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So currently when parsing a map, all the object data is output into the objectEditingOutput
folder in the _build
directory. This is nice, however the output is in a very raw format, example for a custom ability based on the "slow" ability:
@compiletime function create_w3a_A01M()
let def = createObjectDefinition("w3a", 'A01M', 'Aslo')
..setLvlDataString("abuf", 1, 0, "B01P")
..setLvlDataUnreal("acdn", 1, 0, 10.0)
..setLvlDataInt("amcs", 1, 0, 25)
..setLvlDataUnreal("Slo1", 1, 1, 0.3)
..setLvlDataUnreal("Slo2", 1, 2, 0.3)
..setLvlDataUnreal("adur", 1, 0, 35.0)
..setLvlDataUnreal("ahdu", 1, 0, 8.75)
..setLvlDataUnreal("aran", 1, 0, 800.0)
In the standard library, there exists a wrapper for this class https://github.com/wurstscript/WurstStdlib2/blob/master/wurst/objediting/AbilityObjEditing.wurst
indentified by the 'Aslo' base ability being used. It would be very nice if the output would make use of these standard library classes to produce more useful output instead of this raw format.
SinisterLuffy5SinisterLuffy5
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