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Copy/Paste/Swap/etc via MiniMap


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#1 bigjoe

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Posted 05 March 2020 - 05:23 PM

(Copy of Post from OpenZC.org)

 

There should be ways to copy/paste/swap/etc multiple screens via the minimap in the bottom left of the editor, like so.

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How it looks before you expand the selector.
ZWHC15D.png
After expanding the selector.
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Pasting at a random spot.


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#2 Mani Kanina

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Posted 05 March 2020 - 10:20 PM

Is there actually any practical use for this?

The only time I have personally needed to copy multiple screens a bunch is when I paste a template screen on a bunch of screens to make out an area, but at that point you can very easily just use the arrow keys to quickly move around and hit the past shortcut.


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#3 bigjoe

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Posted 05 March 2020 - 10:36 PM

It would be useful things such as:

 

1.Copying the layout of a level and making modifications to it. (i.e. Easy/Hard mode stuff perhaps)

 

2.Copying an area you want to use as a template for designing another area. (Say you have two segments of overworld that you want to be more than slightly similar but in different locations. EDIT: Or perhaps a Dark World/Light World type thing.)

 

I would personally make intense use of this feature, and often.


Edited by BigJoe, 05 March 2020 - 10:38 PM.

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#4 Mani Kanina

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Posted 06 March 2020 - 08:33 PM

Fair enough, though, in those situations I would just copy and paste an entire map most of the time (I say this as someone who has made harder versions of her dungeons in at least one quest).



#5 Timelord

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Posted 08 March 2020 - 10:44 AM

I'd first want to add a way to export and import mapscreen blocks by (start_id, w, h). This is a bit tricky, and could quite easily lead to severe instability, or unintuitive. The .map format is a bloody disaster, but thankfully future-proof; however any errors (overflow or underflow) in writing a single mapscreen will result in a vector container crash due to using vectors as storage for combos.

 

At some point, a prior dev changed them from fixed arrays sized [176] to a scaling vector based on screen dimensions, and shuld we ever try to implement varying screen dimensions, a block copy would pose other, interesting technical problems, but even now, a tiny error in handling vector contents will throw a vector exception.

 

FWIW, when I tried to rewrite the map export, I had my share of these. It's very ugly. Consider copying a 3x3 plock, selecting a 2x2 or 4x4 (or other size mismatch), then trying to paste the buffer contents. At the least, this would  need block size protection (error on any mismatch); and a rather unpleasant additional change to the map selection panel.

 

I'll think about it, but it isn't something that I'd be in a hurry to add. Once I have .zscreen done as a format, then I can look at using that as a base for this type of utility.




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