Just to mention a couple of thoughts about Custom Functions.
I have been discussing the current function implementation with @GregoryAM ( https://rpginabox.com/forum/d/873-create-a-functions-folder-for-global-functions/7)
The following would no doubt be V2.0 suggestions as it's more of a rethink critique than a addition as such.
I've been thinking about where custom functions are currently located (due to this topic) and the more I think about it, the more I feel they are currently misplaced, though i've no doubt at the time there were reasons to put it there.
Game Configuration seems like an odd place to house them, as they have more to do with scripting than Game Configuration.
Everything else in that panel (behaviors, properties, bindings, event scripts, settings) actually saves into the game.cfg file so Game Configuration makes sense for those.
But then you have a feature within that panel that does not actually save to the game.cfg file and instead makes a whole new folder and file type.
It also seems odd to have a feature of scripting be away somewhere completely different in the software.
It does make custom functions seem like something entirely different, when actually they are in many ways integral to scripting.
One possible alternative handling of them would be:
Would it be possible to integrate functions directly into the script editor?
That way, the same place where scripts are written, so too are functions.
A function always starts with function function_name() begin
and always ends with end;
.
So...
could it be possible for the script editor to distinguish upon saving that it's therefore a function being written and not a script?
Thinking out loud, obviously you can add local functions to a script so there would be instances where you would have a script start with function but want to save it as a script, not a function.
But I feel like there must be some way to detect script/function...
Maybe if the only code in a script is function name() begin
and end;
then its saved as a function....if there's more code after a function's end; its saved as a script.
Failing that, at the very least, a button or option within the script editor to start to write a .function.
I appreciate this would be major change to the current system hence why I mention it as 2.0 possibility.