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Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Thu Nov 09, 2017 3:37 am
by rijackson741
There is no way to modify a generic item. All items are in static droplists. For a specific item, we can have two droplists where the droplist for a given NPC changes. From the users point of view an item in the NPCs droplist could change, depending on some criterion (e.g. quest progress), but that item has to be explicitly defined in two versions.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Thu Nov 09, 2017 6:32 am
by Zukero
ATCS lets you edit items and other game objects in all the possible ways supported by the game engine.
If you can't write it in ATCS, it most likely wouldn't work at all.
Unless there's a bug :ugeek:
But in your case, no, that's not possible.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Thu Nov 09, 2017 6:35 pm
by Voom
=C So, you would have to first adjust the game engine or increase its capabilities before it can render a new feature. What's the opposite of a static droplist?

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Thu Nov 09, 2017 7:28 pm
by Zukero
There is no "opposite" per se. Only alternatives.
Diablo for instance has random drops among static droplists with items that each have a static base and random modifiers.
Each game has its own system.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Fri Nov 10, 2017 2:35 am
by Voom
Is this how the pushing and pulling work (in general)?
https://www.lucidchart.com/invitations/ ... 0e835ad5a5

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Fri Nov 10, 2017 6:21 am
by Zukero
Push and pull are git terms that describe interactions you can have between your local repo and a remote one.
This flowchart rather explains when to use the clone, push, pull and pull-request commands when you want your local changes to be added any remote repo, including when you don't have write access to it.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Fri Nov 10, 2017 10:18 am
by Zukero
I just added a link in the opening post to my beanshell console snippets collection hosted on our slack channel.
I hope that I will be able to change this file on slack without breaking the link, so that you can always access to the latest version.

That's not for everyone though, as understanding Java code is almost mandatory to use this. Powerful and versatile tools are always complex.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Sat Dec 09, 2017 3:01 pm
by Zukero
v0.6.9 released. Mainly bugfixes.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Sun Feb 11, 2018 12:17 pm
by Zukero
v0.6.10 released!

Feature-wise, it's focused on improving the project export for inclusion in the game source code:
- At long last, loadresources.xml is generated.
- You can choose between zip file and folder targets.

The rest is made of bug fixes. See changelog in the opening post for details.

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Posted: Sun Mar 04, 2018 3:00 pm
by Zukero
v0.6.11 released!

The "Replacements" tab of TMX maps editor has been renamed to "Testing". In this tab, you can now move your mouse around the map to see the hero sprite, but only on walkable tiles. Helpful to debug your maps, for example to find errors in tree tops :D There's also a checkbox to disable this function, and another one to disable to tooltip showing the stack of tiles used at the pointed coordinates.

Support for the new "ignoreAreas" property of spawn areas has been added too.

The rest is just much needed bug fixes, like errors in the generation of loadresources.xml and the multiplication of altered data during project export, or a nasty memory leak that defeated the purpose of closing a project.