[eWip] pre alpha

so i was working in creating some modding Tools for Fallen Enchantress this last week. I do have some background in IT but I'm primarily a mathematician so i horribly underestimated the workload :D This is my first project in C# that has gone beyond 100lines ( in fact far beyond 1000 by now) so it was a huge learning by doing/googling effect. I'm mainly saying to encourage others to pick up and do some coding themselves, but also to make you understand that the code went through complete changes every few days ( basically every time i learned something new).

However with a week gone where i got sleep on all but 4 nights of the last 8. I swear I can not see another line of code for at least a week, it feels kinda like a coding-hangover. So I'm releasing an alpha build of what is going to be a general purpose XML-Editor for Fallen Enchantress.

It is  intended to open your files and give you easy copy and paste option, speeding up what is otherwise a lot of ctrl + c , ctrl + v and ctrl +f workat this very limited point in time it can only edit existing tags. Templates, node  insertions, and a better value Type recognition will be added sometime  during the next week.

I have a few GUI designs already lined up for more specialized Editor ( Units / Items and Improvements) which i will hopefull all finish before the end of the year. So without further ado I present Heaven Falling v0.1 named after our resident forum answering bot

 

TL:DR some piece of code neither finished nor very stable, have a go at it anyways

Link:

https://www.dropbox.com/sh/h4a6v7apmkhkqtv/IwQQaykxWl

 

 

screenshot :

https://www.dropbox.com/sh/h4a6v7apmkhkqtv/ocCTyZkoJ0/howTo#f:Step3.png

 

 

 

5,184 views 4 replies
Reply #1 Top

<!------- Reserving this space for future edits ------------>

and signing of now to actually play the game again for once

Reply #2 Top

Interesting... I'll have to check it out.  Looks similliar to some of the editors I started making.   How did you generate the classes for the xml serialization?  Did you generate your own xsd?

 

Thanks for sharing this with the community.

Reply #3 Top


Look forward to seeing a future version. I've tried this version, but my screensize is not your size and so I can see all the buttons. (scrollbar necessary). Also, for item type there can be multiple choices that can be done here. For example, some of the robes are item type 'torso' as well as 'head'.

I look forward to start using it.

Reply #4 Top
@Murteas Unfortunately i don't have a xsd yet, but I'am planing to do them eventually at the moment the ValueTypes.xml defines the existing variable types and how they are read into the program. ( ie as a list like the numbers and rarity types or parsed out of a document using Xpath like unit types) so when creating the graphic representation of the xml node i make a reverse search if the value is any of the known variables. I know this is ugly and ill performing, but i haven't worked with xsd's before so I'm trying to figure out at the moment how to best incorporate them when opening a new and unknown file. At the moment all I'm using is that all xml files seem to work in the way of having a root node and then nodes with internal names. @parrottmath Ok i will defiantly incorporate some auto resizing in the next version! and i know i need to implement a remove and add node function not just for item types but most importantly for GameModifiers. That will be the goal for next week, adding templates, node adding/removing, screen resizing and adding more of the valueTypes.