Strangely enough, when I tried that, the item became unable to be equipped. Even though the "slot = 5" is still there. I'm still lost.Decayer wrote:It's likely that Protection, Evasion and Vitality have to be all lower case.
Strangely enough, when I tried that, the item became unable to be equipped. Even though the "slot = 5" is still there. I'm still lost.Decayer wrote:It's likely that Protection, Evasion and Vitality have to be all lower case.
Ha..found it.. it is "disable"kelly1111 wrote:Question: What is need to douse or turn of a lightsource... for instance a castle_pillar_canleholder ?
I have tried this, but it returns a attempt to call method a "nil" value
function dousecandle()
candleholder_1.light:deactivate();
end
walla only form properly where floor tile meets wall tile, so castle wall meeting forest floor causes weirdness. You just have to cover it up with assetsremilafo wrote:I am using castle tileset for an interior section and want to use forest tileset outside..
when i walk outside the exterior of the castle walls are see through, what's going on here?
Remilafo
Code: Select all
function countercages()
cages_counter.counter:getValue()
if cages_counter.counter:getValue()==12 then
hudPrint("An Apetite for bovine destruction \n The scent of your human Debris") else
if cages_counter.counter:getValue()==11 then
playSound("wolves");
else
if cages_counter.counter:getValue()==10 then
cages_teleporter_1.controller:activate();
cages_teleporter_2.controller:activate();
cages_teleporter_3.controller:activate();
cages_teleporter_4.controller:activate();
cages_teleporter_5.controller:activate();
cages_teleporter_6.controller:activate();
cages_teleporter_7.controller:activate();
cages_teleporter_8.controller:activate();
cages_teleporter_9.controller:activate();
cages_teleporter_10.controller:activate();
playSound("warg_howl");
else
if cages_counter.counter:getValue()==9 then
playSound("wolfer");
else
if cages_counter.counter:getValue()==8 then
else
if cages_counter.counter:getValue()==7 then
cage_spear_1.door:open();
cage_spear_10.door:open();
else
if cages_counter.counter:getValue()==6 then
cage_spear_2.door:open();
cage_spear_9.door:open();
else
if cages_counter.counter:getValue()==5 then
cage_spear_3.door:open();
cage_spear_8.door:open();
else
if cages_counter.counter:getValue()==4 then
cage_spear_4.door:open();
cage_spear_7.door:open();
else
if cages_counter.counter:getValue()==3 then
cage_spear_5.door:open();
cage_spear_6.door:open();
else
if cages_counter.counter:getValue()==2 then
playSound("warg_howl");
else
if cages_counter.counter:getValue()==1 then
hudPrint("...LET THE HUNT BEGIN...")
else
cages_counter.counter:setValue(13)
cages_timer.timer:stop()
end
end
end
end
end
end
end
end
end