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Post by mrdrpink on Mar 16, 2015 12:12:55 GMT
World Editor: Is there a templeposition.csv entry to unlock adobe cards? I'd like to unlock adobes via a shrine of some sort, is it possible or not? if it is could you supply an example? I've posted this here and steam workshop, but hoping to get a response one way or another soon so I can proceed with my custom world design. I've tried Shrine_godpower/Shrine_BigTreasure either Shrine_LandExp, but they all fail to unlock adobe levels. Please Raspofabs, mrdrpink, FuriousMoo is it possible or am I wasting time trying to do it? I'll ask around and see if you can.
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Post by Spiderweb on Mar 16, 2015 13:12:02 GMT
Thanks Dave.
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Post by FuriousMoo on Mar 16, 2015 13:25:22 GMT
World Editor: Is there a templeposition.csv entry to unlock adobe cards? I'd like to unlock adobes via a shrine of some sort, is it possible or not? if it is could you supply an example? I've posted this here and steam workshop, but hoping to get a response one way or another soon so I can proceed with my custom world design. I've tried Shrine_godpower/Shrine_BigTreasure either Shrine_LandExp, but they all fail to unlock adobe levels. Please Raspofabs, mrdrpink, FuriousMoo is it possible or am I wasting time trying to do it? It's not possible to do via the templepositions.csv, but you can do it through the lua script. To have something trigger of a temple use the function: onTempleComplete(context) Context is the temple UID found in the templepositions.csv Then you can use the function GiveCard("CardName") to give the player a card (make sure you use the double quotation marks or it won't work). Also this function should have a variable to completes the card as it gives it to the player, but I couldn't get it to work. I'll ask a coder to look into it. However you can get around it by setting the research value for the card to 0 in the carddata.csv so it will trigger as soon as the player receives the card. So for example: onTempleComplete(1001) GiveCard("Card_TreeBuff_2")
end
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Post by Spiderweb on Mar 16, 2015 13:47:13 GMT
World Editor: Is there a templeposition.csv entry to unlock adobe cards? I'd like to unlock adobes via a shrine of some sort, is it possible or not? if it is could you supply an example? I've posted this here and steam workshop, but hoping to get a response one way or another soon so I can proceed with my custom world design. I've tried Shrine_godpower/Shrine_BigTreasure either Shrine_LandExp, but they all fail to unlock adobe levels. Please Raspofabs, mrdrpink, FuriousMoo is it possible or am I wasting time trying to do it? It's not possible to do via the templepositions.csv, but you can do it through the lua script. To have something trigger of a temple use the function: onTempleComplete(context) Context is the temple UID found in the templepositions.csv Then you can use the function GiveCard("CardName") to give the player a card (make sure you use the double quotation marks or it won't work). Also this function should have a variable to completes the card as it gives it to the player, but I couldn't get it to work. I'll ask a coder to look into it. However you can get around it by setting the research value for the card to 0 in the carddata.csv so it will trigger as soon as the player receives the card. So for example: onTempleComplete(1001) GiveCard("Card_TreeBuff_2")
end THAT is awesome, thanks Moo!
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Post by Spiderweb on Mar 16, 2015 13:55:52 GMT
That also deserves a WOOT!!! Just the ticket. Thanks Guys.
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Post by FuriousMoo on Mar 16, 2015 14:34:21 GMT
I'll get Dave to post what documentation we have on our lua functions somewhere. You might find some other stuff to play with there.
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Post by Spiderweb on Mar 17, 2015 20:50:28 GMT
Firstly thanks for the great lua function list, I was wondering if I may ask if these functions still work? DisplayText - I want to interact somewhat with the players SpawnThings - would really like to know if we can spawn champions (or the Giants from voyages if not the same thing). Raspofabs, mrdrpink, FuriousMoo I know your busy I really do appreciate any info as always!
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Post by Gmr Leon on Mar 18, 2015 1:29:01 GMT
Firstly thanks for the great lua function list, I was wondering if I may ask if these functions still work? DisplayText - I want to interact somewhat with the players SpawnThings - would really like to know if we can spawn champions (or the Giants from voyages if not the same thing). Raspofabs, mrdrpink, FuriousMoo I know your busy I really do appreciate any info as always! Have you tried them in a really simple form yet? Most of the tutorial worlds have empty scripts files that you could try tossing them into. I don't think (correct me if I'm wrong) that the position in the file itself makes a huge difference for the raw functions. Now, what's in the function, it might matter whether it's first or last, but outside of that, I'd toss in one of those functions and see if it works. Edit:
On a separate note, could we get some more info on the world editor's basic stuff in general? For example: F1 & F2 are pretty straightforward, but is there a way to alter -1 to toss in multiple layers at once? How does F7 work, exactly? Does it set starting positions? How does P work? It places water, but does changing the value do anything? What does the information in the upper right convey? Map position coordinates, layer info, number of layers? Not sure what 0202 is supposed to mean... Thanks if you take the time to clarify! =)
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Post by Spiderweb on Mar 18, 2015 6:34:55 GMT
Firstly thanks for the great lua function list, I was wondering if I may ask if these functions still work? DisplayText - I want to interact somewhat with the players SpawnThings - would really like to know if we can spawn champions (or the Giants from voyages if not the same thing). Raspofabs, mrdrpink, FuriousMoo I know your busy I really do appreciate any info as always! Have you tried them in a really simple form yet? Most of the tutorial worlds have empty scripts files that you could try tossing them into. I don't think (correct me if I'm wrong) that the position in the file itself makes a huge difference for the raw functions. Now, what's in the function, it might matter whether it's first or last, but outside of that, I'd toss in one of those functions and see if it works. Edit:
On a separate note, could we get some more info on the world editor's basic stuff in general? For example: F1 & F2 are pretty straightforward, but is there a way to alter -1 to toss in multiple layers at once? How does F7 work, exactly? Does it set starting positions? How does P work? It places water, but does changing the value do anything? What does the information in the upper right convey? Map position coordinates, layer info, number of layers? Not sure what 0202 is supposed to mean... Thanks if you take the time to clarify! =) I used a test harness with parameters, the ones I tried failed. Couldn't get them to do anything, but maybe I'm using the wrong parameters. They also aren't used in Homeworld or Weyworld so maybe disabled. I found f7 creates a follower start point. I could only get water from P too (pun intended).
