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Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Wed Feb 13, 2013 5:29 pm
by Saurbaum
Thanks for the swift turn around. Sorry for breaking it.

Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Mon Mar 18, 2013 2:42 pm
by Drakkan
Hi Diarmuid,
I have idea / request for new spell - Shield. It should be targetable on one champion (not stackable) and create some kind of barrier absorbing damage (let say just from physical dmg). I see it as earth or air magic. Also it should have some duration, lets say 2 min. What you think ?

Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Mon Apr 22, 2013 8:26 pm
by Pecen
Hi,
i'm testing the spinners, everything works fine, but the problem is, when i activate exsp, every projectile spells cast by my party(caster or item) are doubled.. any thoughts what can cause it?

Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Mon Apr 22, 2013 8:55 pm
by Diarmuid
Hmmm... Are you talking about default projectile spells in the game? Or custom ones you defined?

Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Mon Apr 22, 2013 11:11 pm
by Pecen
I'm talking about default spells unfortunately, i like the spinners, but with this issue they are not usable :(

http://imgur.com/4azjV2M
http://imgur.com/ogaZjrg

Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Tue Apr 23, 2013 5:38 am
by Diarmuid
Ok I know what it is: somehow the monsters are not registered in the jKos framework and it cannot add required hooks to monsters. So maybe if they are custom defined monsters, be sure you use fw_defineObject instead of defineObject. Also make sure that framework is loaded before all custom assets, and exsp is loaded last in init.lua.

But anyway, your post and some other discussions I've had led me to the idea that I should make a "Lite" version, which has support for spell spinners only. I'm working on it right now.

EDIT: Here it is: viewtopic.php?f=14&t=5355

Re: [EXSP] Extended Spells Framework v1.4.3

Posted: Tue Apr 23, 2013 4:33 pm
by Diarmuid
Ok, quick update to optimize some functions. Some checks were using timers, others were using onGui... things are cleaner now, with an 1-2fps gain.

1.4.3 Changelog:

Fixed: Redundant timers and onGui hooks were unnecessarily slowing performance by 1-2 fps.

Download it here: https://drive.google.com/folderview?id= ... sp=sharing

Re: [EXSP] Extended Spells Framework v1.4.3

Posted: Tue Apr 23, 2013 6:05 pm
by Pecen
Well, solved with lite version.. only one thing, i had to add fw_addModule("exsp_default_log_spells") into init.lua, otherwise LoG crashes to desktop when trying to test/play.. really dont know why, i think framework is running properly, but nevermind, now everything seems to be allright, thanks :)

Re: [EXSP] Extended Spells Framework v1.4.3

Posted: Tue Apr 23, 2013 7:07 pm
by Diarmuid
Weird...

It works perfectly here. Here's my init.lua:

Code: Select all

-- This file has been generated by Dungeon Editor 1.3.6

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import framework
import "mod_assets/framework/framework.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.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/exsp/exsp_init.lua"
Are you sure framework is loaded at the top and exsp_init at the bottom?

Re: [EXSP] Extended Spells Framework v1.4.3

Posted: Tue Apr 23, 2013 7:59 pm
by Pecen
I create new and clean dungeon for testing, to prevent possible collisions with other custom stuff, only with fw and exsp, here it is:

Code: Select all

-- This file has been generated by Dungeon Editor 1.3.7

-- import standard assets
import "assets/scripts/standard_assets.lua"

import "mod_assets/framework/framework.lua"
fw_addModule("exsp_default_log_spells")

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.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/exsp/exsp_init.lua"
Only difference seems to be the game version, don't know if that could be the reason