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Re: Scripting cheat sheet

Posted: Thu Dec 20, 2012 11:09 pm
by JKos
Updated new (1.3.6) features to the scripting cheat sheet:
https://sites.google.com/site/jkosgrimr ... heat-sheet

Re: Scripting cheat sheet

Posted: Thu Dec 20, 2012 11:17 pm
by LordYig
JKos wrote:Updated new (1.3.6) features to the scripting cheat sheet:
https://sites.google.com/site/jkosgrimr ... heat-sheet
Thanks for updating this useful resource JKos !
It quite easy to lost track of all available functions.
Since the last patch added a quantity of feature it is even more difficult now :?

Re: Scripting cheat sheet

Posted: Fri Dec 21, 2012 12:06 am
by Komag
Ah good, this is very useful :)

Re: Scripting cheat sheet

Posted: Fri Dec 21, 2012 9:40 am
by Mal85
Very useful and condensed information here, thank you!

Re: Scripting cheat sheet

Posted: Sat Dec 22, 2012 4:44 am
by pferguso
A worthy resource. This thread should go in the most useful scripts repository! well done!

Re: Scripting cheat sheet

Posted: Sat Dec 22, 2012 5:24 am
by Komag
it's in the superthread, reference section :)

Re: Scripting cheat sheet

Posted: Sat Dec 22, 2012 4:49 pm
by Diarmuid
Thanks a lot for the update! Just a small detail, I noticed you have the "lever" section pasted twice in the table.

Re: Scripting cheat sheet

Posted: Tue Oct 22, 2013 6:10 pm
by Frenchie
Can you also make a console command cheat sheet?

party:setPosition(x,y,facing,lvl)
spawn("item-id")

I use the most, but

Door:open()
Door:destroy()
Door:setDoorState("open")

don't work

Furthermore I can't recognise a door lock or spawn a key if I don't know its proper item-id. Any way to do this in the console command line?

Re: Scripting cheat sheet

Posted: Tue Oct 22, 2013 7:07 pm
by Komag
for i in entitiesAt(party.level,party.x,party.y) do if i.name == "dungeon_portcullis" then i:open() end end

or something like that, it's been a while, so I'm sure there are two or three mistakes in there :)