- Joined
- Mar 21, 2009
- Messages
- 15
- Reaction score
- 71
I don't care much for newer versions and am certainly not gonna waste my time downloading/installing them (I heard they are much larger than before). If you have the time, add in support (WzPngProperty.cs is the file you are looking for) and hit me up with a pull request.GMS V160
-Map.wz/Back/blackHeaven.img/back/98
-Skill.wz/232.img/2321008/effect0/....(all)
-Mob.wz/8940000.img/....
and many....
I tried that exact thing and it worked for me, are you sure you were using the latest testing version I posted in the reply? Anyway, I added some checks to make it harder for things to be added graphically without actually being inserted into the data, try the new version below.I love you for making Harepacker no longer need Administration rights - now I can work on .wz edits at work when I have nothing to do.
Problem #2 is confirmed fixed (the sound one) I had no chance yet to test #1 and #3 .
EDIT:
Bug 3 is not fixed, or not the one I meant at least. Here's how to trigger it:
1) Select an image let's say Commodity.img in etc.wz
2) Make 3 empty nodes, or more. Property type WzSubProperty
3) Click a sub property with content in it and open it
4) Ctrl + click the content and press ctrl + C (copy)
5) paste it in the new empty nodes. You get a prompt and everything looks fine, no issues.
6) Save the .wz
7)The new nodes are empty again, you will notice your copy pasting has been reverted. The .wz editor somehow didn't fully catch it happened, even though it displays so fine. Visual wise its working perfectly, but the saving doesn't save the changes. This forces me to use the wzrepacker where it works, but that one lacks hotkeys, making it still almost as tedious. I hope this one (even though its considered as minor) can be fixed. It will save me and a lot of other .wz editors a lot of time, because it also happens when importing new items.
Both crashes were fixed, they were the result of incorrect handling of objects with preset positions for adding ropes. It required me to change around some rope handling stuff, so see if it works fine. Also, if you're adding such an object (a ladder, for example), you can now see where are it's predetermined rope positions by turning on the info mode ("Info Mode" from the ribbon's "Tools" tab).Opening Nautilus Harbor in HaCreator gives me this: View attachment 152594.
Opening Leafre crashes me.
After modifying the parallax to a much lower/higher X, Y on background objects sometimes they don't snap to the edge of the screen, so they are moved out of view where the user cannot click or view them.
Thank you haha01haha01! :canabis: I love HaCreator so much.
Edit:
Perhaps there could be an option to format the XMLs? (Rather then being one line).
How about the ability to change BGM's? ReturnMap, and ForcedReturn? <3
The background behavior is fine, since parallax mode is intended to show them the same way they are displayed in-game. So if they are out of screen in-game, they should be on the editor too. If you want to be able to see again a background that you made off-screen by changing its RX/RY, simply turn off parallax mode ("Parallax BGs" from the ribbon's "Tools" tab).
The XML data format is an internal implementation detail that should not be visible to (or interest) the user, so I'm not going to make prettier at the expense of space and time. If you need a pretty XML for whatever reason, either use an
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or export with HaRepacker.BGMs, ReturnMap and ForcedReturn can all be edited through the Map Info editor (right click on the map's tab while it is opened), I also show how to do that in the tutorial video.
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(is now 64/32 bit compatible)