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FF6Tools - Browser-Based ROM Editor
02-26-2019, 12:49 AM
(02-25-2019, 05:33 AM)Squall_FF8 Wrote: @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.
Yes, I would love some help! Do you have a GitHub account? I'm not well versed in GitHub stuff, but I think I could add you as a collaborator and then you would be able to make changes directly.
I have plans to auto-populate the tabs on the left side with ROM data so that it acts like more a file browser/navigator. That would include lists of events, dialog, monsters, etc. for easier access. But right now it's hard coded so it only lists maps and battles.
I actually already have a way to show the index of the selected NPC. It's included in the current version but I commented it out. I'll turn it back on in the next update. I would also like to eventually add a toggle to display a little numeral on top of each NPC on the map.
I like your idea about double clicking items in the script window. I'll add that to my todo list.
I agree about the FF5 battle editor. It needs a lot of work. Although you should already be able to change monster coordinates by clicking and dragging. Let me know if that isn't working for you.
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