Editing! Sort Of
After most of a day spent hooking-up the remaining Interaction fields and handlers, I managed to edit some things! Sort of.
Specifically, I was able to modify the SeekFood interaction chain to accommodate two paths: getting food stat directly vs. getting an item of food which can be used later. It involved editing an existing SeekFoodAllow interaction to only apply to things which are food (renaming it to be SeekFoodAllowDirect), and add a new SeekFoodAllowItem interaction that only applies if the party has a food item.
And to signify either of these conditions, I created HasFood and IsFood conditions, and hooked them up accordingly. Then, I hit "save," and voila!
You see, when I hooked-up all those data fields to update game data on-the-fly, I forgot one thing: if you rename an item to match the name of an existing item in the game data, it overwrites that data quietly in the background. So as I was typing "SeekFoodAllowItem" in the name field of my new interaction, I briefly had a moment in the text field where the text read "SeekFood," and that steamrolled my original SeekFood interaction. And as I kept typing, the old interaction was lost forever in its wake as the new one kept updating it's name.
So I think one thing I'll do Monday is to skip updating game data if there's a name conflict, and highlight the field in red to make it clearer. This way, the old data will be preserved, the user warned, and worst-case scenario is that the newly-created data won't get saved due to the conflict.
But yeah! Editing! It actually went pretty smoothly, otherwise. Jumping between editing interactions, creating conditions, and back again to link them, all went pretty quickly. Way faster than hand-editing text files! (And way easier to keep track of.) Hopefully, this means I'll be back to prototyping game data again soon. (Though I suspect Items will need to be brought up-to-speed soon, too, for more crew actions to be possible.)
Oh! And in other news, it appears that HaxeFlixel just got an update that allows for custom shaders per-camera. This is perhaps one of the most-wanted features on my wishlist, as it allows for cool things like normal-mapped sprites (e.g. sprites with light and shadows playing across the surface) and other effects. Some very cool possibilities may have opened-up!