Yeah I tried to make it possible to enable debug in options table, but it was not so easy as tought it would be

so that option was left there accidentally. But you can enable debug mode by setting fw.debug.enabled = true inside any function, it doesn't work if you try to set it in initialize time, because fw-script entity is available only in runtime.
Example:
logfw_init
Code: Select all
options = {}
options.modules = {
monsters_can_open_doors = false,
damage_dealing_doors = false,
illusion_walls = true,
}
spawn("LoGFramework", 1,1,1,0,'fwInit')
fwInit:open()
fwInit:destroy()
-- call this to enable debug
function main()
fw.debug.enabled = true
-- add your code here
end
Can I ask how you did the fake portcullis? I think that would be perfect solution for illusion walls, much better than my scripting solution.
edit: Ah I got it, but it doesn't show on map as a wall, but i got an idea from your script how i could make illusion walls to be passable by monsters. I could just replace the illusion wall with fake illusion wall when monster is standing next to it and facing towards it. So walls would be revealed on map only if monster is next to wall and facing it. So thanks, I will try it.
A tip: I think you could just return false from fw.hooks.party.throwable_portcullis.onMove - function when party is trying to go trough portcullis_throwable and party movement will be cancelled, so you don't have to replace it with real portcullis.