Turn-based script possible?

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Ixnatifual

Re: Turn-based script possible?

Post by Ixnatifual »

Sounds kind of like the D&D move-action system. Or perhaps even more so XCOM's version of it.
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Rook
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Re: Turn-based script possible?

Post by Rook »

JKos wrote:Sorry, I accidentally uploaded a non-working version (there was one square bracket comment, which breaks the module loading system), but now it should work.

Looking forward to your tweaks. And if there is anything you can't figure out in that script just ask.
I'm getting this error message when loading my dungeon with the new turn-based script;
mod_assets/framework/modules/turn_based.lua:158: ')' expected (to close '(' at line 6) near 'function'
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JKos
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Re: Turn-based script possible?

Post by JKos »

Damn Google Drive, for some reason it didn't anymore update the zip after I deleted it from google drive temporarily. Everything seemed to be right, but the zip wasn't updated. But now the zip is the correct one, I checked it. Sorry.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Rook
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Location: Belfast, UK

Re: Turn-based script possible?

Post by Rook »

That's working much better now. :)

Regarding adding the turn_based script entity: Do I copy from line 6 to 362?.

EDIT:

Got it working as a script entity now. Time to start tinkering. :)
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