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Author Topic: Idea: End-All, Be-All raw modding tool  (Read 4386 times)

Arni

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Re: Idea: End-All, Be-All raw modding tool
« Reply #15 on: August 09, 2010, 12:36:50 pm »

Someone else tried it already and failed miserably.
Thanks?
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Lord Urist

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Re: Idea: End-All, Be-All raw modding tool
« Reply #16 on: August 09, 2010, 02:23:08 pm »

Someone else tried it already and failed miserably.
Thanks?
Hey, now that's not what I said - besides, I think what happened is that the guy doing it kinda gave up on the project - there's no reason why this couldn't work. I wasn't trying to discourage you guys from it - just pointing out there was something similar.
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Arni

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Re: Idea: End-All, Be-All raw modding tool
« Reply #17 on: August 09, 2010, 03:01:34 pm »

Never mind. Just messing a bit with ye :P

Adapted the XML code a bit.
Some useless comments added as well to confuse you ;)
Code: [Select]
<raws>
<attribute name="OBJECT:ITEM">
<!-- adding no argument does make it just selectable. No entering values -->
<description>Object:item does contain all items that are currently modable like weapons, armor and food</description>
<!-- description is optional. It will be then displayed as help to mod -->
<attribute>
<attribute name="ITEM_ARMOR">
<argument type="textField"/>
<description>give a logic name to your item</description>
<attribute required="true">
<attribute name="NAME">
<argument lable="Singular" type="textField"></argument>
<argument lable="Plural" type="textField"></argument>
<description>Yes, that's how your item should be called ingame!</description>
</attribute>
</attribute>
<attribute name="ARMORLEVEL" required="true">
<argument type="slider" min="1" max="3"/>
</attribute>
<attribute name="LAYER" equired="true">
<argument type="combobox">
<option>armor</option>
<option>over</option>
<option>under</option>
</argument>
</attribute>
<attribute name="SHAPED"/> <!-- you can add it or not. Your decision. It will be just shown in a selection list... That will maybe on the right. -->
</attribute>
</attribute>
<attribute name="ITEM_WEAPON">
<argument type="textField"/>
<attribute>
<!-- etc. for all OBJECT:ITEMs -->
</attribute>
</attribute>
</attribute>
<!-- The other objects are just appended -->
<attribute name="OBJECT:REACTION">
<!--That's the biggest problem i currently see. Anyone got any smart ideas here? Skipping a few to get to the jucy ones-->
<!-- multiple is a boolean that allows you to have multiple entries of that type. Is REAGENT the only one that allows multiple entries?  Because it seems to requires a special case due to numeratoin. We can leave that to the user though...
[REAGENT:B:1:METAL_ORE:COPPER]  It should be possible to search for the metal_ores. But the question here is: how to map that in the xmls?
Even more fun the [PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BRONZE] . I'm not advanced enougth in the art of dfmodding of realy to know that. Help? -->
<attribute name="REAGENT" multiple="true">

</attribute>
</raws>

I'm getting currently a headace when thinking about the reactions. They seem the most complex ones at the moment. (Maybe it's because I did not enought modding with that.) I guess you guys can help me a bit with it.


Oh yeha. What do you think bout the name 'DwarfStruct'? :D
(And should i create a own thread instead of using this one? So i can occupy the first few posts and mess with the thread title. Like 'DwarfStruct - Foster your XML skills' ^^)
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Tormy

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Re: Idea: End-All, Be-All raw modding tool
« Reply #18 on: August 10, 2010, 07:16:18 am »

There's something similar already created (not anywhere near as comprehensive, though):
http://www.bay12forums.com/smf/index.php?PHPSESSID=c92f6c1c7aade3d58e3416f80f943e66&topic=59730.msg1341973
it's not mine, but it looks pretty good - it seems to have flopped and died though. Just thought to point you guys towards it - if you can get this dream a reality then... well, I don't know, but it sounds like a great idea!

Oh yeah, I could use some tools like that, because I am FUBAR when I take a look at the RAW files. :D
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jetex1911

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Re: Idea: End-All, Be-All raw modding tool
« Reply #19 on: August 10, 2010, 09:36:53 am »

i hope that this is created sometime. i have an idea for a mod i wan't to try.
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MiamiBryce

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Re: Idea: End-All, Be-All raw modding tool
« Reply #20 on: August 10, 2010, 07:35:53 pm »

Personally, I'd like to see the whole xml thing split off to a tirtiary thread, make it like a common community standard dealie that anyone can use.  I'd like to make a test-case to show how I'd like to see change tracking done and I'd rather not have to reinvent this particular wheel.  I'd like permission to use this xml schema.

Something someone may want to consider is that  tool could be created to assist in the creation/editing of the xml (once a written standard has been established).
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Arni

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Re: Idea: End-All, Be-All raw modding tool
« Reply #21 on: August 11, 2010, 12:13:20 pm »

The XML is not done yet. But feel free to use it. I'd welcome it if you'd support this development effort by helping a bit with the tricky part (namely the reactions and how relations should be mapped) ;)

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cartmann

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Re: Idea: End-All, Be-All raw modding tool
« Reply #22 on: August 11, 2010, 01:28:02 pm »

I had a go at making a reactions file (it's the first time I've ever used xml, but it's not particularly hard to grasp)

Spoiler: REACTION (click to show/hide)

It's bad, I know, but it's just a base for what I may or may not expand on

I get an error when starting the program
Spoiler (click to show/hide)

However it does nothing so I continue anyway.

When trying to make a new reaction, I get the error
Spoiler (click to show/hide)

Any idea's what I've done wrong?

Fuco

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Re: Idea: End-All, Be-All raw modding tool
« Reply #23 on: August 25, 2010, 05:16:21 pm »

Hi. I've started the df raw IDE-like editor project. I've teamed up with Arni and contacted Zwei (who made eclipse plugin, altho he's currently busy with soundsense) and we're trying to create a XML-based unified and standard community markup for RAW format (well, that sounds AWESOME right away :D). We're currenty discussing the possibilities.

If anyone want to get on board, I'll probably get an IRC running so we can all mass-discuss suggestions, work items, progress etc.

My project topic is here: http://www.bay12forums.com/smf/index.php?topic=64569.0

I hope instead of creating lots of tools we can create one well integrated rich editor that even Toady will use :D
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MiamiBryce

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Re: Idea: End-All, Be-All raw modding tool
« Reply #24 on: August 25, 2010, 07:59:11 pm »

If anyone want to get on board, I'll probably get an IRC running so we can all mass-discuss suggestions, work items, progress etc.

Fantastic!  Now, if I can just stop playing long enough to contribute...DAMN YOU TOADY AND DEON! :)
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Duane

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Re: Idea: End-All, Be-All raw modding tool
« Reply #25 on: August 25, 2010, 10:44:08 pm »

I wonder if something like this will ever allow someone to open up a creature template, enable a few traits, define what it's made of and export it into the raws in under 30 clicks.
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