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#!/opt/bin/perl |
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|
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our $VERSION = '1.1'; |
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|
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BEGIN { |
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if (%PAR::LibCache) { |
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@INC = grep ref, @INC; # weed out all paths except pars loader refs |
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|
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while (my ($filename, $zip) = each %PAR::LibCache) { |
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for ($zip->memberNames) { |
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next unless /^\/root\/(.*)/; |
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$zip->extractMember ($_, "$ENV{PAR_TEMP}/$1") |
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unless -e "$ENV{PAR_TEMP}/$1"; |
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} |
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} |
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|
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$ENV{CROSSFIRE_LIBDIR} ||= $ENV{PAR_TEMP}; |
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|
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if ($^O eq "MSWin32") { |
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$ENV{GTK_RC_FILES} = "$ENV{PAR_TEMP}/share/themes/MS-Windows/gtk-2.0/gtkrc"; |
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} |
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} |
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} |
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|
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use Gtk2 -init; |
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|
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use Data::Dumper; |
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use File::Spec; |
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|
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use Crossfire; |
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|
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use GCE::MainWindow; |
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|
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our $CFG; |
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our $MAINWIN; |
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|
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our $DOCUMENTATION = join ("\n", do { local $/; <DATA> }); |
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|
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sub read_cfg { |
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my ($file) = @_; |
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|
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open CFG, $file |
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or return; |
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|
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$CFG = eval join '', <CFG>; |
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|
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close CFG; |
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} |
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|
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sub write_cfg { |
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my ($file) = @_; |
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|
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open CFG, ">$file" |
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or return; |
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|
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{ |
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local $Data::Dumper::Purity = 1; |
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$CFG->{VERSION} = $VERSION; |
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print CFG Data::Dumper->Dump ([$CFG], [qw/CFG/]); |
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} |
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|
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close CFG; |
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} |
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|
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# following 2 functions are taken from CV :) |
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sub find_rcfile($) { |
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my $path; |
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|
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for (@INC) { |
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|
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$path = "$_/GCE/$_[0]"; |
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return $path if -r $path; |
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} |
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|
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die "FATAL: can't find required file $_[0]\n"; |
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} |
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|
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sub require_image($) { |
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new_from_file Gtk2::Gdk::Pixbuf find_rcfile "images/$_[0]"; |
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} |
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|
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sub get_pos_and_size { |
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my ($window) = @_; |
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|
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my ($x, $y) = $window->get_position; |
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my ($w, $h) = $window->get_size; |
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|
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return [$x, $y, $w, $h]; |
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} |
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|
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sub set_pos_and_size { |
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my ($window, $p_and_s, $default_w, $default_h, $default_x, $default_y) = @_; |
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|
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$window->set_default_size ($p_and_s->[2] || $default_w, $p_and_s->[3] || $default_h); |
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|
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# FIXME: This sucks, moving it after showing it can't be a good thing. |
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$window->show_all; |
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$window->move ($p_and_s->[0] || $default_x, $p_and_s->[1] || $default_y); |
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} |
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|
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read_cfg "$Crossfire::VARDIR/gceconfig"; |
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|
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$ENV{CROSSFIRE_LIBDIR} = $CFG->{LIBDIR} |
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if $CFG->{LIBDIR}; |
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|
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$CFG->{MAPDIR} ||= File::Spec->catfile ($ENV{CROSSFIRE_LIBDIR}, 'maps'); |
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|
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# must be done after changing the libdir path: |
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Crossfire::set_libdir ($ENV{CROSSFIRE_LIBDIR}); |
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Crossfire::load_archetypes; |
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Crossfire::load_tilecache; |
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|
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my $w = GCE::MainWindow->new; |
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|
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$w->load_layout; |
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|
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$w->show_all; |
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|
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Gtk2->main; |
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|
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__DATA__ |
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|
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=head1 NAME |
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|
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gce - gtk (perl) crossfire editor |
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|
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=head1 SYNOPSIS |
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|
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gce [<map-filename>...] |
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|
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=head1 FEATURES |
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|
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gce is a map editor for crossfire. |
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|
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Its main features are: |
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|
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- higher map editing comfort |
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- intelligent placement tool |
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- intelligent connection tool |
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- intelligent erase tool |
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- faster and smaller than the java editor |
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- map normalizing (removal of old deprecated attributes) |
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- exit following |
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- world map navigation |
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- easier installation (on windows) |
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- auto joining of walls (see Placement tool -> auto setting) |
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|
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=head1 DESCRIPTION |
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|
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=head2 THE TOOLBOX WINDOW |
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|
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The toolbox window is the main window of gce. It provides the display of |
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the currently selected object and the tools. The buttons select of the |
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editing tool: |
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|
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=over 4 |
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|
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=item * Pick |
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|
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This tool is the simplest of all. It lets the user select the topmost |
