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FF6Tools - Browser-Based ROM Editor
02-25-2019, 05:33 AM
(This post was last modified: 02-25-2019, 05:34 AM by Squall_FF8.)
@Everything Are you still working on this project?
I was planning to do an editor for event scripts, but I like your layout and I don't see a need to make 2 editors, so I prefer to help you with your project
Here you are few suggestions:
- add extra tab for scripts (next to Maps/Battles). This will give the user direct access to check/edit them.
- add extra tab for NPC on Maps next to 'Triggers' (rightmost window). NPCs on a map are essential to understand what "NPC 01" mean in scripts.
- add double click on items in the middle bottom window. If the element has element with a link, act as if that link was pressed. For example: when a double click on item that is Dialog XXX, to jump to editing that dialog.
- there is much work to be done on "Battles" before that actually could be used in a mod. For example: lacking an essential features like monster coordinates and visibility.
I was planning to do an editor for event scripts, but I like your layout and I don't see a need to make 2 editors, so I prefer to help you with your project
Here you are few suggestions:
- add extra tab for scripts (next to Maps/Battles). This will give the user direct access to check/edit them.
- add extra tab for NPC on Maps next to 'Triggers' (rightmost window). NPCs on a map are essential to understand what "NPC 01" mean in scripts.
- add double click on items in the middle bottom window. If the element has element with a link, act as if that link was pressed. For example: when a double click on item that is Dialog XXX, to jump to editing that dialog.
- there is much work to be done on "Battles" before that actually could be used in a mod. For example: lacking an essential features like monster coordinates and visibility.
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