteric reason why, and I'm working on a solution I think should fix it. That will be done soon, but I wanted this in now because I know how much of a pain it is to have to keep creating a generic character just to test something in the dungeon.
As for the rest of your champion suggestions, most have been implemented ('Copy' was actually already there - you just had to hit 'Add' again - I fixed the button labels). A quick way to edit champion stats, by the way, is to use the keyboard. Tab through the controls, and the up-and-down arrow keys will work with the numerical and drop-down lists.
S - show (and manage ? ) targeting by colour arrows...
This I'd like to do at some point, but because of the way exvars are stored, it'll take some roundabouting.
S - Being able to edit an instance position after creating it
S - In non-edit mode, left-click dragging and dropping inside the dungeon view should *move* selected instance to the new tile
I wrapped these together. You can now drag instances after they've been created. Hold Control and Left Click drag-n-drop (either in or out of Edit Mode - though I suggest out, since the click will still toggle the square).
Q - stairs and pits... are you automatically creating the associated ceiling pit/stairsdown/stairsup ?
Pits - sort of: DDM uses 'spawn_pit', which normally adds the ceiling pit for you. That's why they don't display in the mapper. You can turn this off by using the Ceiling Pit menu (it appears in the Instance Properties Pane when a pit is selected, near the top).
Stairs - No. First, you might not have a level created below yet- in which case the editor would feel compelled to beep at you. I find this distinctly annoying about other editors, and purposely left it out. DDM assumes you know what you're doing. Second, because of exvars, you might not want a staircase directly below. In fact, you might have a completely wierd setup where stairways jump levels, or go sideways, or do all sorts of wacky things. This would mean you'd need to go through and delete all the stairs the editor made. Third, you could have custom stairs, which DDM would likely just ignore.
S - hide "id" wherever you can.
While I realize that thoughshiny little box is very tempting to edit, I'm not removing it. DDM only gives things Ids if the designer hasn't already - it will never overwrite them. As such, this is the only real way to locate a particular instance after the Lua code has been generated (just give the instance an Id after you create it - then you can search the code for it later).
S - Set target location for stairs, pits and teleporters by a right click in non-edit mode... since left click is used to select the tile anyway. Or by ctrl-click or whatever, if you don't like right click.
S - targeting for messages by a click too ? (might be complicated)
The problem here is that the editor really won't know what you're doing. Any instance can have a set of location exvars, so to be fair, it should add those exvars with every click. I'm just not sure how much utility this would add. I'm not shooting it down, I've just got to think about how to do it.
Bug - Can't remove any instance (probably after moving around DDM's toolboxes...)
I think I fixed this, but I don't know. What I fixed was that if one of the toolboxes was closed and then reopened with the View menu, it could become 'disconnected' from the rest of the application. But I'm not sure if that's what you're describing or not. Did it happen when you were just moving them around, or did you close one (the Properties Pane, I'd guess) and then reopen it?