Sorry, I actually downloaded the exsp at the same time I downloaded your framework, so while your framework may be outstanding I haven't downloaded it twice.
Here's the entry in my init.lua:
-- This file has been generated by Dungeon Editor 1.3.7
-- import standard assets
import "assets/scripts/standard_assets.lua"
--import framework
import "mod_assets/framework/framework.lua"
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/sx_water_fountains_scripts/sx_waterfountains.lua"
import "mod_assets/merethif_shields/scripts/items.lua"
import "mod_assets/merethif_shields/scripts/objects.lua"
import "mod_assets/merethif_shields/scripts/materials.lua"
import "mod_assets/scripts/particles.lua"
import "mod_assets/chest/chest.lua"
import "mod_assets/scripts/animation_events.lua"
import "mod_assets/books/journal.lua"
import "mod_assets/books/spellbook.lua"
import "mod_assets/books/tome.lua"
import "mod_assets/scripts/grim_bed.lua"
import "mod_assets/scripts/levers.lua"
import "mod_assets/nightfall/scripts/items.lua"
import "mod_assets/nightfall/scripts/objects.lua"
import "mod_assets/nightfall/scripts/wall_sets.lua"
import "mod_assets/nightfall/scripts/recipes.lua"
import "mod_assets/nightfall/scripts/materials.lua"
import "mod_assets/nightfall/scripts/sounds.lua"
import "mod_assets/nightfall/scripts/spells.lua"
import "mod_assets/nightfall/scripts/particles.lua"
import "mod_assets/runebooks/runebooks.lua"
import "mod_assets/throwing_hammer/scripts/items.lua"
import "mod_assets/throwing_hammer/scripts/materials.lua"
import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
import "mod_assets/dragon/dragon.lua"
import "mod_assets/plugins/slugomorg/slugomorg.lua"
import "mod_assets/scripts/crystals.lua"
import "mod_assets/plugins/beholder/beholder.lua"
--import exsp
import "mod_assets/exsp/exsp_init.lua"
As you can see, there is quite a bit, though most of these assets should not affect your framework in the slightest. I also have not altered the framework.lua in any way or included any modules other than the base modules. Here is also the framework.lua. Do I need to actually make some changes to it?
Code: Select all
--[[
LoG Scripting framework
Created by: JKos
Documentation: http://www.grimrock.net/forum/viewtopic.php?f=14&t=3321
INSTALLATION
iclude this file to your init.lua after stadard_assets.lua
Like this:
[code]
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import custom assets
import "framework/framework.lua"
-- load desired framework modules
fw_loadModule('illusion_walls')
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
create script entity named logfw_init
and put this code to it:
----------------
spawn("LoGFramework", 1,1,1,0,'fwInit')
fwInit:open() -- this loads all script entites defined in framework.lua
-- timer will call this method automatically
-- 0.1 seconds after the game is started
-- you can also set debug-flag on here
function main()
timers:setLevels(1)
fw.debug.enabled = true
fwInit:close() --must be called
end
-----------------
DONE
]]
local showWarnings = true
local modules = {}
local loadOrder = {}
local moduleInitFunction = {}
-- Set to false if you dont wan't to see warnings about module scripts copy pasted to dungeon
function fw_setShowWarnings(show)
showWarnings = show
end
function fw_addModule(name,script)
modules[name] = script
loadOrder[#loadOrder+1] = name
end
function fw_addModuleInitCallback(modulename,callback)
moduleInitFunction[modulename] = callback
end
function fw_loadModule(name)
if modules[name] then return end
import('mod_assets/framework/modules/'..name..'.lua')
end
function tableToSet(list)
local set = {}
for _, l in ipairs(list) do set[l] = true end
return set
end
fw_loadModule('timers')
fw_loadModule('grimq')
fw_loadModule('fw')
fw_loadModule('data')
fw_loadModule('help')
cloneObject{
name = "LoGFramework",
baseObject = "dungeon_door_metal",
onOpen = function()
-- load modules
for moduleName,source in pairs(modules) do
local script = findEntity(moduleName)
if not script then
spawn("script_entity", party.level,1,1,0,moduleName)
script = findEntity(moduleName)
script:setSource(source)
else
if showWarnings then
print('script entity "'..moduleName..'" found from dungeon, the module from lua file was not loaded')
end
end
end
spawn('timer',party.level,0,0,0,'logfw_inittimer')
logfw_inittimer:addConnector('activate','logfw_init','main')
logfw_inittimer:setTimerInterval(0.1)
logfw_inittimer:activate()
end,
onClose = function()
for _,moduleName in ipairs(loadOrder) do
local moduleEntity = findEntity(moduleName)
if moduleInitFunction[moduleName] then
moduleInitFunction[moduleName](moduleEntity,grimq)
end
if moduleEntity and moduleEntity.activate then
moduleEntity.activate()
end
end
logfw_inittimer:deactivate()
logfw_inittimer:destroy()
fwInit:destroy()
end
}
[/code]
Any thoughts? It's not vital to my mod as most of the scripting has already been done, but it would be handy even for the new spells (which is the principle reason I downloaded it).