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object of a map cell in the map window and updates the stack view for the |
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current space. |
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|
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Shortcut-key in map editor: i |
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|
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=item * Place |
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|
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This is the intelligent placement tool. It has many modes: |
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|
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=over 4 |
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|
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=item auto |
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|
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This mode implements DWIM (do-what-I-mean) by trying to do the the right |
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thing(tm) with the selected object: |
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|
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If you place a floor arch, it will try to replace the existing floor or |
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set the floor below all items. If you place a monster or other arch, it |
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will place it on top. If you place a wall, it will put the wall above the |
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floor and propably replace other walls. |
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|
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Autojoin also works only in this mode. To draw an wall with autojoining pick |
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the wall arch which name looks like: <wallname>_0. It's the single point wall |
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tile which has no connections. |
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When you place this arch now, it will autoconnect the walls you are drawing. |
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|
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=item top |
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|
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Places the arch on the top of the stack of the map cell. |
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|
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=item above floor |
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|
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Places the arch just right above the floor (or the bottom of the stack). |
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|
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=item below floor |
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|
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Places the arch just right below the floor (or the bottom of the stack). |
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|
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=item bottom |
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|
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Places the arch on the bottom of the stack. |
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|
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=back |
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|
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Shortcut-key in map editor: p |
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|
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=item * Erase |
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|
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This is the tool that lets you erase an arch. |
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|
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It has following modes: |
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|
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=over 4 |
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|
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=item top |
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|
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Erases the topmost object on the stack. |
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|
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=item walls |
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|
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Erases all walls in the stack (and only walls). |
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|
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=item above floor |
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|
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Erases the first object above the floor. |
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|
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=item floor |
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|
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Erases all floor from the stack (and only the floor). |
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|
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=item below floor |
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|
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Erases the first object below the floor. |
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|
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=item bottom |
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|
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Erases the first object on the bottom of the stack. |
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|
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=item pick match |
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|
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This erases all objects from the stack that match the currently selected |
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object. |
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|
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=item protect walls (checkbox) |
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|
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This protects walls from being erased (except when erasing walls). |
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|
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=item protect monsters (checkbox) |
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|
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This protects monsters from being erased. |
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|
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=back |
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|
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Shortcut-key in map editor: e |
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|
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=item * Select |
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|
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This is the selection tool. It can be used to select rectangular areas and |
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operate on that area in various ways: |
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|
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=over 4 |
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|
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=item copy |
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|
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This just copies all objects from the selected area into an internal |
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buffer for later paste operations. |
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|
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Shortcut-key in map editor: c |
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|
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=item paste |
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|
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This function pastes the internal buffer into the map, beginning in the |
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top left corner of the selected area. The size of the selection has no |
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relevance to the result: IT always places the whole internal buffer onto |
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the map. |
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|
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Shortcut-key in map editor: p |
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|
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=item invoke |
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|
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This function is a very powerful one. It can apply another tool (such as |
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the place tool) on all spaces of the selected area. |
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|
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It can, for example, be used to fill a map with floor tiles or erase |
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everything. |
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|
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Shortcut-key in map editor: n |
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|
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=back |
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|
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Shortcut-key in map editor: s |
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|
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=item * Eval |
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|
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This is a very special tool which isn't finished yet. It lets you specify |
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a perl snippet that can manipulate the stack. |
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|
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Shortcut-key in map editor: l |
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|
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=item * Connect |
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|
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This tool connects two exits, teleporters or adds the configures |
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connection value to the connectors. |
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|
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This tool has 3 modes: |
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|
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=over 4 |
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|
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=item auto |
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|
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The auto mode tries to find exits first, and if it found one, it will |
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go into the exit connect mode. If no exit is found but a connectable |
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object is found, it will just add the connection value to the object. |
