49 lines
4.1 KiB
Markdown
49 lines
4.1 KiB
Markdown
# Schema Tools — the Data Editor and the command palette
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Schema Tools are two windows for authors, built entirely from the descriptions that mods ship as schemas (see the Schemas mod):
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- the **Data Editor** edits entities of any described kind — stats, classes, items, characters, battle actions, shops, recipes — in forms;
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- the **command palette** writes a scenario line from a form, checks it and puts it into the scenario editor.
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Neither window knows any kind or action in advance: whatever the loaded mods describe appears in them. Both open from the tool box on the game's toolbar, while the game is running.
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## The Data Editor
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Pick a mod at the top, a kind of data on the left and an entry in the middle; the form is on the right. Here is Classic RPG Rules' iron sword in RPG Plus:
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The form gathers the fields of several mods into one: Id, name, description, cost, picture, item types and item action are described by Items Engine; **Equip type**, the **Traits** list (a stat, an amount) and the classes allowed to wear it are added by Equipment. A kind that two mods describe is still one form.
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- **Texts** (`Name`, `Description`) are shown as their translation key and a line per language of the mod; they are written into the mod's own locale files.
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- **References** (a stat, an item, a class) are lists of the ids the game knows.
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- **Lists** such as traits have a card per element with its own fields.
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- Properties no schema describes are kept and shown under other fields as JSON.
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The toolbar: **New** (Ctrl+N) adds an entry with the schema's defaults, **Copy** (Ctrl+D) duplicates the selected one, **Delete** asks first, **Undo**/**Redo** (Ctrl+Z / Ctrl+Y or Ctrl+Shift+Z) step through the changes, **Save** (Ctrl+S) writes only the changed files, with LF line endings. Right after Save the running game sees the change: a new item can be given and worn without a restart.
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Only mods that can be written to are in the list at the top. The entries of a mod are the ones in its own files; to change another mod's entity, edit it in that mod.
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## The command palette
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Pick an action or a command on the left (search by words such as "damage", "item", "check"), fill the form, and the line appears under it:
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The line is checked as you type, with the same rules as the Validator. A misspelt stat:
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**Insert** puts the line into the scenario open in the scenario editor, below the caret; **Copy** puts it on the clipboard. The seer's scenario of RPG Plus after Insert:
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Nothing is written to disk until the author presses **Save** in the scenario editor. The scenario text stays the source of truth: the palette only helps to write it.
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## If something goes wrong
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1. **A kind or an action is missing.** No loaded mod describes it in a schema; the Schemas page explains how to add one.
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2. **The mod list is empty.** No mod can be written to (only mods installed as folders can be; packed ones cannot).
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3. **Insert says no scenario is open.** Open one in the scenario editor first, or use Copy.
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4. **A field is a plain text box.** Its schema type is text or unknown.
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