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Messages - Zhilkin

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1
How many floppies have you changed in those two and a half weeks? :D

2

c h r i s t
How's your armor?
Don't you think schools became overcrowded after they were jsonized?

3
The Lab - Contributions and Mods / Re: derail re: forking from
« on: August 15, 2017, 08:33:21 PM »
Kevin knows best. If you think he doesn't, debate with him civily until you realize why kevin is right.
I know of at least one example when Kevin admitted he was wrong: https://github.com/CleverRaven/Cataclysm-DDA/pull/20458.
Probably he was posting under the influence :D

4
The Lab - Contributions and Mods / Re: [Lua] Cataclysm-DDA-LUA
« on: August 14, 2017, 06:55:14 AM »
Great

5
The Lab - Contributions and Mods / Re: [Lua] Cataclysm-DDA-LUA
« on: August 13, 2017, 06:05:20 PM »
How long should I expect the athletics skill to go up?
athletics should be practiced by 1 point per 10 tiles traversed, but for at least 1 point.

Code: [Select]
  local squares_per_train = 10 --TODO: make this variable configurable or implement some smarter formula for `trained_amount`
  local trained_amount = squares_walked_delta / squares_per_train

  if (trained_amount > 0 and trained_amount < 1) then

    trained_amount = 1

  end
  MOD.PracticeSkill("athletics", trained_amount)
Actually if say I think the lua failed to load or something like that what would I do to try and re activate the lua. I ask cause since I first used it on a save without it causing an aparantly critical load failure it gave an error but it did not show up any more later. Anyways I ask because I have literally walked miles and athletics did not tick once. Maybe I need to turn them off and back on again.
There is some initialization which is done on new player creation - some zero values are being saved withing the player.

  PARAM.save("squares_walked_total", 0)
  PARAM.save("stats_squares_walked", 0)
  PARAM.save("speed_bonus", 0)

If you add mod to existing save you can try to run these statements in debug lua console.

You can also can provide error text/screenshot or provide savegame, so I could check what's wrong.

6
The Lab - Contributions and Mods / Re: [Lua] Cataclysm-DDA-LUA
« on: August 13, 2017, 07:40:09 AM »
How long should I expect the athletics skill to go up?
athletics should be practiced by 1 point per 10 tiles traversed, but for at least 1 point.

Code: [Select]
  local squares_per_train = 10 --TODO: make this variable configurable or implement some smarter formula for `trained_amount`
  local trained_amount = squares_walked_delta / squares_per_train

  if (trained_amount > 0 and trained_amount < 1) then

    trained_amount = 1

  end
  MOD.PracticeSkill("athletics", trained_amount)

7
Nationality - American, British, German, French, Scottish, etc. Get starting items related to nationality (Germans get beer, Frenchies get baguettes French maid hats, Scotsmen get a bagpipe and a kilt, Norwegians start with viking stuff, etc.)

It was added to Cataclysm-DDA-LUA (see http://smf.cataclysmdda.com/index.php?topic=14861.0). Is that what you wanted?

8
The Lab - Contributions and Mods / Re: [LUA] Cataclysm-DDA-LUA
« on: August 12, 2017, 07:51:51 PM »
With the achievements, would a highscore list be doable?
We'll see.

9
The Lab - Contributions and Mods / Re: derail re: forking from
« on: August 11, 2017, 08:18:19 PM »
How about making this the mainline and just cutting Kevin out of the equation? His backwards thinking is going to hold back the game forever at this rate.
That's no good.

10
Hey, I have a problem with this mod. I have experimental 6675 and when the game generates the world, I have this error:
I installed the non-log version.

I don't want to start the game without this mod, so I'll wait patiently for help :)
Please download once again (same link). There was missing comment hyphen in Mapgen.lua.

11
The Lab - Contributions and Mods / [Lua] Cataclysm-DDA-LUA
« on: August 11, 2017, 02:04:23 PM »
Description:

Cataclysm-DDA-LUA is collection of LUA mods for Dark Days Ahead.

Lats updated on:

2017-08-12

Contents:
  • dda-lua - shared library mod for easier creation of LUA mods;
  • dda-lua-achievements - adds achievements:
    • not implemented yet.
       
  • dda-lua-fun - adds fun:
    • `nationality` - select nationality on game start and receive some bonus items.
       
