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Messages - elm

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2
Modification Help / Re: Scratch for Blockland
« on: December 31, 2017, 10:57:08 PM »
This is cool. One thing though, in options can you allow for code to be exported/viewed like so:

function a()
{

}


Instead of just default exporting to what you have now:

function a(){

}

3
Suggestions & Requests / Re: simple configurable crafting system
« on: December 29, 2017, 10:06:07 PM »
I uploaded it to github but realized you need some other classes with it (like requirements/includes). The crafting class looks like it uses the Stabilizer class and Inventory class (possibly). The idea was for each class to be standalone so the main functions you'd utilize probably are. Also, the METHOD links below tell you what each function does for it's class..


https://github.com/Elmling/Lob2



Here are the methods for the crafting class



Here are the methods for the menu class

Examples below ../Menus/menu_yesNo.txt:

1.

Code: [Select]
if(isObject($menu::YesNo))
$menu::YesNo.delete();

$menu::YesNo = $class::menuSystem.newMenuObject("YesNo","Menu YesNo");
$menu::YesNo.addMenuItem("Yes","%a=1");
$menu::YesNo.addMenuItem("No","%a=1");

2. (little more functionality)

In ../Menus/menu_crafting_wood.txt:

Code: [Select]
if(isObject($menu::Crafting))
$menu::Crafting.delete();

$menu::Crafting = $class::menuSystem.newMenuObject("Crafting","What would you like to do to the Wood?");

$menu::Crafting.setname("CraftingMenu");
$menu::Crafting.class = "CraftingMenu";

$menu::Crafting.addMenuItem("Craft Bow Handle","$menu::crafting.setTempBody(\"Enter an Amount or type ALL\");$menu::crafting.showInputMenu(#CLIENT);");//"$menu::Crafting.showInputMenu(#CLIENT);");
$menu::Crafting.addMenuItem("Craft Handle (for weapons/tools)","$menu::crafting.setTempBody(\"Enter an Amount or type ALL\");$menu::crafting.showInputMenu(#CLIENT);");//"$class::Crafting.ageSelected(#CLIENT.ndSelection);");
$menu::Crafting.addMenuItem("Craft Arrow Shafts","");//"$class::Crafting.useColors(#CLIENT.ndSelection);");

package class_menu_crafting_wood
{
function menuObject::onInputValueRecieved(%this,%client,%value)
{
if(%this.name $= "crafting")
{
%selected = %this.selected[%client];
if(%selected $= "craft arrow Shafts")
{
%type = "Arrow Shafts";
}
else
if(%selected $= "craft handle (for weapons/tools)")
{
%type = "Handle";
}
else
if(%selected $= "Craft Bow handle")
{
%type = "Bow Handle";
}

%inventoryItemSelected = getWord(%client.lastInventoryItemSelected,0);
%recipe = $class::crafting.getRecipe(%inventoryItemSelected @ " " @ %type);

if(!isObject(%recipe))
{
talk("The wood classes are: Pine, Oak, Willow, Maple");
return parent::onInputValueRecieved(%this,%client,%value);
}
%client.craftingStart(%recipe,%value);
}
return parent::onInputValueRecieved(%this,%client,%value);
}
};
activatePackage(class_menu_crafting_wood);


4
Suggestions & Requests / Re: simple configurable crafting system
« on: December 27, 2017, 04:37:45 PM »
I have both those coded (tested semi). It was for my second RPG which the code was supposed to be open sourced, which I'll upload to github in a bit if anyone wants to use the crafting class system as a base..

5
Guys, I'm actually phoon


6


I hope this is in a Package

Your code:

function gameConnection::onClientEnterGame() //<- Missing arguments
{
     %target = findClientbyName(%target); //<- Invalid, you'd simply use the arguments passed from the function
     ....code....
     ................

It should look like this instead (notice the differences between the code below and your code above):

function gameConnection::onClientEnterGame(%this) //<- %this is the client AKA gameConnection (it's class), it can be named anything just be consistent
{
     //I dont understand what you're trying to do below but it's syntactically correct
     if($timesWarned[%this] < 1)
     {
          $timesWarned[%this] = 0;
     }
}

7
Modification Help / Re: kid has even more questions about TS
« on: December 12, 2017, 10:47:08 PM »

8
Add-Ons / Re: Avatar Events v.1.2
« on: December 08, 2017, 10:00:36 PM »
-snip-

I'm not working on it anymore, it was something I worked on a year ago. I didn't know about the alternate node names, that's cool.

I can fix and add a few things to 'Avatar API' and then you can add it into your add-on and even edit the code as you feel since you'll be actively working on 'Avatar Events' (presumably..).

9
Games / Re: Age Of Time - Now with discord!
« on: December 04, 2017, 08:51:31 PM »
:O

10
Add-Ons / Re: Avatar Events v.1.2
« on: December 04, 2017, 06:12:22 PM »
I was reading through swol and your code and you guys are over complicating a lot of the functions haha.

this may sound a bit naive, but doesn't this already exist

There's also my version, though it's not in add-on release state. It was more geared towards developers working with the avatar appearance through code (if you've tried working with the avatars through code, you know its TERRIBLE). All though it does have all of the Events Goth's does, minus 1 or 2:

https://github.com/Elmling/Avatar_API

11
Games / Re: Counter Strike: Global Offensive - *smack*
« on: December 01, 2017, 07:44:17 PM »
Eh i dont even want any of those skins...

12
Games / Re: Counter Strike: Global Offensive - dust 2.... its bretty good
« on: November 11, 2017, 09:25:06 PM »
I'm better than kennyS omg!


13
I don't really want to waste time debating on why you should be returning parents, yes even in serverCmds when packaging them. You'll eventually figure out why, if you haven't yet..

14
General Discussion / Re: These false reviews need to stop.
« on: October 28, 2017, 02:40:56 PM »
I actually laugh at badspot's posts, he's an unintentional comedian. I finally have a sig on my profile:




15
Please make a craps table.

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