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Post by Spiderweb on Mar 18, 2015 6:47:17 GMT
Tips: I will keep adding to this Script.LUA ----- Function OnPreload(context) --good for configuring cards at start. GiveCard("card_....") End function onTempleComplete(context) --This is good for giving things but the card sit on top of the column even after you've given it if TempleUID(context) == 1030 then -- GiveCard("Card_AbodeType1_Rank1") Unlock("Card_AbodeType1_Rank1_COMPLETED") end
end Carddata.csv -------- Unlock | Unlock Name | Type ID | Reward Type | Power Hash | Max Collectable | Era Available | Research Type | Research Needed | Silent Type | Is Rare | Prerequisite | Happiness Boost | | | | | | | | | | | | | | | | # PRIMITIVE AGE ADVANCES | | | | | | | | | | | | | | Card_Sculpting | Card_Sculpting | ADVANCE | PROGRESS | | 1 | 1 | FAITH | 0 | 0 | 0 | | 0 | |
You can turn off sticker costs, make them instantly complete Research Needed=0! Who needs stickers Unlocks.csv ---------- Card_.....,always #great for debugging! Templepositions.csv ----------- You can insert shrine_godpower for a little column that disappears after it is built Shrine_BigTreasure can give cards! Shrine_LandExp are beacons.
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Post by mrdrpink on Mar 18, 2015 10:39:31 GMT
Firstly thanks for the great lua function list, I was wondering if I may ask if these functions still work? DisplayText - I want to interact somewhat with the players SpawnThings - would really like to know if we can spawn champions (or the Giants from voyages if not the same thing). Raspofabs, mrdrpink, FuriousMoo I know your busy I really do appreciate any info as always! I'll poke around and see if I can find out any extra information.
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Post by FuriousMoo on Mar 18, 2015 12:44:11 GMT
Spawning a champ is as simple as
SpawnThing("champion", x, y, 0,0,0,0,0)
Not sure about DisplayText(), not seen it used in any of our scripts. It probably works, but you may need to do some bit of trial and error with the variables to discover with ranges produce something visible.
You should be able to achieve what you need with tooltips though
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Post by FuriousMoo on Mar 18, 2015 13:22:22 GMT
Firstly thanks for the great lua function list, I was wondering if I may ask if these functions still work? DisplayText - I want to interact somewhat with the players SpawnThings - would really like to know if we can spawn champions (or the Giants from voyages if not the same thing). Raspofabs, mrdrpink, FuriousMoo I know your busy I really do appreciate any info as always! Have you tried them in a really simple form yet? Most of the tutorial worlds have empty scripts files that you could try tossing them into. I don't think (correct me if I'm wrong) that the position in the file itself makes a huge difference for the raw functions. Now, what's in the function, it might matter whether it's first or last, but outside of that, I'd toss in one of those functions and see if it works. Edit:
On a separate note, could we get some more info on the world editor's basic stuff in general? For example: F1 & F2 are pretty straightforward, but is there a way to alter -1 to toss in multiple layers at once? How does F7 work, exactly? Does it set starting positions? How does P work? It places water, but does changing the value do anything? What does the information in the upper right convey? Map position coordinates, layer info, number of layers? Not sure what 0202 is supposed to mean... Thanks if you take the time to clarify! =) No way to do multiple layers at once, our editor is pretty basic. Fabs has recently made a random terrain brush tool thing which should make it's way into a release build at some point. F7s function doesn't really do anything right now With P you can place a water source to make rivers, waterfalls etc, but the variable doesn't actually do anything to my knowledge. Numbers at the top right are, x,y,z co-ords and layer number (basically terrain height at cursor). As for the numbers on the second row, I think it's the cell number (map is divided up into square cells)
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Post by Spiderweb on Mar 18, 2015 13:36:53 GMT
Spawning a champ is as simple as SpawnThing("champion", x, y, 0,0,0,0,0) Not sure about DisplayText(), not seen it used in any of our scripts. It probably works, but you may need to do some bit of trial and error with the variables to discover with ranges produce something visible. You should be able to achieve what you need with tooltips though Many thanks Moo.
