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[Script] XML Editor
Kmlcan
« Citoyen »
1385416020000
    • Kmlcan#0000
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#1
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Hi everyone. Transforcips and I was trying to make a script, we worked on it about a day and finally it's done!

What is this for?
Some of you might stole the XML of a map once and edited a little bit. With this script, we give you the possibility to change a map's XML when the map is playing. But don't forget, you can't get the XML code.

How to use?
When you start the script, type !map @mapcode to load a map. There will appear two text areas. The text area above the map shows that map's current properties, and when you click on a text, the option will be actived/deactived, or a popup will show to enter a value. Click on "Play the map" when your edit is done.

http://i.imgur.com/l9puOar.png
What are the features?
You can activate/deactivate a map's collision, night, portal, soulmate modes or change gravity, wind, background, lenght and height.

Also we added the ground settings option. When you open the options box, you'll see the list of grounds of the map.

http://i.imgur.com/OM5kRDF.png
When you click on add button, a wood ground will be added into the grounds list as default. Then when you click on the wood text, you'll see the edit box.

http://i.imgur.com/IzBDM30.png
• Enter a type value between 0 and 13.
• You can change a ground's X and Y coords by clicking on X and Y texts.
• You can change the lenght of the ground by clicking on lenght text, and height of the ground by clicking on height text.
• You can change the friction of the ground by clicking on friction text, and restitution of the ground by clicking on restitution text.
• Angle text changes the angle of the ground.
• If type of the ground is 12 or 13, you can change that ground's color by clicking on color text.

Where can I find the lua code?
You can find the lua code of this script here.

More information
• We didn't add some (dynamic grounds, collision) features.
• Script could crash.
• Some confusion could happen if many mice will try to change the map at the same time.

~Kmlcan and Transforcips
Joaovictors
« Citoyen »
1385425620000
    • Joaovictors#0000
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#2
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Good script!
What do you think about add options to set the shaman/mice spawn? And cheese/hole
Rectop
« Citoyen »
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#3
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I like this ^^

I just think you can add somes options like Joaovictors say. And the code doesn't support the vanilla maps.
Kmlcan
« Citoyen »
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#4
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We'll add spawns and cheese/hole later. Btw the code doesn't support the vanilla maps because vanilla maps don't have an XML code.
Nhud
« Citoyen »
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#5
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Good Script so helpful
Leafileaf
« Citoyen »
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#6
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Kmlcan a dit :
We'll add spawns and cheese/hole later. Btw the code doesn't support the vanilla maps because vanilla maps don't have an XML code.

Wrong, some of the new maps do. I think @92 has xml

Btw, i've got an issue here. Your grounds list has a list of grounds, but how do users know which ground is which(on the map)? You could set up the grounds selector based on mouseclick (click on a ground in the map to edit it). However i see that eventMouse is already used for teleclick, perhaps you could remove that.

Also, does your XML editor take into account shaman objects spawned by the map? (<O />)
Safwanrockz
« Censeur »
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#7
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Very helpful and well done, thank you.
Mikuhl
« Citoyen »
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#8
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I seem to be getting [•] Text length can't be superior to 2000 chars.
Enginfener
« Citoyen »
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#9
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Jaackster a dit :
I seem to be getting [•] Text length can't be superior to 2000 chars.


xml is large not open maps
Mckeydown
« Censeur »
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#10
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Good job!
Kmlcan
« Citoyen »
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#11
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We updated the script! Here's the list of the new features;
• Now you can change the ground's Z options.

http://i.imgur.com/OM5kRDF.png
• While pressing o on your keyboard, click to the center of a ground to choose that ground for edit.
• Now you can see a ground's current properties.

http://i.imgur.com/IzBDM30.png
• You can edit new vanilla maps' XML codes.


Jaackster a dit :
I seem to be getting [•] Text length can't be superior to 2000 chars.

That's because text area's lenght is getting more than 2000 characters, we're trying to fix it. (Now only 8 grounds per page showing on ground settings)

http://i.imgur.com/RQKMSV1.png
Rectop
« Citoyen »
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#12
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Do you plan to translate the script (like in french)?
Kmlcan
« Citoyen »
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#13
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No, the script was actually Turkish at first, but we translated it to English. If you can translate, do it. But we won't.
Rectop
« Citoyen »
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#14
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So if I translate in french, I can publish a topic on french forum for the script?
Kmlcan
« Citoyen »
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#15
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Sure.

Btw I forgot to add; You can click somewhere to teleport while pressing P on your keyboard.
Leafileaf
« Citoyen »
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#16
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Kmlcan a dit :
We updated the script! Here's the list of the new features;
• Now you can change the ground's Z options.

• While pressing o on your keyboard, click to the center of a ground to choose that ground for edit.
• Now you can see a ground's current properties.

• You can edit new vanilla maps' XML codes.
That's because text area's lenght is getting more than 2000 characters, we're trying to fix it. (Now only 8 grounds per page showing on ground settings)

Only in the center? That's going to be hard to do :S Make it so that as long as you click ON the ground, you can edit it. But if you click on an overlapping ground then the one with the higher z-index should be selected.
Another suggestion, while editing a ground have a textarea highlight which ground is being edited, and another textarea preview how the ground would look like after edit. But rotation might be an issue.
Shamousey
« Consul »
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#17
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Leafileaf a dit :
click ON the ground

That gets extremely painful to do when dealing with rotations, circles, dynamic grounds, etc. although is still perfectly possible (#utility's inspect for example). I +1 this idea though, clicking on the center of the grounds alone would be extremely annoying.
Transforleef
« Citoyen »
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#18
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Shamousey a dit :
That gets extremely painful to do when dealing with rotations, circles, dynamic grounds, etc. although is still perfectly possible (#utility's inspect for example). I +1 this idea though, clicking on the center of the grounds alone would be extremely annoying.

oh wow
Leafileaf
« Citoyen »
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#19
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Shamousey a dit :
That gets extremely painful to do when dealing with rotations, circles, dynamic grounds, etc. although is still perfectly possible (#utility's inspect for example). I +1 this idea though, clicking on the center of the grounds alone would be extremely annoying.

oo dynamic grounds
is there a way to find out where they are apart from calculating physics in the lua script
Wwetherockkk
« Citoyen »
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#20
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i cant use this script
can u give me script here?
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