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#editor

adrientd
Something that could handle indices: ```{ "classes": [ { "name": "CKThing", "category": 12, "id": 69, "events": [ { "from": "1200", "to": "12FF", "name": "Do something with index {}", "paramType": "int", "paramName": "Input" } ] } ] }```
adrientd
here we define by a range, and the {} in the name would be replaced by the index (computing event - from)
pegperegogaucho
That looks good! BTW for syntax highlighting type json after the first 3 `
adrientd
Ah yeah, I didn't think about it, it's a small json anyway :LUL:
pegperegogaucho
Although would the parameters really matter since event nodes don't specify parameters?
adrientd
Yeah, they are not really important since in XXL1 the CKSrvEvent only sends events without arguments (even though the argument still exists internally)
adrientd
But in XXL2+ with the new triggers it's possible to set values to the parameters, so they might be useful later when we reach XXL2 modding
adrientd
Even though for now in XXL1 they are not important, and they will be optional in the JSON
pegperegogaucho
Maybe another patch could make sending parameters possible :PauseChamp:
pegperegogaucho
But it's probably better to not have them since you could easily crash the game when it wants a pointer or something as a parameter
adrientd
Yeah I guess we just need to focus on the events with no parameters that can be used
pegperegogaucho
How would events with ranges be displayed?
pegperegogaucho
Combo and then an InputInt next to it?
adrientd
Basically yes
aaronwaskonsky
Hi everyone! Can anyone explain me how to use the editor from scratch?
mr.rubinshtein
what do you want to do with editor? visual stuff or technical
aaronwaskonsky
I want to make more hard battles and change sound stuff in some levels
mr.rubinshtein
welp thats lot of technical stuff
mr.rubinshtein
you better ask @pegperegogaucho about it
mr.rubinshtein
he is the mastermind of it