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Post by Gmr Leon on Mar 18, 2015 18:28:20 GMT
Edit:
On a separate note, could we get some more info on the world editor's basic stuff in general? For example: ... F1 & F2 are pretty straightforward, but is there a way to alter -1 to toss in multiple layers at once? How does F7 work, exactly? Does it set starting positions? How does P work? It places water, but does changing the value do anything? What does the information in the upper right convey? Map position coordinates, layer info, number of layers? Not sure what 0202 is supposed to mean... Thanks if you take the time to clarify! =) No way to do multiple layers at once, our editor is pretty basic. Fabs has recently made a random terrain brush tool thing which should make it's way into a release build at some point. F7s function doesn't really do anything right now With P you can place a water source to make rivers, waterfalls etc, but the variable doesn't actually do anything to my knowledge. Numbers at the top right are, x,y,z co-ords and layer number (basically terrain height at cursor). As for the numbers on the second row, I think it's the cell number (map is divided up into square cells) Thanks! I'm pretty amazed that you can't do multiple layers at once, but I guess that's where the land generator comes into play to a degree. Good too see my guesses were sorta right about the rest you covered.
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Post by Gmr Leon on Mar 27, 2015 20:57:51 GMT
Symmetry tool notes: Left click to set the length/width of the area you're going to copy over to the left/right/above/below, then right click to highlight the terrain you want duplicated on the opposite side. If you highlight the area to the right, it'll duplicate on the left of the initial length/width line that was set (it remains visible), highlight to the left, appears on the right.
This would work the same for horizontal swaths of land, so highlighting above duplicates below, below duplicates above. Hope that makes sense.
Should note, unfortunately the highlighted area doesn't remain active when you switch to raise/lower or any other tools, so it's not like you can fill in the selected area and expect it to appear simultaneously above/left or below/right of it. Nevertheless it may be pretty useful. =O
Start position notes: This sets the position of the first two followers, and seems entirely dependent on the amount of little blue squares you lay out. So if you lay out multiple spots, they'll only spawn in one location, which is wherever you've set the largest amount of blue squares designating it as the start position. With that being the case, it's best to only use this where you want the user to start, as it doesn't seem to affect anything else's spawn-in positioning.
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Post by Spiderweb on Mar 27, 2015 22:49:47 GMT
Symmetry tool notes:
Left click to set the length/width of the area you're going to copy over to the left/right/above/below, then right click to highlight the terrain you want duplicated on the opposite side. If you highlight the area to the right, it'll duplicate on the left of the initial length/width line that was set (it remains visible), highlight to the left, appears on the right. This would work the same for horizontal swaths of land, so highlighting above duplicates below, below duplicates above. Hope that makes sense. Should note, unfortunately the highlighted area doesn't remain active when you switch to raise/lower or any other tools, so it's not like you can fill in the selected area and expect it to appear simultaneously above/left or below/right of it. Nevertheless it may be pretty useful. =O Start position notes:
This sets the position of the first two followers, and seems entirely dependent on the amount of little blue squares you lay out. So if you lay out multiple spots, they'll only spawn in one location, which is wherever you've set the largest amount of blue squares designating it as the start position. With that being the case, it's best to only use this where you want the user to start, as it doesn't seem to affect anything else's spawn-in positioning. On a slight side note, I hope they roll back sculpting in game to pre-sculpt card active state, it is truly horrible implementation and obviously for the upgrade/gem usage. Someone I forget who (I think a mod) tried to defend it as less likely to accidentally sculpt thing, to that end I'd like to say that is utter bollocks. Rant over.
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Post by Spiderweb on Mar 28, 2015 19:03:15 GMT
Arrrrggghhhhh we got SetWheat and SetOre but appear to be missing a way to get wheat amount and get ore amount like we have belief() unless you can get it a different way? Can you add those or let me know how to access those? pavlemihajlovic mrdrpinkEdit: just read this back and it may have come across as demanding, not intended was more frustration that I didn't ask for those originally too. Many thanks for adding the new functions! Edit2: figured it out, onwheatchange/onorechange and persisting the context. Done, working on my next custom world release, look out for spiderworld1.3 coming soon, Got 39 subscribers on 1.2 wow! Wish workshop update worked properly.
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Post by Spiderweb on Mar 29, 2015 21:53:11 GMT
For anyone interested + Gmr Leonfunction OnWheatChange(context) Persist("CurrentWheat",context) end Then... local W = Persist("CurrentWheat") + 100 SetWheat(W) This works great with tweaks I've made to OnUpdate (see next Script.lua in spiderworld1.3) when I post it.
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Post by Gmr Leon on Mar 30, 2015 3:12:08 GMT
For anyone interested + Gmr Leonfunction OnWheatChange(context) Persist("CurrentWheat",context) end Then... local W = Persist("CurrentWheat") + 100 SetWheat(W) This works great with tweaks I've made to OnUpdate (see next Script.lua in spiderworld1.3) when I post it. Good stuff! Looking forward to your next map.
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