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Right now I am developing an adventure that is too big than I would like... and one of the things that wastes my time and patience the most is renaming absolutely everything. I think that this would not require too much development time and it would take away a lot of time in the development. adventure creation
Actual state
When generating a new event, token etc.,
Search for the last event or token created.
For example:
If the last event is event11, if you click again the next one will be event12
proposal
When generating an event, token etc.
from a token event etc. collect the names of the father.
For example:
If we enter a token called _A_barbara and from there we generate an event, it automatically looks for the last event_A_barbara and adds 1 to it.
so if the last event was event_A_barbara11, if you click on new event it will become event_A_barbara12
The text was updated successfully, but these errors were encountered:
I recommend downloading a free code editor like Visual Studio Code and using 'find and replace' in your source files. (and then reload them into Valkyrie)
I also would recommend using meaningful (systematic) names for events and tokens instead of automatically generated names, or you will get into problems with big scenarios (like you already found out) or later with maintenance.
It will also help if you don't store all your events in one event file. For example: if you store events related to a tile (like tile- or token placement, or monster spawn) in an event file named after the tile, you can find your way into the big list of events more easily. A nice example of splitting event files can be found in "Eyes Behind the Mirror".
When creating a new scenario, I copy an event file, and then with some easy find and replace in the Visual Studio editor I create the outline for a new tile placement event file. And because I use meaningful and systematic names already 90% of the coding is correct.
Right now I am developing an adventure that is too big than I would like... and one of the things that wastes my time and patience the most is renaming absolutely everything. I think that this would not require too much development time and it would take away a lot of time in the development. adventure creation
Actual state
When generating a new event, token etc.,
Search for the last event or token created.
For example:
If the last event is event11, if you click again the next one will be event12
proposal
When generating an event, token etc.
from a token event etc. collect the names of the father.
For example:
If we enter a token called _A_barbara and from there we generate an event, it automatically looks for the last event_A_barbara and adds 1 to it.
so if the last event was event_A_barbara11, if you click on new event it will become event_A_barbara12
The text was updated successfully, but these errors were encountered: