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Thread: Bugs and Suggestions for Thor's Area Writer go here

  1. #1

    Default Bugs and Suggestions for Thor's Area Writer go here

    Please post ideas and any bugs you see in the area writer in this thread.

  2. #2
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    I would like to be able to set a range for the bottom end and top end of weapons. So the bottom end can pop fro 2-5 and the top end can pop from 8-10 or whatever because when you repop weapons in game you'll notice that there is always a range for both the bottom and top end, it would be nice if we could control that range.

    I would like to be able to get items to pop inside other items, at this point I can't do that. I would also like items to show their affects in the walkthrough similar to the config +itemprop when you look into a container.

    I am unable to find the values for weapons damage type. It says to check the list of item values but I can't find that either. I'd like to be able to specify peircer and can't find the values....

    Last but not least if you set extra descriptions for rooms you can't look at them in the walkthrough, would be nice if we could do that to test all our little hints and clues and other fun things that are done with extra descriptions.

  3. #3
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    yeah, definitely agree, should be able to specify weapon type, damage type (and subtype-such as blunt/crush or blunt/pound), min and max damage. would be nice to have an option for damage types other than the normal too, to be able to put in obscure or unique types like slap, claw, squeeze, or kiss... for example, i'd love to be able to create a Bell of Doom with a damage type blunt/toll.... (Whistler's Toll Eviscerates the Monk!)

    honestly havn't looked at the writer for about 6 months...have you instituted a function for magical fountains yet? (like the attunement fountain in the desert or the cure light fountain in deep delving?) i've got several area ideas that could make good use of this...

    -

  4. #4

    Default

    Quote Originally Posted by Rincewind View Post
    I would like to be able to set a range for the bottom end and top end of weapons. So the bottom end can pop fro 2-5 and the top end can pop from 8-10 or whatever because when you repop weapons in game you'll notice that there is always a range for both the bottom and top end, it would be nice if we could control that range.
    You can only set the low and high end, then the damage is the average of the two.

    Quote Originally Posted by Rincewind View Post
    I would like to be able to get items to pop inside other items, at this point I can't do that.
    I looked at this and it was not clear to me on how to do it. I'll add this to the list of things to look at.

    Quote Originally Posted by Rincewind View Post
    This might be something that could be fixed in the future, Thor would have to answer that.
    I would also like items to show their affects in the walkthrough similar to the config +itemprop when you look into a container.

    Quote Originally Posted by Rincewind View Post
    I am unable to find the values for weapons damage type. It says to check the list of item values but I can't find that either. I'd like to be able to specify peircer and can't find the values....
    You're right. The Weapon Damage Types should be in the editor so you do not have to look them up. For your reference they are here.

    Quote Originally Posted by Rincewind View Post
    Last but not least if you set extra descriptions for rooms you can't look at them in the walkthrough, would be nice if we could do that to test all our little hints and clues and other fun things that are done with extra descriptions.
    I was able to add an extra description and then look at it in the walk-through mode. Maybe you did something wrong or do not have the latest version? I am using 1.0.4. If you go to Help > About you can see what version you have.

  5. #5

    Default

    Quote Originally Posted by Whistler View Post
    yeah, definitely agree, should be able to specify weapon type, damage type (and subtype-such as blunt/crush or blunt/pound), min and max damage.
    As stated above, this will be looked at in the future hopefully.

    Quote Originally Posted by Whistler View Post
    honestly havn't looked at the writer for about 6 months...have you instituted a function for magical fountains yet? (like the attunement fountain in the desert or the cure light fountain in deep delving?) i've got several area ideas that could make good use of this...
    This will not be added to the area writer as fountains like this need to be approved on a case by case basis.

  6. #6

    Default List of things for Thor to fix/investigate

    Add the Weapon Damage Types to the editor so you can pick your weapon damage type from a list, and not have to specify the numeric value from outside the editor. The list is here in the Weapon Damage Types section. done

    Make the work flow for adding a place reset easier and more intuitive. I could not figure out how to do this. Ideally it would be nice to have almost everything you need to set on one dialog and not three or four.

    Word wrap is not formatting the room description correctly in walk-through mode, the text is displayed on one line.

