[WIP] The Old Nexus 「 Grimrock XL 」

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Komag
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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Post by Komag » Fri Nov 06, 2020 7:01 pm

7Soul wrote:
Fri Nov 06, 2020 6:56 pm
It will come out before Grimrock 3
that's funny ;)
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Zo Kath Ra
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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Post by Zo Kath Ra » Sun Nov 15, 2020 11:13 pm

https://github.com/7Soul/log2_the_old_nexus

mod_assets/scripts/init.lua contains this line:

Code: Select all

import "mod_assets/scripts/functions.lua"
I don't understand why the line is there.

I thought that init.lua and the files it imports could only contain definitions:
defineAnimationEvent
defineObject
etc.

And you also load mod_assets/scripts/functions.lua into a script entity called "functions" in dungeon.lua

Put another way, what would happen if you removed this line from mod_assets/scripts/init.lua ?

Code: Select all

import "mod_assets/scripts/functions.lua"

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7Soul
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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Post by 7Soul » Sun Nov 15, 2020 11:24 pm

When you use an external script, you gotta import it
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minmay
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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Post by minmay » Mon Nov 16, 2020 12:42 am

7Soul wrote:
Sun Nov 15, 2020 11:24 pm
When you use an external script, you gotta import it
This isn't true at all. How would that even work? import just runs the file you give it and returns whatever that file's main function returned, it doesn't do anything else.

edit: in fact it looks like Grimrock's import doesn't even pass through the return value, it always returns nothing.
Last edited by minmay on Mon Nov 16, 2020 1:42 am, edited 1 time in total.
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7Soul
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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Post by 7Soul » Mon Nov 16, 2020 1:26 am

Well then
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