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Event command editing #53

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Speak2Erase opened this issue Oct 16, 2023 · 0 comments
Open

Event command editing #53

Speak2Erase opened this issue Oct 16, 2023 · 0 comments
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compatibility some form of compatibility issue with rpg maker core functionality a feature provided in rpg maker enhancement New feature or request events
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@Speak2Erase
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At the moment, Luminol has a pretty basic event command editor.
In the past Events were preprocessed at load time to an enum of hardcoded commands. This system was clunky and generally annoying to work with (although it did yield some good results)

Currently, Luminol uses a descriptor based system to define commands rather than hardcoding them. It's a pretty basic system. There's no preprocessing of commands going on either, Luminol constructs the UI dynamically every frame based on command descriptions. This has the neat side effect that updating a command will instantly update the UI.

Unfortunately, the current approach is a bit flawed when it comes to handling event commands that "nest" other event commands underneath them, leading to weird bugs.

It's possible pre-parsing events commands into a tree of commands could solve that? Something like indextree may work.

@Speak2Erase Speak2Erase added enhancement New feature or request events compatibility some form of compatibility issue with rpg maker core functionality a feature provided in rpg maker labels Oct 16, 2023
@Speak2Erase Speak2Erase added this to the v1.0 milestone Oct 16, 2023
@Speak2Erase Speak2Erase self-assigned this Oct 16, 2023
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compatibility some form of compatibility issue with rpg maker core functionality a feature provided in rpg maker enhancement New feature or request events
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