@ Headgrinder: I'm confused by your second statement. I'm now currently working on a Level Editor mod to go with the nearly complete Knytt Stories mod I made. Although a lot of the added functionality of the KS mod relies on ini instructions, I tried to keep it as simple as possible. For example, replacing the graphics of a standard object only requires a sprite sheet and three lines of instructions:
[Custom Object 1]
Bank=2
Object=1
However, there are many additions that don't require any coding at all. The 50 golden creature collectibles and golden blocks (like keys and key blocks) require no instructions.
To simplify things further, I'm modding the Level Editor to streamline ini writing. There will be a text pane containing the script, as well as a dialogue pane similar to the 3rd party tools interface. As changes are made in one pane they will show up in the other. The editor will also include a status bar that will briefly describe what the mouse hovers over.
I have added a lot of stuff to the program and some of it is pretty complex, like combining shifts and triggers to create animations. But, I don't believe it's any harder to use than the original KS, and I'm willing to answer questions about it's usage.
Progress Report: I implemented the Test/Set_Start icons with flags. The expanded map and compress screens have been altered to fit the new dimensions. The Sign dialogues are nearly complete, and I've begun work on the Warp dialogues.