DRAKHYSYS INFINITY TILESET WORKBENCH V4.8.8.24
STORY MAKER — SELECTED CREATURE CONTEXT + ANIMATION NAME/PREVIEW + VALIDATED AREA PLACEMENT

CHANGES

1. SELECTED CREATURE IS NOW THE STORY MAKER CONTEXT
- Single-clicking DRK1.CRE, DRK2.CRE, etc. automatically stages and opens that creature.
- Switching CRE safely commits the previous staged CRE edit first.
- Each creature receives its own Story Maker dialogue context and story-script context.
- Per-creature contexts are stored in creature_story_contexts.json inside the story project.
- Dialogue and interaction fields follow the selected creature automatically.
- Switching DRK1 -> DRK2 loads DRK2's own dialogue/script workspace instead of continuing DRK1's context.

2. ANIMATION NAME LIST + BAM PREVIEW
- The CRE animation field is now an editable animation selector rather than a raw hex-only box.
- Reads ANIMATE.IDS from the chosen source override.
- If override/ANIMATE.IDS is absent, it can use the selected chitin.key/game resources.
- Shows entries as SYMBOL (0xID), while still allowing a manual numeric animation ID.
- A 112x112 preview box resolves the animation INI, BAM resref, and displays a BAM frame when the resources are available.
- Custom DRAKHYSYS animations in override therefore get a direct visual preview.

3. AREA / ACTORS — SELECTED CREATURE PLACEMENT
- AREA/ACTORS explicitly displays the currently selected Story Maker creature.
- Clicking the area map creates a pending placement point.
- VALIDATE + ADD SELECTED CREATURE AT CLICKED POSITION:
  * arms the current CRE as the actor template,
  * applies the current CRE's per-creature dialogue/script context as actor overrides,
  * adds the actor at the clicked X/Y,
  * immediately saves the staged ARE,
  * confirms the CRE resref, ARE and coordinates.
- The real game ARE remains untouched until SAFE_INSTALL is manually copied by the user.

4. SCRIPT CONTEXT
- Added EDIT SELECTED CREATURE SCRIPT.
- Added EDIT AREA SCRIPT.
- Newly selected creatures receive a unique default story script name, e.g. DRK1TALK / DRK2TALK.
- Their dialogue defaults are similarly separate, e.g. DRK1DIA / DRK2DIA.
- Existing CRE files are not assigned these values until the user explicitly chooses the assign controls or places the creature as an ARE actor with those per-instance overrides.

5. SAFETY
- All edits remain inside WORK and project source folders.
- SAFE BUILD workflow is unchanged: no automatic installation into BG2.
