For creation of new objects, maybe it would be smart to put default values or "Prefabs" (Different types of same object, like corkscrew or the small lift) into encyclopedia as well?
adrientd
That's what the Hook export (xechook file) was kind of meant for. So you export several hooks from several levels, keep them in a folder, and you import them to any level you want.
pegperegogaucho
Hmm yeah, but maybe it could be useful to store an entry like
name: "Corkscrew"
file: "abc.XECHOOK"
in a json, so when a "create hook" button is added, you can select it from the list without needing to export anything...
pegperegogaucho
Of course the editor would have to store those files somewhere, or create them at first launch, during the patching.
adrientd
Or just name the file Corkscrew.XECHOOK, Lift-Small.XECHOOK, Lift-Big.XECHOOK, etc.
adrientd
I think maybe we could upload an organized archive of preexported XECHOOK files so that they can imported without having to search in every level.
pegperegogaucho
We would have to address the collision problem first though
hesopesomeso
I love that the `docs` folder in adrien's editor repo is just 3 screenshots
pegperegogaucho
The "D" in "TD" stands for "Developer", not "Documenter" :)
deathhound246
AdrienTheDeveloper
pegperegogaucho
@adrientd These arrays + the byte at the end is a struct, like this:
```c++
struct BossPhase
{
float ShakeAmount;
float MachineShakeAmount;
float Unk0;
float MachineSoundSpeed;
float RollerSpinSpeed;
float RollerExtendTime;
float RollerDisplacement;
float Unk1;
float TimeBeforeSmoke;
float MachineSpeed;
float BombAltitude;
float FireRate;
float Unk2;
float Unk3;
float BurstRate;
float Unk4;
float Unk5;
float Unk6;
float Unk7;
uint8_t NumBombs;
void reflectMembers(MemberListener& r);
};
```
pegperegogaucho
Right now it's not easy to add property descriptions to them like this
adrientd
Oh yeah so there are 4 boss phases.
adrientd
Once I'm done with "properties+events from superclasses" I will change that.
adrientd
Will be done soon
pegperegogaucho
There are, surprisingly, 5!
pegperegogaucho
Do you know what the last one is used for?
adrientd
No
pegperegogaucho
Each time a roller is destroyed, it will change to the next phase. If the very last roller is destroyed it actually switches to the next, the fifth, phase too, but this is more of a "dummy" since it won't attack anymore and will only use the shake properties.
pegperegogaucho
I believe there is also an instance in UXXL where it actually reduces the shake amount of the last phase and you can clearly see it there