Re: Tentative changelist for 2.1.19
Posted: Sun Feb 08, 2015 8:41 pm
Is it possible to disable writing gameEffects list on Item when EquipmentItem commponent is disabled?
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+ 1AdrTru wrote:Is it possible to disable writing gameEffects list on Item when EquipmentItem commponent is disabled?
I confirm this bug. I thought it was because multiple return vars were not used. Not true. Its bugged.Granamir wrote:minor bug:
"GameObject:getSubtileOffset()" gives only x offset
Code: Select all
local sx, sy = go:getSubtileOffset()
print(sx, sy)
I think you doors are 'sparse'MrChoke wrote:Ugh. I just confirmed a bug. Its in the Brain component, the "seesParty" property. It is erroneously getting set to true even though the party should not be seen. It doesn't appear to fail if there is a solid wall blocking. However, it does fail for walls with door components, even if multiple of these block the party. When it fails, it will go to true for one movement of the monster and then go back to false. I cannot pinpoint why it is doing it only that it clearly shouldn't be.
Use the contents() method.MrChoke wrote:I just came across this. On MonsterComponent, we have addItem(), removeItem(), dropAllItems(). But we have no way to get the list of items that a monster is holding. Unless I missed it. Yes, this may be an enhancement, but how about a "getAllItems()" method e can iterate through?
Hi. I didn't know about sparse. I did try it though and the problem is still happening. To ensure that it was not any mistake I made with custom objects, I replaced all of them with "castle_door_wood". This is not a sparse door. The "seesParty" property will still go to true for one move and then back to false. It seems to do it only at perfect or close to perfect diagonals to the party, never at horizontal or vertical positions.petri wrote:I think you doors are 'sparse'MrChoke wrote:Ugh. I just confirmed a bug. Its in the Brain component, the "seesParty" property. It is erroneously getting set to true even though the party should not be seen. It doesn't appear to fail if there is a solid wall blocking. However, it does fail for walls with door components, even if multiple of these block the party. When it fails, it will go to true for one movement of the monster and then go back to false. I cannot pinpoint why it is doing it only that it clearly shouldn't be.
Yes, that works. I have updated JKos's Github documentation site to reflect this. Thanks!petri wrote:Use the contents() method.MrChoke wrote:I just came across this. On MonsterComponent, we have addItem(), removeItem(), dropAllItems(). But we have no way to get the list of items that a monster is holding. Unless I missed it. Yes, this may be an enhancement, but how about a "getAllItems()" method e can iterate through?
This is great to learn. Is there a similar way to get all the traits of an item or champion, instead of checking for specific ones?petri wrote:Oops Component:getName() seems to be missing, I'll add it. btw. component iterator already exists, see crystal_shard_recharging definition for example.minmay wrote:- I have seen a lot of scripting problems where a Component:getName() method and/or a way of iterating through all a GameObject's components would be very useful.