Search found 52 matches
- Sun Mar 24, 2013 8:19 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267682
Re: New Spells >> show them off here
Edit: I was responding to a post that has now been deleted... Hi akroma222. I would hardcode a table containing the names of all the ammunition types, in the order that you want to cycle through them, for example: ammoCycle = { "rock" , "throwing_knife" , "arrow" , } Si...
- Sat Mar 23, 2013 2:45 pm
- Forum: Modding
- Topic: Stack overflow
- Replies: 4
- Views: 4086
Re: Stack overflow
Hi Retwulf. I agree with Neikun that we could probably be more helpful with a more specific example. FYI, stack overflow in lua most commonly occurs in "infinite" recursion scenarios, but not all "infinite" recursion results in stack overflow. Unfortunately, the deciding factor i...
- Fri Mar 22, 2013 3:58 am
- Forum: Modding
- Topic: Requesting some specific helpful tips
- Replies: 35
- Views: 29762
Re: Requestion some specific helpful tips
Hi Aleitheo. I see some good advice in this thread, but I don't actually know if you're comfortable with scripting. So that's my first question: have you ever created a script_entity in your mod and gotten it to do something? Secondly, this is a slightly more advanced scripting concept, have you eve...
Re: Iterators
Ah, thanks Xanathar. You're right, the version of findEntityAnywhere that I posted above won't find items inside containers on the ground, but it will find items in alcoves. Also, I didn't account for nested containers because originally I only tested with wooden boxes, which don't nest. Oh well, I ...
- Fri Mar 22, 2013 1:16 am
- Forum: Modding
- Topic: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)
- Replies: 630
- Views: 479480
Re: [SIGNUP / DISCUSS] One Room Round Robin 2!
Room 13 please.
Re: Iterators
I did find an... issue. I don't know if it's a bug. Suppose you have a crafting item (e.g. a mortar.) And that crafting items contains all the ingredients for a valid recipe(e.g. a flask and a tar_bead.) And now you can see the ingredients at the top, and the result (e.g. a Healing Potion) at the bo...
Iterators
Hi everyone. Previously, I wrote a redefinition for allEntities to avoid a certain bug that was identified with the standard definition. I have also written some non-standard iterators for situations that I see discussed frequently on here: Edit: There are some flaws with the code in this post, but ...
- Fri Mar 15, 2013 2:56 am
- Forum: Modding
- Topic: onEquipItem crash
- Replies: 3
- Views: 4315
Re: onEquipItem crash
Hi Duncan_B onEquipItem = function() script_entity_7.itemCheck() return true end --onEquipItem = function(champion, slot) -- for champ = 1,4 do -- for slot = 7,8 do -- party:getChampion(ch):setCondition("poison", 30) -- return true -- end -- end --end --this commented-out onEquipItem secti...
- Fri Mar 15, 2013 2:37 am
- Forum: Modding
- Topic: Special Weapon Scripts + [ASSETS] weapons/armour/acc/herbs
- Replies: 34
- Views: 30720
Re: Special / Magic Weapon Scripts Thread
Oh, absolutely. I share this stuff in the hopes that it'll be usefulakroma222 wrote: I will implement this and if OK with you, update the original post with your (creditted) code..?
- Fri Mar 15, 2013 2:28 am
- Forum: Modding
- Topic: Needin' some table education & 2 questions
- Replies: 6
- Views: 5328
Re: Needin' some table education & 2 questions
PosistionTable = {12.16, 12.17, 13.18} etc, etc. Unfortunately, these will be interpreted as decimal numbers e.g. 12.16 == ( 1216 / 100 ) . As usual, there are many ways to write the code to implement this functionality. Here's one way: PositionTable = { { x = 12 , y = 16 } , { x = 12 , y = 17 } , ...