    From Rincewind:
    "I would also like items to show their affects in the walkthrough similar to the config +itemprop when you look into a container."
    Investigate of this could be implemented.

    Added a screenshot to show how text looks for the editor on Ubuntu.
    TFC_Area_Writer.jpg

    Could you add support for the Randomize door reset?
    There is info here on it.

    Could you remove the aircurrent and airfork from the Rspec list? These are not going to be used anymore. done
    Last edited by Thor; November 16th, 2010 at 08:23 PM.

  7. #7

    Default

    Toku,
    I don't want to be argumentative here but I realize that a weapons damage is the average of its top and bottom ranges. What I am saying is that in actually game play in live TFC if you pop a weapon repeatedly you will notice that the bottom end has its own range and the top end has its own range. I have even seen weapons that the bottom end popped higher then the top end and you get this 10-8 dmg avg9. All I am asking: Is it possible for the writer to be able to SET the range for the bottom end and top end so we can control how the weapon may pop.

  8. #8

    Default

    Quote Originally Posted by Kylor View Post
    Toku,
    Is it possible for the writer to be able to SET the range for the bottom end and top end so we can control how the weapon may pop.
    No, this is handled by the item creation code.

  9. #9

    Default

    OK so I figured out something with the extra descriptions in rooms. I can make them and then view them in the walkthrough without problem now untill I set an object to reset in that room.
    It seems as though when there is an object on the ground it prevents you from looking at extra descriptions even if the object has absolutely nothing in common with the Xdesc. If I remove the
    object from the room I can once again veiw extradesc

    Kylor

  10. #10

    Default

    Also if you select the object type as "light" does it mean you can wear it in the light slot, because there is no option in the wearflags to select the light slot.

  11. #11

    Default exit problem

    I now have an exit that I can no longer edit. When I try to edit it I get the following script from java:
    Capture.jpg

    I think it may have something to do with me trying to make the door a trap that closes behind you once you enter. I set it to be open from one side and used door type trap and spec_shut_door.... Not sure if that's the right way to do it.

  12. #12

    Default

    Quote Originally Posted by Kylor View Post
    Also if you select the object type as "light" does it mean you can wear it in the light slot, because there is no option in the wearflags to select the light slot.
    I think if you set this as a type "light" with a "take-able" flag, this should work.

  13. #13

    Default My damn exit bug....

    Here's the script I get from java with the new version installed. I'm just trying to open a bugged exit. The script wouldn't fit in one snip so I did as much as I could starting from the top the did another image of the bottom....
    Attached Images Attached Images

  14. #14

    Default Added two items to my post

    I have added two more items to the post Things for Thor to Fix / investigate.

  15. #15

    Default

    ok so now when I try to save it gives me: Warning! There was an error saving your area.

  16. #16

    Default

    Quote Originally Posted by Kylor View Post
    ok so now when I try to save it gives me: Warning! There was an error saving your area.
    There should be a new error.log file created which will give Thor some information on what happened when it could not save. Could you send that to him?

  17. #17

    Default

    I can't find any such .log file....

  18. #18

    Default

    More errors in the console. I have the program open but no area file has been opened.

    Exception in thread "Timer-0" java.lang.SecurityException: Could not lock System prefs.Lock file access denied.
    at java.util.prefs.FileSystemPreferences.checkLockFil e0ErrorCode(FileSystemPreferences.java:919)
    at java.util.prefs.FileSystemPreferences.lockFile(Fil eSystemPreferences.java:908)
    at java.util.prefs.FileSystemPreferences.sync(FileSys temPreferences.java:714)
    at java.util.prefs.FileSystemPreferences.flush(FileSy stemPreferences.java:807)
    at java.util.prefs.FileSystemPreferences.syncWorld(Fi leSystemPreferences.java:458)
    at java.util.prefs.FileSystemPreferences.access$1200( FileSystemPreferences.java:33)
    at java.util.prefs.FileSystemPreferences$4.run(FileSy stemPreferences.java:419)
    at java.util.TimerThread.mainLoop(Timer.java:512)
    at java.util.TimerThread.run(Timer.java:462)


    Thor fixed this with an update to the editor.
    Last edited by Thor; November 19th, 2010 at 03:19 PM.

