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 Eskarn's Room: Modding Tutorials 
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@eskarn thanks


Sat Nov 21, 2015 7:46 am
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Fixed the dark skin issue in Version 3.5 Tutorial for adding characters

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Mon Nov 23, 2015 5:00 am
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Here is the latest tutorial Enjoy

Will be updating the adding characters tutorial soon

Version 3.5 Tutorial on how to add in custom animations
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_adding_Animations
OFFLINE VERSION

If there's any problems with the tutorial please let me know and also let me know if you have completed it its nice to know that it all works

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Wed Dec 09, 2015 8:39 am
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Added 3 new tutorials as always please let me know if you have finished them so i know they work and report any mistakes/left out information


Version 3.5 Tutorial on how to add in custom animations commands
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_adding_animation_commands
OFFLINE VERSION

Version 3.5 Tutorial on how code is structured
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_code_structure
OFFLINE VERSION

Version 3.5 Tutorial on how to edit the NLP
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_NLP
OFFLINE VERSION

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ESKARN'S TUTORIALS

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Tue Jan 12, 2016 4:05 am
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Eskarn wrote:
Added 3 new tutorials as always please let me know if you have finished them so i know they work and report any mistakes/left out information


Version 3.5 Tutorial on how to add in custom animations commands
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_adding_animation_commands
OFFLINE VERSION

Version 3.5 Tutorial on how code is structured
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_code_structure
OFFLINE VERSION

Version 3.5 Tutorial on how to edit the NLP
http://wiki.xmoonproductions.org/index.php?title=Tutorial_for_NLP
OFFLINE VERSION



Thank you, it looks great.


Tue Jan 12, 2016 1:04 pm
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In the NLP tutorial

Code:
open nlp_syntax and add


is wrong. The file is syntax.txt


Tue Jan 12, 2016 1:43 pm
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Thanks ill fix that now

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Tue Jan 12, 2016 1:50 pm
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@eskarn thanks


Tue Jan 12, 2016 4:03 pm
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I read quickly your code structure tutorial.
I'm too lazy to edit it myself and it's too late to (time to sleep soon), so I'll do it quick here.


so, here's what you can say / edit / add :
- you should use // to comment your comments in code blocks of the wiki.
- language used here is really custom, but uses features of C-like / html / bourne shell
- {} brakets are used to define a block, same way as C-like or other close languages
- "indent by fold" notepad++ plugin is quite useful to reindent xsp scripts (works in most case because of {} if laguage is set to c/c++/c#/java .... )
- blocks must be used after a test, to tell the engine what part of the code must be interpreted for this test. (cases{} are "special" tests, but are tests)
if no {} after a test, so only the first line is interpreted (if test succeed )
- a textor editor configured with c++/c/c#/java or javascript can be used to edit scripts (coloration syntax and blocks will be recognized)
- <some_function> </some_function> are indeed, function blocks. functions seems to be the only blocks declared using SGML (HTML / XML) syntax.
- eveything in [] are tests, as in bourne shell (sh). so everything in [] is something that must be evaluated .
[] at the "root" of a case are values evaluated by the case itself.
Any other [] is a test operator

to be clear
Code:
case (the.variable.that.must.be.evaluated)
{
    // we are here in "case root", so this is like : [the.variable.that.must.be.evaluated = ONE_OF_THE_POSSIBLE_CASE_VARIABLE_VALUE]
    [ONE_OF_THE_POSSIBLE_CASE_VARIABLE_VALUE]
    {
       // a block of code interpreted if : the.variable.that.must.be.evaluated EQUALS ONE_OF_THE_POSSIBLE_VARIABLE_VALUE
    }

    //we are here in "case root too"
    [ONE_OTHER_POSSIBLE_CASE_VARIABLE_VALUE]
    {
       // a block of code interpreted if : the.variable.that.must.be.evaluated EQUALS ONE_OTHER_POSSIBLE_VARIABLE_VALUE
       

        //we are not in case root, this [] are for a test ("standalone" test, not 'case{}' eval)
        [ any.variable = 3 ]
        {
             // do this code if any.variable equals 3
        }
        else
        {
            // do this code if any.variable equals anything but 3
        }

    }

}


When I'll have more time, I'll check and edit the wiki if still necessary.


Wed Jan 13, 2016 12:10 am
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feel free to edit the wiki although try to keep it simple so we don't need a degree in programming or add an advanced section

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To install a mod

ESKARN'S TUTORIALS

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Eskarn's puzzle map (story)


Wed Jan 13, 2016 3:06 am
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