Search found 52 matches

by Marble Mouth
Sun Mar 24, 2013 8:19 pm
Forum: Modding
Topic: New Spells >> show them off here
Replies: 207
Views: 171060

Re: New Spells >> show them off here

Edit: I was responding to a post that has now been deleted... Hi akroma222. I would hardcode a table containing the names of all the ammunition types, in the order that you want to cycle through them, for example: ammoCycle = { "rock" , "throwing_knife" , "arrow" , } Since we haven't specified keys ...
by Marble Mouth
Sat Mar 23, 2013 2:45 pm
Forum: Modding
Topic: Stack overflow
Replies: 4
Views: 2059

Re: Stack overflow

Hi Retwulf. I agree with Neikun that we could probably be more helpful with a more specific example. FYI, stack overflow in lua most commonly occurs in "infinite" recursion scenarios, but not all "infinite" recursion results in stack overflow. Unfortunately, the deciding factor is a detail of the un...
by Marble Mouth
Fri Mar 22, 2013 3:58 am
Forum: Modding
Topic: Requesting some specific helpful tips
Replies: 35
Views: 16481

Re: Requestion some specific helpful tips

Hi Aleitheo. I see some good advice in this thread, but I don't actually know if you're comfortable with scripting. So that's my first question: have you ever created a script_entity in your mod and gotten it to do something? Secondly, this is a slightly more advanced scripting concept, have you eve...
by Marble Mouth
Fri Mar 22, 2013 2:10 am
Forum: Modding
Topic: Iterators
Replies: 8
Views: 3501

Re: Iterators

Ah, thanks Xanathar. You're right, the version of findEntityAnywhere that I posted above won't find items inside containers on the ground, but it will find items in alcoves. Also, I didn't account for nested containers because originally I only tested with wooden boxes, which don't nest. Oh well, I ...
by Marble Mouth
Fri Mar 22, 2013 12:35 am
Forum: Modding
Topic: Iterators
Replies: 8
Views: 3501

Re: Iterators

I did find an... issue. I don't know if it's a bug. Suppose you have a crafting item (e.g. a mortar.) And that crafting items contains all the ingredients for a valid recipe(e.g. a flask and a tar_bead.) And now you can see the ingredients at the top, and the result (e.g. a Healing Potion) at the bo...
by Marble Mouth
Thu Mar 21, 2013 1:37 am
Forum: Modding
Topic: Iterators
Replies: 8
Views: 3501

Iterators

Hi everyone. Previously, I wrote a redefinition for allEntities to avoid a certain bug that was identified with the standard definition. I have also written some non-standard iterators for situations that I see discussed frequently on here: Edit: There are some flaws with the code in this post, but ...
by Marble Mouth
Fri Mar 15, 2013 2:56 am
Forum: Modding
Topic: onEquipItem crash
Replies: 3
Views: 2018

Re: onEquipItem crash

Hi Duncan_B onEquipItem = function() script_entity_7.itemCheck() return true end --onEquipItem = function(champion, slot) -- for champ = 1,4 do -- for slot = 7,8 do -- party:getChampion(ch):setCondition("poison", 30) -- return true -- end -- end --end --this commented-out onEquipItem section makes t...
by Marble Mouth
Fri Mar 15, 2013 2:37 am
Forum: Modding
Topic: Special Weapon Scripts + [ASSETS] weapons/armour/acc/herbs
Replies: 34
Views: 18686

Re: Special / Magic Weapon Scripts Thread

akroma222 wrote: I will implement this and if OK with you, update the original post with your (creditted) code..?
Oh, absolutely. I share this stuff in the hopes that it'll be useful :)
by Marble Mouth
Fri Mar 15, 2013 2:28 am
Forum: Modding
Topic: Needin' some table education & 2 questions
Replies: 6
Views: 2609

Re: Needin' some table education & 2 questions

PosistionTable = {12.16, 12.17, 13.18} etc, etc. Unfortunately, these will be interpreted as decimal numbers e.g. 12.16 == ( 1216 / 100 ) . As usual, there are many ways to write the code to implement this functionality. Here's one way: PositionTable = { { x = 12 , y = 16 } , { x = 12 , y = 17 } , ...