Overview
Comment: | Add 'lc' and 'lv' to set level code and level version. |
---|---|
Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
5439829a5fda881ad8f3fc5c343254ec |
User & Date: | user on 2021-02-18 05:06:41 |
Other Links: | manifest | tags |
Context
2021-02-21
| ||
00:43 | Add saving levels. (Now it is probably ready for public testing.) check-in: d89808c09a user: user tags: trunk | |
2021-02-18
| ||
05:06 | Add 'lc' and 'lv' to set level code and level version. check-in: 5439829a5f user: user tags: trunk | |
2021-02-17
| ||
06:00 | Add the internal "level_changed" variable; this is set in the level editor if changes are made which would potentially invalidate the solution, requiring the level version number to be incremented. (Some changes do not set this, such as changing the level title, or its order number. In this case, the level version number remains unchanged when the level is saved.) check-in: 42049107bf user: user tags: trunk | |
Changes
Modified bindings.doc from [7578e8d589] to [11b6d55d1e].
︙ | |||
110 111 112 113 114 115 116 117 118 119 120 121 122 123 | 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 | + + + + + + + + + + + + + + + | and the Misc values (1 to 3), not the class and image; to edit the class and image, use the class selection menu.) '^u' <location> Add an object with the current MRU values to that location, even if there is already another object of the same class at that location. 'lc' <number> Set the level code number. This is a 16-bit number which can be used in the class codes of your puzzle set for whatever purpose you wish; the game engine does not use this value itself. 'lv' <number> Set the level version number. This number is used to detect the validity of stored solutions. Normally, you do not need to set this; it will do so automatically once the level is saved, if any changes have been made which might invalidate the solution (although it doesn't know for sure, so there are false positives). However, you can set this deliberately by yourself, in case you know that the solution remains valid; if you do set it by yourself just before saving, it will use your value rather than setting it automatically. 'mR' <number> Select a relative MRU. Negative numbers move up the list, and positive numbers move down the list. 'mr' <number> Select a MRU, given the MRU number (0 to 31; the top is zero). |
︙ |
Modified default.heromeshrc from [57b9ba9aa2] to [b489fce8f4].
︙ | |||
133 134 135 136 137 138 139 140 141 142 143 144 145 146 | 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 | + | ?.editKey.5: select 'mr',4; ?.editKey.6: select 'mr',5; ?.editKey.7: select 'mr',6; ?.editKey.8: select 'mr',7; ?.editKey.9: select 'mr',8; ?.editKey.up: select 'mR',-1; ?.editKey.down: select 'mR',+1; ?.editKey.C: select 'lc',:level_code where :level_code=cast(:level_code as int); ?.editKey.shift.F: with n(n) as (select 65 union all select n+1 h from n where h<=64*pfheight()+65) select '^a',n from n; ?.editKey.ctrl.X: select 're',pfwidth(),pfheight(); ?.editKey.ctrl.P: ^P ?.editKey.ctrl.Q: ^Q ?.editKey.ctrl.R: select 're',substr(:resize,1,instr(:resize,'x')-1),substr(:resize,instr(:resize,'x')+1) where length(:resize); ?.editKey.space: ^c ?.editKey.return: ^e |
︙ |
Modified edit.c from [7284a1e678] to [5ea8991e9d].
︙ | |||
562 563 564 565 566 567 568 569 570 571 572 573 574 575 | 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 | + + + + + + + + | case '^P': // Play return -2; case '^Q': // Quit return -1; case 'go': // Select level load_level(number); return 1; case 'lc': // Set level code level_code=number; level_changed=1; return 0; case 'lv': // Set level version level_version=number; level_changed=0; return 0; case 'mR': // Select MRU relative number+=curmru; // fall through case 'mr': // Select MRU absolute if(number>=0 && number<MRUCOUNT) curmru=number; return 0; case 're': // Resize and clear |
︙ |