I like that, if you are carefull of a couple of caveats, that might be the best rpoposal we had for expanding the editor in a long time
* be VERY carefull that it should be impossible to mix and merge hand written and auto generated WML (keeping the two file split we have already) * be VERY carefull to separate the user made content from mainline... apart from that, I like the idea On Fri, Mar 26, 2010 at 11:15 AM, Fabian Mueller <fabianmuell...@gmx.de> wrote: > First, I know that this idea sounds very far fetched at the first sight. > So please give it a second thought, maybe sleep a night over it before > calling me an unworthy prat. > > Assume we enhance Wesnoth's editor by the same event system like that of > the game engine. > But the events would not be called "moveto" or "last breath" but > "terrain/unit/item/whatever placed" or "tool x selected". > > That events go into a [editor] tag which can be loaded into the editor > like the game loads campaigns or scenarios. > The action WML inside the editor events would work like [insert_tag] and > support [message] + [options] to ask about what is wanted and allow to > add some WML coding to the edited map. > The Wesnoth eclipse plugin should support the coding of the [editor] > templates. > > That way UMC designers are able to create editor templates for certain > types of Wesnoth scenarios like survivals for example. > The designer that uses the template would be able to create such a > scenario without the need to touch WML at all. > > Keep in mind that the framework for doing this is in place already. So > this is only a medium hard coding task. > > > _______________________________________________ > Wesnoth-dev mailing list > Wesnoth-dev@gna.org > https://mail.gna.org/listinfo/wesnoth-dev > _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev