Are you limiting Javascript in your browser?Zo Kath Ra wrote:Another side note:
Clicking "Select all" above the code sample should select the entire code, but it takes me to the beginning of the thread instead.
Tested on Firefox and Chromium.
Spell – rune order
Re: Spell – rune order
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Spell – rune order
Not that I'm aware.Isaac wrote:Are you limiting Javascript in your browser?Zo Kath Ra wrote:Another side note:
Clicking "Select all" above the code sample should select the entire code, but it takes me to the beginning of the thread instead.
Tested on Firefox and Chromium.
The problem still occurs when I start FF with all add-ons disabled.
Re: Spell – rune order
I really dont know why postig the above code didnt do the trick, but here is a working project:
http://doc.rhavin.de/dmf/spelltome_demo.zip
http://doc.rhavin.de/dmf/spelltome_demo.zip
Re: Spell – rune order
It does the same for me in Firefox. My guess is that it's because of the SID parameter in the Firefox version of the page; the URL parameter (a session id?) ends in a hash sign, which works with anchor tags to allow links to specific sections of a page. The link URL is actually different for Firefox, than for Opera.Zo Kath Ra wrote:Not that I'm aware.Isaac wrote:Are you limiting Javascript in your browser?Zo Kath Ra wrote:Another side note:
Clicking "Select all" above the code sample should select the entire code, but it takes me to the beginning of the thread instead.
Tested on Firefox and Chromium.
The problem still occurs when I start FF with all add-ons disabled.
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Spell – rune order
It works great!.rhavin wrote:I really dont know why postig the above code didnt do the trick, but here is a working project:
http://doc.rhavin.de/dmf/spelltome_demo.zip
The panel is perfectly responsive.
I'm still trying to understand the code, though.
Re: Spell – rune order
Next version will add more dokuZo Kath Ra wrote:I'm still trying to understand the code, though.
BTW – can someone show me how I can put this in an external file and call it from the internal one? I want this…
Code: Select all
function showPanel()
party.party:addConnector('onDrawGui', self.go.id, -#???#- )
end
function hidePanel()
party.party:removeConnector('onDrawGui', self.go.id, -#???#- )
end
Re: Spell – rune order
Make your external file, and on the map place a script_entity for your external code. (With the script_entity selected) In the editor's property inspector change the setting for the script source from embedded to external. Call it as you would any other script_entity.
*Note: Scripts in objects reside in the object's script component; so to call myFunction in 'my_object', you include the script component:
my_object.script:myFunction()
**If you disable a level in the editor, its scripts do not load.
*Note: Scripts in objects reside in the object's script component; so to call myFunction in 'my_object', you include the script component:
my_object.script:myFunction()
**If you disable a level in the editor, its scripts do not load.
Re: Spell – rune order
This is fantastic .rhavin!
I had shelved the idea of implementing a ultima underworld-ish type rune system for spell casting as my skills arent up to the task atm with Gui stuff...
So thank you for sharing your work on this system!
Tested the demo and things look great...
Im guessing your plan is to place the rune panels over the champion's attack panel (and implement a 'Cast' button) ?
Its almost tempting to make players collect the Rune stones to place in their Runestone collection (bag ) ... but probably not worth the hassle!
Look forward to updates
Akroma
I had shelved the idea of implementing a ultima underworld-ish type rune system for spell casting as my skills arent up to the task atm with Gui stuff...
So thank you for sharing your work on this system!
Tested the demo and things look great...
Im guessing your plan is to place the rune panels over the champion's attack panel (and implement a 'Cast' button) ?
Its almost tempting to make players collect the Rune stones to place in their Runestone collection (bag ) ... but probably not worth the hassle!
Look forward to updates
Akroma
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: Spell – rune order
Have you played Arx Fatalis? (That is exactly what they did.)akroma222 wrote:Its almost tempting to make players collect the Rune stones to place in their Runestone collection (bag ) ... but probably not worth the hassle!
Re: Spell – rune order
Well, let me surprise you what the next version already can do once I figured out how to effectively control the mouse. The current method to get the mouse position in the editor is a ridiculous complicated hack. Im currently trying to put all those nasty workarounds in one part of my script so i can easily unfuck them once Petri read my bugreport and hopefully has some spiced wine
First having to unlock the runes is already a configurable featureakroma222 wrote:but probably not worth the hassle!