Search found 84 matches
- 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) ...
- Tue Oct 16, 2012 11:12 am
- Forum: Modding
- Topic: floating objects
- Replies: 5
- Views: 2065
- 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...
- 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...
- Mon Oct 15, 2012 10:01 pm
- Forum: Modding
- Topic: Scripting alter.
- Replies: 6
- Views: 2250
Re: Scripting alter.
For example: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.
Code: Select all
altar_1:addItem(spawn("dagger"))

- 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...
- 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...
- 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...
- 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
(i.e. which files to modify)
EDIT: Ah, figured it out. It work's nicely

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