Yoshi021 wrote:I deleted all the dummies since 1.4 won't need them.
Dummes are 1.3 specific and not needed for 1.4. Previously there are even wasn't added into 1.3 pack because undocumented, but found accidentally while hacking by h2643 and by Sednaiur. So, you did right.
Yoshi021 wrote:I will soon release the configuration pack. The only problem is that I still have not set correct NPC flags to the NPCs so they all behave as a Dummy NPC. I will also need someone to the lua scrips, but hopefully with the 1.4 integration it won't be needed.
Some hints:
- GFX sizes you can don't define, just define only physical size and frames count with frame style and GFX sizes are will be calculated automatically, then there are can be remixed with npc.txt and there are will be shown as "default" in npc.txt editing box.
- Grid align parameters sence is:
.
It's a default grid aligning position if grid offsets are zeroed. If you will modify them, NPC will be offseted relative this grid aligning position (when you placing that NPC, moving NPC in the editor, etc).
but parameters for extra NPC's I have from 38A, so, take them

Also because NPC-AI engine is not completed (also is not good documented yet), the source for supported / available functions and classes look into PGE Engine's source code here:
https://github.com/Wohlhabend-Networks/PGE-Project/tree/master/Engine/script/bindingsOpen one of CPPs and fins something like "::bindToLua()", where you will see a list of binded classes/functions/members which are available for use.
I agree that it is not convenient, but currently that is optional or I will write LUAs for a new NPCs myself when I will finish main part of PGE Engine to take full support of SMBX 1.3 internal stuff to have a completed gameplay and lua API implementation. Extra features from SMBX-38A are easy to implement even now, internal side of PGE Engine even has some unique features which aren't in SMBX-38A. But as thing, you even can help me with implementing LUAs for a first NPCs set. To test that is easy: 1) make a dummy level (even don't save it, just put NPC which you wish to test and put player to the safe place), 2) define in npc.ini the lua filename in "algorithm" field of that NPC. 3) when you made something in lua, just press F5 in PGE Editor to test that. PGE Engine loads config pack include luas every level loading (even you will re-enter same level from world map or single-level run from main menu). Because it loads stuff dynamically, it loads only "needed now" stuff and other will be loaded on a first requiring.
Yoshi021 wrote:I have a quick question, what is "Misc_World_Paths_vertical.tileset"? "Misc_World_Paths" seems to work fine so I do not know what to do with that.
Vertical variant was been copy-pasted from global config of wld_paths.ini to have same as regular item box. But for tileset box that is not convenient, therefore I made horizontal version and attached it into tileset group.
Just use "Tools" -> "Palletes and tilesets" -> "Tileset editor" to edit global config specific tilesets.
And use "Tools" -> "Palletes and tilesets" -> "Tileset groups editor" to edit tileset groups.
Just hints: to make a new category, just create a tileset group with name of that. Category list is generating from unique "category" value fileds of every tileset group. There are merging and result is set of categories (category - is a tab in the tileset item box. Each group is shown in the combo-box list)
Yoshi021 wrote:Also, I would like you to check it and see if you find ways to improve it.
When i'll complete my relaxing from hard works at my job, I think to make support of splited global configs to don't have huge nested lvl_npc.ini or something and have separated npc-*.ini in subfolder for every different NPC (and other item types). Both variants are will be supported, because nested variant will be useful internally when generating a monolith game package (whilch will have everything pre-packed and no config pack is needed to play this game [but if single-episode pack type, config pack is required]).