Search found 2762 matches

by minmay
Mon Nov 29, 2021 4:02 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2983312

Re: Ask a simple question, get a simple answer

GameObject:playSound() checks if the object's underwaterness matches the party's underwaterness, and if it doesn't, it doesn't play the sound. Other things that play sound don't have this check. The following things use GameObject:playSound(): - AnimationComponent plays sounds when it encounters a p...
by minmay
Wed Nov 24, 2021 8:58 pm
Forum: Mod Creation
Topic: The easiest way to make "magical" container
Replies: 2
Views: 4084

Re: The easiest way to make "magical" container

Unfortunately this will have some other side effects: - The "(Right-click to open)" text won't appear on in the tooltip for the item - PartyComponent:isCarrying() won't detect items in the container - Compasses inside the container won't work - Herbs inside the container won't multiply for...
by minmay
Mon Nov 01, 2021 7:00 am
Forum: Mod Creation
Topic: Unused objects from asset packs
Replies: 2
Views: 4427

Re: Unused objects from asset packs

You'll have to do it by hand, sorry. This can't reliably be done automatically, because asset filenames can be generated and loaded dynamically. Say you have a script in your dungeon that uses ModelComponent:setModel with a dynamically generated string when a button is pressed: i = 0 function pressB...
by minmay
Wed Sep 22, 2021 5:56 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2983312

Re: Ask a simple question, get a simple answer

The dropdown menu just changes the line that gets generated in the dungeon.lua. It doesn't do anything else. So if you want to "undo" it, you can just remove the script_entity_8.script:loadFile("mod_assets/scripts/yunintemple.lua") line (or change it back to monsters.lua if you r...
by minmay
Wed Sep 22, 2021 4:10 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2983312

Re: Ask a simple question, get a simple answer

It means that either script_entity_8 or its component named "script" don't exist yet. Did you accidentally delete the spawn() call that creates script_entity_8?
by minmay
Tue Sep 21, 2021 11:28 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2983312

Re: Ask a simple question, get a simple answer

Sounds like you have a ScriptComponent somewhere that's trying to load mod_assets/scripts/monsters.lua as a source file. Search your dungeon.lua for "mod_assets/scripts/monsters.lua" and you should find it.
by minmay
Wed Jun 23, 2021 7:54 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2983312

Re: Ask a simple question, get a simple answer

The game picks the first accepting SurfaceComponent on the object when you click a ClickableComponent; it has no way of knowing that you want clickable2 to correspond to surface_2. To work around this, you can use the onAcceptItem hook to reject the item from all SurfaceComponents except the one you...
by minmay
Sat Jun 19, 2021 4:06 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3894
Views: 2983312

Re: Ask a simple question, get a simple answer

You need to add a component named "tiledamager" to your shock_wave object. This is because BlastComponent does self.go.tiledamager:disable() on initialization if it's not on the floor or a platform (like IceShardsComponent). This should fix it: defineObject{ name = "shock_wave", ...
by minmay
Tue May 25, 2021 12:05 am
Forum: Modding
Topic: Wagtunes' Modding Questions
Replies: 187
Views: 117401

Re: Wagtunes' Modding Questions

No. You're asking for the digital equivalent of turning a cardboard cutout of Michelangelo's David into the actual sculpture. Turning a 2D image into a 3D one would require information that isn't there: there's no way to tell from this picture what the back or sides of the ankh look like, or how dee...
by minmay
Thu May 06, 2021 3:11 pm
Forum: Modding
Topic: Wagtunes' Modding Questions
Replies: 187
Views: 117401

Re: Useful scripts repository

Alcove's "collision box" for clicking doesn't get rotated to match the Alcove's rotation. With the standard assets, this doesn't matter since all of the targetSize s have equal X and Z dimensions so the 4 possible rotations result in the same box. However if you want to make a custom Alcov...