Search found 84 matches

by Filipsan
Tue Oct 16, 2012 4:29 pm
Forum: Modding
Topic: Items to Sack to Alcove
Replies: 8
Views: 3777

Re: Items to Sack to Alcove

try local variables function SackToAlcove1() local sack_01x = spawn("sack") alcove_sack01:addItem(sack_01x) local flask_01x = spawn("flask") sack_01x:addItem(flask_01x) local tar_01x = spawn("tar_bead") sack_01x:addItem(tar_01x) local energy_01x = spawn("potion_energy") sack_01x:addItem(energy_01x) ...
by Filipsan
Tue Oct 16, 2012 11:12 am
Forum: Modding
Topic: floating objects
Replies: 5
Views: 2065

Re: floating objects

by Filipsan
Tue Oct 16, 2012 8:03 am
Forum: Modding
Topic: Scripting Help: Item Placement on Two Alcoves
Replies: 11
Views: 4260

Re: Scripting Help: Item Placement on Two Alcoves

Try this witout counter - just link both altars to the areItemsThere() function.. (not tested) altar_1_had_skull = false altar_2_had_skull = false function altarHasItem(altar,item_name, had_skull) for i in altar:containedItems() do if i.name == item_name then if(!had_skull) then playSound("lever") e...
by Filipsan
Tue Oct 16, 2012 7:53 am
Forum: Modding
Topic: [Lua:Help:Solved] onChangeInventory
Replies: 5
Views: 3885

Re: [Lua:Help] onChangeInventory

... I think I need to break out of the inventory after it changedInventory got true and run throu the heroes as long as changedInventory is not true... Well, since you have 2 cycles, you need to call break twice... Try something like this (not tested): function myParty.inventoryChanged() local chan...
by Filipsan
Mon Oct 15, 2012 10:01 pm
Forum: Modding
Topic: Scripting alter.
Replies: 6
Views: 2250

Re: Scripting alter.

King Semos wrote: Also, another, how do I script a teleporter to teleport an item from one place, to an alter. Rather than on the ground at the tile the alter is on.
For example:

Code: Select all

altar_1:addItem(spawn("dagger"))
or you can use existing item :)
by Filipsan
Mon Oct 15, 2012 9:56 pm
Forum: Modding
Topic: Scripting alter.
Replies: 6
Views: 2250

Re: Scripting alter.

I was wondering if anyone knows how to script an alter, so if a specific item on the alter is removed, it triggers an action. Deactivate alter is too basic since you can put something on the alter and take another thing off in order to avoid the deactivating function. Tick the "Activate Always" che...
by Filipsan
Mon Oct 15, 2012 9:54 pm
Forum: Modding
Topic: [Dungeon] Mordor: Depths of Dejenol
Replies: 32
Views: 20333

Re: [Dungeon] Mordor: Depths of Dejenol

I tried this mod and my first thought was "And so LoG was turned into Diablo" - I guess that's because i don't know Mordor: Depths of Dejenol (will google it soon though :D). I really like the concept and also the execution. What i dont's understand is - how to get reward in thieves guild (i have li...
by Filipsan
Mon Oct 15, 2012 8:00 am
Forum: Modding
Topic: [Lua:Help:Solved] onChangeInventory
Replies: 5
Views: 3885

Re: [Lua:Help] onChangeInventory

Hi, IMHO the problem is in the for cycle. You are setting the variable changedInventory in every iteration to either false or true, which means, that practically changedInventory will yield the state of last iteration. what you should do is something like: changedInventory = false -- compare invento...
by Filipsan
Sat Oct 13, 2012 5:49 pm
Forum: Modding
Topic: Custom Door Mods
Replies: 30
Views: 19846

Re: Do you like iron doors but don't like the sideways slide

I would love to, but i have no idea why :/

(i.e. which files to modify)

EDIT: Ah, figured it out. It work's nicely :)
by Filipsan
Sat Oct 13, 2012 9:56 am
Forum: Modding
Topic: How to check which item is in alcove?
Replies: 75
Views: 39651

Re: How to check which item is in alcove?

Betalove wrote:... Also I have 4 scripts. One for each altar. Should this all be in one script entity?
Yes, all in one entity