Search found 127 matches

by Jouki
Fri Sep 18, 2015 1:56 am
Forum: Mod Creation
Topic: cannot serialize table 'text' with metatable
Replies: 2
Views: 4670

Re: cannot serialize table 'text' with metatable

thanks alot I dunno why it starts doing that problem while it was fine year ago.. anyway thanks for help I was afraid for a sec. :D
by Jouki
Thu Sep 17, 2015 6:58 pm
Forum: Mod Creation
Topic: cannot serialize table 'text' with metatable
Replies: 2
Views: 4670

cannot serialize table 'text' with metatable

Hello guys, I wanted to look on my map but apparently there's something wrong in the map. I'd say I saved the map executable last time. When I tried to launch the map several errors appears with same text: " cannot serialize table 'text' with metatable ". I have absolutely no idea what's w...
by Jouki
Fri Dec 05, 2014 1:32 pm
Forum: Mod Creation
Topic: Checking content in hands + Spell light is active [Solved]
Replies: 9
Views: 10644

Re: Checking content in hands

minmay wrote:

Code: Select all

-- Returns true if the Light spell is activated.
function lightSpellOn()
  -- no light source: 0.1, 0.13, 0.25
  -- torch: 1.2, 0.8, 0.6
  -- light spell: 0.56, 0.75, 1.2
  -- both: 1.76, 1.55, 1.8
  return party.torch:getColor()[3] > 1.19
end
wow, thanks. It's much easier way to figure out.
by Jouki
Fri Dec 05, 2014 3:45 am
Forum: Mod Creation
Topic: Checking content in hands + Spell light is active [Solved]
Replies: 9
Views: 10644

Re: Checking content in hands

..."getItem a nil value", I have no idea why is it doing, it looks everything is right... *I was wrong... I get a different error... Ah... This happened when I called the wrong function. Try this: Temporarily add this to the script and call it with a button. function check() print(torchEq...
by Jouki
Thu Dec 04, 2014 10:49 pm
Forum: Mod Creation
Topic: Checking content in hands + Spell light is active [Solved]
Replies: 9
Views: 10644

Re: Checking content in hands

Jouki, I think the torchEquipped() script below should do the trick. It checks all the champions with an item in their hand with the "TorchItemComponent", which should for all torches. However, there might be other items with lightsources that don't have this component. This script does n...
by Jouki
Thu Dec 04, 2014 5:23 pm
Forum: Mod Creation
Topic: Checking content in hands + Spell light is active [Solved]
Replies: 9
Views: 10644

Checking content in hands + Spell light is active [Solved]

Hello, can you someone help me how can I get information if the party holds the torch in hand? I would like to create codnition if there's (or not) a light in room do something
by Jouki
Mon Nov 17, 2014 10:52 pm
Forum: Mod Creation
Topic: Set Escape animation wizard [Solved]
Replies: 1
Views: 3392

Re: Set Escape animation wizard

nevermind :D finally figured out

Code: Select all

wizard_scriptable_1.monster:performAction("escape")
by Jouki
Mon Nov 17, 2014 2:45 pm
Forum: Mod Creation
Topic: Set Escape animation wizard [Solved]
Replies: 1
Views: 3392

Set Escape animation wizard [Solved]

I have no clue how to do an escape animation of wizard, can someone help please?
by Jouki
Mon Nov 17, 2014 2:24 pm
Forum: Mod Creation
Topic: Set Item Position
Replies: 0
Views: 3653

Set Item Position

Hey guys sorry if it's already here (didn't see that before) for those who didn't make this I've made a simple function with setting up a custom position function function setItemPosition(sender,a,b,c,d) local pos = sender:getWorldPosition() sender:setWorldPosition(pos[1]+a,pos[2]+b,pos[3]+c,pos[4]+...
by Jouki
Fri Nov 14, 2014 11:26 am
Forum: Mod Creation
Topic: getPosition() & setPosition()
Replies: 13
Views: 14831

Re: getPosition() & setPosition()

I've got interesting effect, I had a stone on coords for example 10,13 and I moved him onto 10,12 after reseting the stones it appear on right position but at the [10,12] is still invisible obstacle of the stone. actaully it "copied" so now I have obstacle at 10,13 (the stone, visible) and...

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