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#editor

adrientd
They will arrive soon too :romansmirk:
pegperegogaucho
What about event names? :PauseChamp:
pegperegogaucho
I think I posted a huge list some time ago
adrientd
Oh yeah I meant event names
adrientd
they are the same things anyway
pegperegogaucho
Yup
adrientd
There we go
pegperegogaucho
That was quick!
adrientd
I'm speed 💨
adrientd
One thing I need to say: in EventNamesXXL1.json there are the "eventSets", where each set contains some event definitions and a name, so that the set can be reused in multiple classes. The only use right now is for the fight locks, which are used in some mechanism hooks but not all.
pegperegogaucho
I saw that
pegperegogaucho
Btw, what if a superclass has some event and the subclass as well, if an event belonging to the superclass is sent to the subclass, will it show up too? :HmmChamp:
adrientd
Right now it doesn't, but that's something I was thinking about and might add it
pegperegogaucho
Maybe it can be made an eventSet?
adrientd
Which could make sense for things like enemy hooks, which all of them share the same events.
adrientd
But of course you could use the eventSets for that, but you would still need to define every subclass and tell that it uses that event set.
adrientd
I think it could make sense to just define the base enemy hook in the JSON, and then let the editor find all classes in the JSON that are superclasses of the class.
adrientd
Even though that means the editor would to look at every class and check for inheritance, which could technically make things slower, hopefully not that much :LUL:
adrientd
@pegperegogaucho Btw in your list I see that the squad event for adding a pool to the lock is between 0D18-0D25, but 0D22-0D25 are used for other things. Do you know exactly the maximum pool index that can be added?
pegperegogaucho
Oh, I must have made a mistake 😅