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(Note: This maybe gets in the way if you want to connect teleporters. |
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The auto mode will only connect teleporters as if they are exits and not |
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touch the connection value). |
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|
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=item exit |
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|
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This mode wont set any connection values. |
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|
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=item connect |
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|
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In this mode the connect tool will only set connection values and not |
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try to connect exits. |
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|
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=back |
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|
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You can either connect two exits to each other, or just point an exit to |
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a certain location on a map. |
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|
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After clicking on an exit the first time you will see a string like this |
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in the tool dialoge in the main window: 'src: (12,9) teleporter'. |
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It tells you that you selected a source destination and that the next click will |
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connect the exit with another exit or just let it point where you clicked (if there |
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is no connectable object (in auto mode)). |
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|
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To connect two exits, just click at the first and then at the second, and |
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the editor will try to find a path (map path) that fits the crossfire conventions. |
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It will also adjust the (x,y) coords so that the exits point at each other. |
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|
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If something doesn't work as expected make sure you saved both maps |
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in a subdirectory of the crossfire map path (which you configured via |
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File->Preferences in the main window). |
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|
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If the tile you edited with the connect tool contained a connectable |
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object, the currently configured connect value (set by the spin buttons in |
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the main window) will be set on them. |
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|
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Shortcut-key in map editor: t |
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|
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=item * Follow Exit |
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|
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With this tool you can follow exits and teleporters by opening the target |
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map in a new window (or presents an existing window). |
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|
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Shortcut-key in map editor: f |
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|
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=back |
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|
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=head2 THE STACK VIEW |
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|
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This window displays the stack of a map space/coordinate. |
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|
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You can swap two objects on the stack and delete a object from the stack |
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by dragging one object over another. |
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|
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By clicking on an item on the stack you can make it the currently selected |
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object. |
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|
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=head2 THE MAP EDITOR |
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|
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This window just displays the map and lets you use the tools. The shortcuts are |
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documented above in the tool descriptions. |
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|
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You can pan the map using the middle mouse button and use the tool with |
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the left mouse button. |
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|
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There are two modifiers: Holding down the Meta/Alt-key temporarily |
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switches to the pick tool. Holding down the Ctrl-key temporarily switched |
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to the erase tool. Both will use their current settings. To change them, |
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you need to select the tools using the toolbox first. |
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|
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There exists a context menu on right click: |
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|
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=over 4 |
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|
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=item Follow |
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|
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This context menu entry lets you follow an exit. It will open |
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a new map editor with the map. See Follow Exit tool. |
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|
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=item Add inventory |
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|
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This is a submenu of the context menu, that shows the objects |
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on the stack below the mouse cursor. It allows you to add the current |
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arch in the attribute editor (a copy of it) to the object as inventory item. |
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|
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=back |
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|
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=head2 THE ATTRIBUTE EDITOR |
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|
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The attribute editor display the archetype name followed by the object |
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name and the type of the object in parentheses. |
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|
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The 'reset to defaults' button erases all changes on the object and resets |
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it's value to the values of the archetype. |
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|
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Since there are often many attributes for a given object, they are sorted |
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into different categories/tabs. |
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|
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The lore and msg tabs let you edit the text attributes of the object. |
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|
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Both field labels and value widgets have tool tips enabled. Tool tips on |
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the labels explain the attribute in more detail. The tool tips on the |
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value widgets show the default value from the archetype. |
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|
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On the right side of the attribute editor you will find the inventory, you |
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can drag stuff there or just use the context menu von the pick window (see below) |
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to add inventory. |
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|
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=head2 THE PICK WINDOW |
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|
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Pick windows are used to quickly pick archetypes from specific categories. |
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|
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Left click creates an object from the archetype and makes it the currently |
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selected object for the tools and the attribute editor. |
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|
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You can change the attributes of the currently selected object in the |
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attribute editor. |
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|
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Right click opens the context menu, where you can add the selected arch as |
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inventory to the object which is currently visible in the attribute editor. |
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|
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You can open multiple pick windows. |
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|
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=head1 AUTHOR |
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|
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All of the editor GUI: |
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|
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Robin Redeker <elmex@ta-sa.org> |
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http://www.ta-sa.org/ |
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|
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The Crossfire map handling module and map widget: |
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|
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Marc Lehmann <schmorp@schmorp.de> |
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http://home.schmorp.de/ |
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|
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=cut |