I had some time today and i went through the tedious task of skipping through lines and lines of code to find relevant “behaviour” tags. I probably missed a few here and there and I’ve only done the "units" so far.
But when gathering the sub-tags from all over the place, some interesting new possibilities emerge...
common guys ! get that ass moving and the docments rolling !!!
Have fun !
Other thing about modules/objects: I've noticed that not all of them have a = in there. I'm currently working on the 'splitter' in TibEd 2 which divides into key/value. How should I split the following? (or shouldn't I split them at all?):
Object IndestructableThing
ArmorSet
Rank 5
Another Thing Thing Thing Thing (can't remember what this module was called)
only a few sections do not use the =, but they all use END.
your problem of course it to identify what tag is to be considered as start..
I've made a list of those, all top-level tags and a list of all 'module' tags (for level 2 and 3 depth). Do you think they're worth a post here?
I think I will consider everything before a = to be a key, and if there is no = in there, then the first 'word' (before the first space or end of line) is also considered to be a key. That way these 'rare' cases where there is no = will still appear pretty uniform.