Possible to use "import party" to run external scripts?

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flatline

Possible to use "import party" to run external scripts?

Post by flatline »

This is probably a big No-No.

Is it possible to access any party functions by using "import party"?
The reason I'm asking is that it'd be nice for players to access new functions in custom dungeons, without having to actually edit the dungeon. Could the "import party"-setting be used in any way to access that? Does it, for example, check anything other than pure stats?

Once again, highly unlikely, but a definitive answer would be nice.
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Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Possible to use "import party" to run external scripts?

Post by Komag »

can we access file contents via the console? like c:\grimrockstuff\myfavscripts.lua.coolfunction()
Finished Dungeons - complete mods to play
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Possible to use "import party" to run external scripts?

Post by petri »

I'm not sure if I understand the question. If you're asking can the hooks in the party class be transferred between dungeons, then the answer is no. No code can be imported from the previous dungeon with party import - this would be very, very difficult to implement and very error prone.
flatline

Re: Possible to use "import party" to run external scripts?

Post by flatline »

Yep, that was pretty much what I was asking, and pretty much was I was expecting. Thanks for answering even somewhat unintelligible questions.
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