  19. #19
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    Hi,

    One thing I have been doing is using the old editor in conjunction with thors. The old editor can sometimes 'fix' the issue with the new one so you can keep moving forward.

    As for the door question, I've being defining the door in one room but not in the room it leads to. So after entering the next room, the door isnt there.
    Boromir
    Lord of the Nexus

  20. #20

    Default

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    <frame>
    <class>javax.swing.plaf.basic.BasicMenuItemUI$Hand ler</class>
    <method>mouseReleased</method>
    </frame>
    <frame>
    <class>java.awt.Component</class>
    <method>processMouseEvent</method>
    </frame>
    <frame>
    <class>javax.swing.JComponent</class>
    <method>processMouseEvent</method>
    </frame>
    <frame>
    <class>java.awt.Component</class>
    <method>processEvent</method>
    </frame>
    <frame>
    <class>java.awt.Container</class>
    <method>processEvent</method>
    </frame>
    <frame>
    <class>java.awt.Component</class>
    <method>dispatchEventImpl</method>
    </frame>
    <frame>
    <class>java.awt.Container</class>
    <method>dispatchEventImpl</method>
    </frame>
    <frame>
    <class>java.awt.Component</class>
    <method>dispatchEvent</method>
    </frame>
    <frame>
    <class>java.awt.LightweightDispatcher</class>
    <method>retargetMouseEvent</method>
    </frame>
    <frame>
    <class>java.awt.LightweightDispatcher</class>
    <method>processMouseEvent</method>
    </frame>
    <frame>
    <class>java.awt.LightweightDispatcher</class>
    <method>dispatchEvent</method>
    </frame>
    <frame>
    <class>java.awt.Container</class>
    <method>dispatchEventImpl</method>
    </frame>
    <frame>
    <class>java.awt.Component</class>
    <method>dispatchEvent</method>
    </frame>
    <frame>
    <class>java.awt.EventQueue</class>
    <method>dispatchEvent</method>
    </frame>
    <frame>
    <class>java.awt.EventDispatchThread</class>
    <method>pumpOneEventForFilters</method>
    </frame>
    <frame>
    <class>java.awt.EventDispatchThread</class>
    <method>pumpEventsForFilter</method>
    </frame>
    <frame>
    <class>java.awt.EventDispatchThread</class>
    <method>pumpEventsForHierarchy</method>
    </frame>
    <frame>
    <class>java.awt.EventDispatchThread</class>
    <method>pumpEvents</method>
    </frame>
    <frame>
    <class>java.awt.EventDispatchThread</class>
    <method>pumpEvents</method>
    </frame>
    <frame>
    <class>java.awt.EventDispatchThread</class>
    <method>run</method>
    </frame>
    </exception>
    </record>
    ERROR root -
    java.lang.NullPointerException
    at tfcareawriter.Reset.toString(Reset.java:109)
    at tfcareawriter.Area.SaveObjectResets(Area.java:1504 )
    at tfcareawriter.Area.SaveResets(Area.java:1391)
    at tfcareawriter.Area.Save(Area.java:1252)
    at tfcareawriter.MainView.SaveArea(MainView.java:377)
    at tfcareawriter.MainView.mnuFileSaveActionPerformed( MainView.java:338)
    at tfcareawriter.MainView.access$500(MainView.java:23 )
    at tfcareawriter.MainView$6.actionPerformed(MainView. java:154)
    at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
    at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
    at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
    at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
    at javax.swing.AbstractButton.doClick(Unknown Source)
    at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unk nown Source)
    at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mou seReleased(Unknown Source)
    at java.awt.Component.processMouseEvent(Unknown Source)
    at javax.swing.JComponent.processMouseEvent(Unknown Source)
    at java.awt.Component.processEvent(Unknown Source)
    at java.awt.Container.processEvent(Unknown Source)
    at java.awt.Component.dispatchEventImpl(Unknown Source)
    at java.awt.Container.dispatchEventImpl(Unknown Source)
    at java.awt.Component.dispatchEvent(Unknown Source)
    at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
    at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
    at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
    at java.awt.Container.dispatchEventImpl(Unknown Source)
    at java.awt.Component.dispatchEvent(Unknown Source)
    at java.awt.EventQueue.dispatchEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarch y(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.run(Unknown Source)

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