Reply to Re: "New" dmod editor
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I've added and fixed some things and updated the top post to reflect that. I posted the changed files to my server. You need the original zip file, and after extracting the files, you should copy those new versions over the old ones of the same name.
The changes are:
- Warp targets are now visible and editable. Use t to move them with the mouse.
- Map positions can be stored with alt-letter and revisited with shift-letter. Apart from moving around the DMod with this, the purpose is to make an area with monster templates that have all the settings you want, which can easily be selected and then copied into the DMod.
- Setting base_* and touch sequences now works. Also, by pressing s you can set the main sequence (and frame) for a sprite.
- Use j to jump to the currently selected sprite(s). Use w to jump to their warp target(s).
Note that to use any of the keys, the map must be the active element. If it isn't, ctrl-click on it (to avoid losing your selection) before pressing the key.
The changes are:
- Warp targets are now visible and editable. Use t to move them with the mouse.
- Map positions can be stored with alt-letter and revisited with shift-letter. Apart from moving around the DMod with this, the purpose is to make an area with monster templates that have all the settings you want, which can easily be selected and then copied into the DMod.
- Setting base_* and touch sequences now works. Also, by pressing s you can set the main sequence (and frame) for a sprite.
- Use j to jump to the currently selected sprite(s). Use w to jump to their warp target(s).
Note that to use any of the keys, the map must be the active element. If it isn't, ctrl-click on it (to avoid losing your selection) before pressing the key.