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Lifekatana
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Posted: 06 Jun, 2009
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Joined: 24 Jun, 2007 Posts: 1354 Location: Map
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How do you find definitions for functions? And were they are used, and where they can be changed?
I'm trying to find this:
def.SubInventoryType
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
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DeadMG
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Posted: 06 Jun, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Some of them are defined in C. If a function is defined in another place, there's no way to know which.
Try this:
for k, v in _G.moho do
LOG(repr(v))
end
That will list the C functions exposed to the lua state. For example, the Unit class is based off moho.entity_methods.
_________________ I'm watchin you!
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sorian
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Posted: 06 Jun, 2009
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Joined: 28 Feb, 2007 Posts: 4123 Location: Marysville, WA USA
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In ability and buff handling functions def is usually a variable to hold the information and functions defined in a buff or ability. So, you should be looking for the blueprint for the buff or ability you are working with and you will find the SubInventoryType defined there.
Example:
Code: ItemBlueprint { DisplayName = '<LOC ITEM_Idol_0000>Minotaur Berserker Idol', Description = '<LOC ITEM_Idol_0024>Use: Summons [GetSummonCount] Minotaur Berserkers. Can have a maximum of [GetSummonMax] Minotaur Berserkers.', GetSummonCount = function(self) return Ability['Item_Minotaur_Captain_010'].SummonCount end, GetSummonMax = function(self) return Ability['Item_Minotaur_Captain_010'].MaxUnits end, GetEnergyCost = function(self) return Ability['Item_Minotaur_Captain_010'].EnergyCost end, GetCastTime = function(self) return Ability['Item_Minotaur_Captain_010'].CastingTime end, GetCooldown = function(self) return Ability['Item_Minotaur_Captain_010'].Cooldown end, Icon = 'NewIcons/Boots/Boot1', InventoryType = 'Generals', SubInventoryType = 'Soldiers', <----------------- Mesh = '/meshes/items/chest/chest_mesh', Animation = '/meshes/items/chest/Animations/chest_Idle_anim.gr2', MeshScale = 0.10, Name = 'Item_Minotaur_Captain_010',
SubInventoryType just tells the game that the icon for that item goes in the button defined for Soldiers, Archers, or Priests.
_________________
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Lifekatana
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Posted: 06 Jun, 2009
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Joined: 24 Jun, 2007 Posts: 1354 Location: Map
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Code: if slot == 1 then tooltipid = 'button_minions_soldiers' img = '/abilities/icons/NewIcons/SuperGruntIcons/MinotaurCaptain_dis.dds' elseif slot == 2 then tooltipid = 'button_minions_archers' img = '/abilities/icons/NewIcons/SuperGruntIcons/SiegeArcher_dis.dds' elseif slot == 3 then tooltipid = 'button_minions_priests' img = '/abilities/icons/NewIcons/SuperGruntIcons/HighPriest_dis.dds' end
Ok so this tells the game where to put buttons for the specific minions, I would want to remove this, but its only a UI change and I want to change the gameplay too. Code: if def.SubInventoryType == 'Soldiers' then slot = 1 elseif def.SubInventoryType == 'Archers' then slot = 2 elseif def.SubInventoryType == 'Priests' then slot = 3 end
Huh? This comes from the same Module_inventory.
If the buttons are defined by the idols, then what stop me from getting three minotaur idols?
I'm trying to give players the freedom to get two or three of the same idols, instead of getting idols for predefined slots.
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
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Lifekatana
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Posted: 10 Jun, 2009
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Joined: 24 Jun, 2007 Posts: 1354 Location: Map
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So, has anyone found a way to do this?
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
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BulletMagnet
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Posted: 10 Jun, 2009
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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DeadMG gave you the way to list the functions. that's all well and good but it doesn't give you the arguments to them. to get those, you need any half-arsed text editor (Crimson Editor does the job, but if you're a student you can get a big gun called Visual Studio 2008 for free via dreamspark.com) that has a search-in-files option.
it's a simple matter of seatching for your desired function.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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DeadMG
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Posted: 10 Jun, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Just pass in 'lol', 'lol'. The game will reject your args and tell you what the args should be along with their names as given in the prototype.
_________________ I'm watchin you!
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BulletMagnet
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Posted: 10 Jun, 2009
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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oh, that's brilliant.
well, to automate that a step further;
Code: for id, m in _G.moho do LOG(repr(m)) for ik, fn in m do fn('ROFL', 'LMAO') end end
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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