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Cross-platform port of Fortune Avenue.

License: GNU General Public License v3.0

QMake 1.28% C++ 97.37% C 1.35%

fortune-avenue-qt's Introduction

Fortune Street Modding

This is the website for the Fortune Street Modding project. It includes quick links to Custom Street World Tour, the HQ Texture Pack and the Gecko Codes, as well as a variety of custom maps and backgrounds, plus useful tools for modding such as the Calculator and District Simulator.

This repository doubles as the way for users to submit new custom maps and backgrounds to the project. For more information, please visit the wiki.

Local installation

  1. Install the latest version of Node.js.
  2. Navigate to the location of the cloned repository and execute the following commands:
    • npm update -g npm
    • npm install
    • npm run dev
  3. Open a web browser and navigate to http://localhost:4321.

fortune-avenue-qt's People

Contributors

deflaktor avatar landmaster avatar nikkiwritescode avatar

Watchers

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fortune-avenue-qt's Issues

[Feature Request] Maintain destination ID for backstreets

When some spaces are removed and the number value of spaces changes, the waypoints automatically update to the new values, but backstreet destination IDs do not. Having them update so they don't break when you remove some tiles would be appreciated.

[Feature Request] Edit square number

A function to manually edit a square's ID number would be helpful for a few reasons. For one, if you're trying to use one way exits to create an unelectable square, the ID number is important. And also, when the game has to edit multiple shop prices at once, it will go in order of square ID.

Perhaps set it so if you change to an already existing ID number then it pushes that and all successive IDs up one.

[Feature request] connect faraway tiles for auto-path

I would like an auto-path setting that allows you to connect tiles that are physically far away from each other without extending the auto path range. These tiles would be treated like they're next to each other no matter how far away they are on the grid.

The main purpose for this would be looping boards and doors. The top and bottom tiles on looping boards and door tiles have to be pathed manually, this feature would allow them to be auto-pathed.

Possible paths not displayed on main page

Kinda hate that the possible paths is kept on a separate tab. Really feel like that information should be visible at all times, since it's referenced a lot and can tell you if your board is going to crash with each change you make.

[Bug] Advanced Autopathing mechanism does not connect all 4 adjacent squares in certain circumstances

The advanced autopathing mechanism works kinda weird. In this case it didnt connect all 4 adjacent squares. No matter which parameters I set for autopath range and straight-line tolerance I could not get it to connect all squares in this intersection. I have no forbidded directional paths set, every direction is allowed.
grafik

This example is from the map facing worlds: https://github.com/FortuneStreetModding/fortunestreetmodding.github.io/tree/master/_maps/FacingWorlds

[Feature Request] Allow users to set District Colors, Vacant Plot values, etc. manually

Modders can customize these things fairly easily by editing a few files, but then the values in Fortune Avenue and the values in-game don't match. Currently there's no way to fix that without going into the FA source code and making a new build.

EDIT: Also allow users to save these values somehow because I would not enjoy having to change them every time I open Fortune Avenue

[Feature Request] Auto-assign shop titles

Would probably be in the tools section like autopath

Basically it would assign every shop on the map a title (or "model" as it's called in FA) randomly from ID 1-100 (10G-1000G). There would be an option to only include titles used in vanilla, and an option to prevent duplicate titles

Saving with Cmd S behaves weirdly

If you open up a fresh instance of FA, create a new board (Cmd N), and then hit save (Cmd S), the board just won't save at all. If you open a board, create a new board (Cmd N), and then hit save (Cmd S), the new board will save over the board you previously opened despite the fact that the new board is completely different.

If you create a new board (Cmd N), and then hit save (Cmd S), Fortune Avenue should ask you where you want to save the file as if you had hit Save As (Cmd Shift S).

EDIT: Also, it's a bit strange that there isn't a "You haven't saved, do you want to save before closing" prompt that appears when you close the window of an unsaved board

Reverse visual priority of spaces

Currently, spaces with a higher ID will display on top of spaces with a lower ID. But this is not how it works in-game. In-game, if two spaces occupy the same area, only the one with a lower ID will be selectable. I feel Fortune Avenue should reflect this by having lower ID spaces display over higher ID spaces.

Not a problem most people will experience, but for more technical ones like the one I'm working on this would be helpful.

Support for unused shop models

There are 30 shop names (or shop models in fortune avenue) that go unused but are perfectly functional.
There is support for them in old .NET versions of the editor, but not in Qt versions.

Landmaster said they were planning to add support for them in the future, so I'm putting this issue here so it isn't forgotten

Parity with Yaml Editing

Right now, Fortune Avenue has fields for Starting Amount, Goal Amount etc. But this information is also spelled out in the yaml. It's confusing which of the two CSMM actually pulls the data from. Perhaps these variables should be removed from one or the other to make things clearer.

[Feature Request] Grid display

Some kind of background grid, possibly one that scales to your snap size, could be really helpful to visually assist with board design and symmetry.

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