  • dda-lua-items - adds items:
    • `atomic_entity_scanner`- highlights items and creatures around player character;
    • `atomic_earthquake_generator` - makes rubbles around player character.
       
  • dda-lua-mapgen - adds mapgen:
    • not implemented yet.
       
  • dda-lua-skills - adds skills:
    • `athletics` - gives speed bonus based on `squares_walked`.
       
  • dda-lua-traits - adds traits:
    • `TOURETTE` - shouts bad words when not under medication (`xanax`);
    • `NIGHTMARES` - you see bad dreams when not under medication (`ambien`);
    • `NUDIST` - +2 to all attributes when naked.
Screenshots:
(click to show/hide)

Links:

12
The Lab - Contributions and Mods / Re: [SPOILERS] Urban Development
« on: August 07, 2017, 02:53:30 PM »
That line one error that is getting int he way of adding the mod is absolutely mystifying to me, being 100% unfamiliar with whatever linting is. I know it's getting in the way, and that it's only in the modinfo.json. So. If I got my hands on the files, and stuffed them in the appropriate places in the main json folder.. Would that work? (I'm still trying to find out how to grab them without copy/pasting from github and manually removing thousands of +'s)
One can download raw files from the github:

https://raw.githubusercontent.com/acidia/Cataclysm-DDA/urban_development/data/mods/Urban_Development/building_jsons/urban_10_house_brick_pool.json

13
So lua is still in the game. I wonder why stats through skills 2 isn't working then.
StatsThroughSkills mod shipped with the game is working good. Is you version of the game compiled with lua support?
That is the basic stats through skills which I don't think uses lua. Basically the reason I don't use that mod is as soon as stats update and if you start out with 0 skills then al your starting stats are dropped whereas stats through skills 2 I know doesn't do that.
StatsThroughSkills shipped with the game uses lua. Somewhere in the future it will be recoded in c++, but that's not yet true for today.

14
Got it working, something is fucky with my energy weapon stuff for somereason but whatever.

Love the destroyed damaged buildings. Could use more variety in the graffitti. Is there any way to disable those lua callbacks? Made a character and had to wait till daytime to check things out and just get spammed with lua callbacks.

Really excited about this, how can I add more to the graffitti?
Graffiti strings are defined in the "\data\mods\ZSLua_DegradeBuildings\lua\MapGen.lua". Search for this code and add more strings as necessary:

Code: [Select]
function MapGen.RandomGraffitiString ()

  local strings = {
    "LUA rules!",
    "LOOTED",
    "X",
    "muh fukaz!",
    "Beware of Zeds",
    "Hello, Kitty!",
    "* unreadable symbols *",
    "<color_ltred>PRAY!</color>",
    "<color_red>PRAY AND SPRAY!</color>"
  }

Lua callbacks are defined in "\data\mods\ZSLua_DegradeBuildings\main.lua". They should be disabled in the NoLog version,s or either try use that version, remove callback functions or comment Log statements like this:

Code: [Select]
function MOD.on_new_player_created()
    --Log.Message("ZSLua_DegradeBuildings: main.lua: callback: on_new_player_created", true)
end

function MOD.on_skill_increased()
    --Log.Message("ZSLua_DegradeBuildings: main.lua: callback: on_skill_increased", true)
end

function MOD.on_minute_passed()
    --Log.Message("ZSLua_DegradeBuildings: main.lua: callback: on_minute_passed", true)
end

function MOD.on_day_passed()
    --Log.Message("ZSLua_DegradeBuildings: main.lua: callback: on_day_passed", true)
end

You can also omit second parameter of the function or set it to nil/false.

15
From a couple days ago, necropolis is in but I haven't run into any in this current world gen. Maybe it didn't generate one and thats why I get the error? If thats the case I don't know why it would spit me out to the main menu.
The issue is you game cannot find item group `energy_weapon_armory`. It should be defined in `\data\json\itemgroups\locations.json`.

Code: [Select]
,
  {
    "id": "energy_weapon_armory",
    "type": "item_group",
    "subtype": "collection",
    "items":[
      { "group": "guns_energy", "prob": 50 },
      [ "plut_cell", 30 ],
      [ "adv_UPS_off", 20 ],
      [ "electrolaser_conversion", 5 ],
      [ "high_density_capacitor", 5 ],
      [ "beam_scatterer", 5 ]
    ]
  },

It is likely that you have some mod enabled which blacklists this item group.

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