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Re: [EXSP] Extended Spells Framework v1.3.3

Posted: Fri Jan 04, 2013 6:25 pm
by Diarmuid
Aha, I think I got it: functions cannot have undersocres in them. Try this code instead:

Code: Select all

function wanderingLights1()
   exsp_wandering_lights.spawnLight("spawner_wl", "room1", 5)
end

Re: [EXSP] Extended Spells Framework v1.3.3

Posted: Fri Jan 04, 2013 6:34 pm
by undeaddemon
SaWEET!!!
Thank you - crazy wicked awesomeness....

Re: [EXSP] Extended Spells Framework v1.3.3

Posted: Sat Jan 05, 2013 10:22 pm
by undeaddemon
OK.. so I have the wandering lights, working as I need.




However, It seems to cause a crash of the editor "preview" when -
One of the lights hits my Orge.
Any Idea?
I have not yet exported the dungeon to playtest it.
--edit --
Playtested a bit.. I saw at least 2 hit him without issue.

Re: [EXSP] Extended Spells Framework v1.3.3

Posted: Sun Jan 06, 2013 1:09 am
by Diarmuid
Yes, I'm aware of one or two problems which caused crashes sometimes when the spells hit the monsters or party. I've already fixed them, the next version should be up by tomorrow, I'm finishing the testing as soon as I can to make sure everything is right.

Thanks for the feedback, very appreciated!

Re: [EXSP] Extended Spells Framework v1.3.3

Posted: Sun Jan 06, 2013 9:48 am
by undeaddemon
Got this today while playtesting - killed a slug -

SpoilerShow
#exsp:1102: bad argument #1 to 'ipairs' (table expected, got nil)
stack traceback:
[C]: in function 'ipairs'
#exsp:1102: in function 'onHitHook'
#exsp:609: in function <#exsp:566>
#timers:138: in function <#timers:133>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

OS Version 6.2

OEM ID: 0
Number of processors: 8
Page size: 4096
Processor type: 586

Total memory: 16349 MB
Free memory: 5726 MB

Display device 0:
Device name: \\.\DISPLAY1
Device string: NVIDIA GeForce GTX 670
State flags: 08000005

Display device 1:
Device name: \\.\DISPLAY2
Device string: NVIDIA GeForce GTX 670
State flags: 00000001

Display device 2:
Device name: \\.\DISPLAY3
Device string: NVIDIA GeForce GTX 670
State flags: 00000000

Display device 3:
Device name: \\.\DISPLAY4
Device string: NVIDIA GeForce GTX 670
State flags: 00000000

Re: [EXSP] Extended Spells Framework v1.3.3

Posted: Sun Jan 06, 2013 3:56 pm
by Diarmuid
Hi undeaddemon, it was the same problem.

Even if it's not completely ready, I've uploaded the current state of 1.4 for you. You can download it here, it's called exsp v1.4 (temp).zip: https://docs.google.com/folder/d/0B-rVm ... 5sMVU/edit (I still have to finish some new spells and documentation before the final release, but the main code should work).

Delete your previous exsp directory and unzip the new one in mod_assets. Then, delete the exsp script_entity in your dungeon, it's not needed any more (it loads itself automatically). That should be it, I've already enabled the wandering lights for you in exsp_init.lua.

Re: [EXSP] Extended Spells Framework v1.4 Beta 2

Posted: Mon Jan 07, 2013 10:54 am
by Diarmuid
Ok, here's a second beta for v1.4. I found some major problems in the code with upvalues and serialization errors, and rewrote all timer functions. It shouldn't crash anymore (I hope). I'll do some more testing and announce all new features and changelog when it's ready.

Current users, you can download the latest version here meanwhile: https://docs.google.com/folder/d/0B-rVm ... 5sMVU/edit

Re: [EXSP] Extended Spells Framework v1.4 beta 2

Posted: Tue Jan 15, 2013 4:25 am
by hyteria
hello , just to know if it s possible to made a chanelling spell who keep using mana til is active? like a focused beam?

thx

Re: [EXSP] Extended Spells Framework v1.4 beta 2

Posted: Tue Jan 15, 2013 5:15 am
by Diarmuid
Hi Hyteria,

Sure, should be possible. But how would you wish to control the duration of it?

Re: [EXSP] Extended Spells Framework v1.4 beta 2

Posted: Tue Jan 15, 2013 11:50 am
by hyteria
well maybee the spell can continue chaneling til caster cast another spell or maybee interrupt with move , dunno what is possible