Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
You must load it also from another script.
From your list in your post I get the impression, that you are now loading the standard assets partially from a file called "standard_assets" and partially from their own scripts. You should decide which solution you choose and then deactivate the other one completely. This way you can make sure that no double-loadings occur...
From your list in your post I get the impression, that you are now loading the standard assets partially from a file called "standard_assets" and partially from their own scripts. You should decide which solution you choose and then deactivate the other one completely. This way you can make sure that no double-loadings occur...
Re: Ask a simple question, get a simple answer
Okay, you lost me there I have no idea where the "double load" would come from.
I simply have 1 global init file.
But maybe it's because of vanblam's asset pack I added. I'll go over every single folder and check every custom init file manually.
For shits and giggles and probably some /facepalms from the more experienced people here,
here is my current init file.
I simply have 1 global init file.
But maybe it's because of vanblam's asset pack I added. I'll go over every single folder and check every custom init file manually.
For shits and giggles and probably some /facepalms from the more experienced people here,
here is my current init file.
Code: Select all
-- This file has been generated by Dungeon Editor 2.2.4
-- import standard assets
import "mod_assets/scripts/standard_assets.lua"
import "assets/scripts/objects/base.lua"
import "assets/scripts/objects/generic.lua"
import "assets/scripts/spells/blob.lua"
import "assets/scripts/monsters/skeleton_knight_trooper.lua"
import "assets/scripts/monsters/uggardian.lua"
-- import custom assets
import "mod_assets/extra_essences/extra_essences.lua"
import "mod_assets/sx_winter_tileset/scripts/sx_winter_tileset_init.lua"
import "mod_assets/sx_urban_town/scripts/sx_urban_town_init.lua"
import "mod_assets/sx_river/sx_water_assets_init.lua"
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/tiles.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/ext/grimtk/init.lua"
import "mod_assets/zim_assets/zim_init.lua"
import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
import "mod_assets/vb_scripts/scripts_under_d/init.lua"
import "mod_assets/sx_towntileset/scripts/sx_towntileset_objects.lua"
import "mod_assets/sx_towntileset/scripts/sx_towntileset_materials.lua"
import "mod_assets/sx_towntileset/scripts/sx_towntileset_sounds.lua"
import "mod_assets/sx_towntileset/scripts/sx_tiles.lua"
import "mod_assets/scripts/asia/items.lua"
import "mod_assets/scripts/asia/monsters.lua"
import "mod_assets/scripts/asia/objects/ctomb.lua"
import "mod_assets/scripts/asia/tiles.lua"
import "mod_assets/scripts/asia/recipes.lua"
import "mod_assets/scripts/asia/spells.lua"
import "mod_assets/scripts/asia/materials/ctomb.lua"
import "mod_assets/scripts/asia/sounds.lua"
import "mod_assets/vb_scripts/scripts_util_s1/init.lua"
import "mod_assets/mam/scripts/mam_init.lua"
import "mod_assets/flowers/scripts/flowers.lua"
import "mod_assets/plugins/ghoul/ghoul.lua"
-- stone bridge
import "mod_assets/addons/bridge/bridge.lua"
-- town
import "mod_assets/addons/sx_town/sx_particles.lua"
import "mod_assets/addons/sx_town/sx_town_materials.lua"
import "mod_assets/addons/sx_town/sx_town_objects.lua"
import "mod_assets/addons/sx_town/sx_town_tiles.lua"
-- shipwreck complement to town
import "mod_assets/addons/shipwreck/shipwreck_objects.lua"
-- various objects
import "mod_assets/addons/others/materials.lua"
import "mod_assets/addons/others/objects.lua"
-- waterfall based on Zimberzimber water flow
import "mod_assets/addons/waterfall/waterfall.lua"
-- palm trees and animated palm tree
-- by Maneus and Skugasvein
-- big palm tree
import "mod_assets/addons/palm_tree/objects_palms.lua"
-- skuggasvein winter door
import "mod_assets/addons/sx_urban_town/sx_urban_town_objects.lua"
-- dwarf tileset -- normal texture made by Maneus
-- beam by Minmay
-- modified castle models from LOG2 asset pack
import "mod_assets/addons/dwarf/dwarf_materials.lua"
import "mod_assets/addons/dwarf/dwarf_objects.lua"
import "mod_assets/addons/dwarf/dwarf_particles.lua"
import "mod_assets/addons/dwarf/dwarf_tiles.lua"
-- outside ship
import "mod_assets/addons/ship/sx_ship_objects.lua"
import "mod_assets/addons/ship/sx_ship_tiles.lua"
G1_TILESETS_USED = {
dungeon=true,
deep_dungeon=true,
northern_dungeon=true,
temple=true,
dark_temple=true,
darkelf_temple=true,
deep_temple=true,
frozen_temple=true,
high_temple=true,
highelf_temple=true,
southern_temple=true,}
G1_ELEVATION = true
G1_ENHANCED_FX = true
G1_OLD_ALTARS = true
G1_COZY = true
G1_DESK = true
G1_MERETHIF_TAPESTRIES = true
G1_PLAQUES = true
G1_EXTRA_SECRET_DOORS = true
G1_EXTRA_STATUES = true
G1_EXTRA_LANTERNS = true
G1_FOUNTAINS = true
G1_WINDOWS = true
G1_CATWALKS = true
G1_ORNAMENTAL_PILLAR = true
G1_STANDARD_ITEMS = true
G1_GLOVES = true
G1_BOOKS = true
G1_MINE_WEAPONS = true
G1_ORIENTAL = true
G1_ORRR2_ITEMS = true
G1_SHIELDS = true
G1_KEYS_GEMS = true
G1_TRANSLUCENT_GEMS = true
G1_OGRE = true
G1_SKELETON_WARRIOR = true
G1_TENTACLES = true
G1_WARDEN = true
G1_CULTIST = true
G1_GOROMORG = true
G1_GOROMORG_TURNATTACKS = true
G1_MOLT = true
G1_SCAVENGER = true
G1_SPIDER = true
G1_ICE_LIZARD = true
G1_LAGUARDIAN = true
G1_WATER_BOLT = true
G1_URGARDIAN = true
G1_GHOSTS = true
import "mod_assets/g1/g1.lua"
g1_createWeaponMonster("skeleton_trooper","torch","skeleton_knight_shield","skeleton_torcher")
g1_createWeaponMonster("skeleton_trooper","skullcleave","skeleton_knight_shield","skeleton_axe")
Re: Ask a simple question, get a simple answer
Okay thanks Thom!
It was indeed vanblams under_d asset pack and util_s1 init files that loaded the standard assets as well in their own init notepad files. As I simply implemented them without having any experience. Problem solved
Default log2 ambient tracks are gone now as well as the broken and useless default tomb set.
It was indeed vanblams under_d asset pack and util_s1 init files that loaded the standard assets as well in their own init notepad files. As I simply implemented them without having any experience. Problem solved
Default log2 ambient tracks are gone now as well as the broken and useless default tomb set.
Re: Ask a simple question, get a simple answer
Is there any simple way to check if the item the champion has in its hand is an item that is supposed to be in the hand slot? (weapons, bows, wands, etc)
I'm checking if it has a meleeattack, missileattack, etc, component just wondering if there's a simpler way I missed
I'm checking if it has a meleeattack, missileattack, etc, component just wondering if there's a simpler way I missed
Re: Ask a simple question, get a simple answer
Use traits for that. You can see examples in the asset pack weapon definitions.
Re: Ask a simple question, get a simple answer
I'm trying to check for any item in the hand that's supposed to go in the hand. This is because I was getting the effects of equipping an item (like a bracer) by just holding it in the hand (and this only happens because of my system of extra effects)
But I just went and made a function for that so it's fine, was just wondering if there was some kind of "item:isInRightSlot()" or whatever
- Zo Kath Ra
- Posts: 937
- Joined: Sat Apr 21, 2012 9:57 am
- Location: Germany
Re: Ask a simple question, get a simple answer
It's just a check that returns true if a weapon-type item is in the hand, or true if the slot we're checking is not a hand slot
Code: Select all
function isHandItem(item, slot) -- returns true if a held item is in the appropriate slot, so you don't gain a bonus if an armor is in the hand, etc
if item then
if slot == ItemSlot.Weapon or slot == ItemSlot.OffHand then
if item.go.meleeattack or item.go.rangedattack or item.go.throwattack or item.go.firearmattack or item:hasTrait("orb") then
return true -- item in hand is a weapon, staff, etc
else
return false -- item in hand is not a weapon
end
else
if slot ~= ItemSlot.Weapon2 and slot ~= ItemSlot.OffHand2 then -- this check is probably not needed
return true -- slot isn't a hand slot and not a swapped slot
end
end
end
return true
end
An example of it in use:
Code: Select all
for slot = ItemSlot.Weapon, ItemSlot.Bracers do
local item = champion:getItem(slot)
local isHandItem = isHandItem(item, slot)
if item and isHandItem then
end
end
- Eleven Warrior
- Posts: 745
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: Ask a simple question, get a simple answer
Hi all. This code (below) works when you interact with the npc np but if the player damages the npc this code activates:
md_npc_ratling2_2.monster:addConnector("onDamage",self.go.id,"npcdamage01a") --- Not working ---
but as soon as the program trys to destroy the npc it crashes it use to work before?? Im using the npc script by mahric.
Basically when the player attacks the npc a new npc is spawned in its place and the old one is destroyed but its not working I says the old npc doesn't exsist which it does like wtf?? It spawns the new ratling np. Just wont destroy the old one as fore mentioned.
md_npc_ratling2_2.monster:addConnector("onDamage",self.go.id,"npcdamage01a") --- Not working ---
but as soon as the program trys to destroy the npc it crashes it use to work before?? Im using the npc script by mahric.
Basically when the player attacks the npc a new npc is spawned in its place and the old one is destroyed but its not working I says the old npc doesn't exsist which it does like wtf?? It spawns the new ratling np. Just wont destroy the old one as fore mentioned.
Code: Select all
function Boat1npcs()
mdNPC.script:registerNPC("md_npc_ratling2_2")
md_npc_ratling2_2.monster:addConnector("onDamage",self.go.id,"npcdamage01a") --- Not working. see below function(sender) --
mdNPC.script:setOnInteract("md_npc_ratling2_2", Npc_Scripts_01.script.onInteract01a) --- This works. ---
end
function npcdamage01a(sender)
spawn("ratling2",md_npc_ratling2_2.level,md_npc_ratling2_2.x,md_npc_ratling2_2.y,md_npc_ratling2_2.facing,md_npc_ratling2_2.elevation,nil)
delayedCall(self.go.id,0.1,"killnpc01a") --- Is this the problem ---
end
--- Npc destroyed but it say error: no such thing as md_npc_ratling2_2 ---
function killnpc01a()
md_npc_ratling2_2:destroy()
end
Re: Ask a simple question, get a simple answer
I cannot easily test this... but you can.
Is it possible that the md_npc_ratling2_2:destroy() function is called twice?
It IS the case that a monsters removal after calling destroy() is not instantaneous. It remains an object for a minute but significant amount of time afterwards.
Code: Select all
function killnpc01a()
if md_npc_ratling2_2 then
md_npc_ratling2_2:destroy()
end
end
It IS the case that a monsters removal after calling destroy() is not instantaneous. It remains an object for a minute but significant amount of time afterwards.