well I know the notebook by JW, but I have difficult to add it with the hooks, as I'm already using some other script like: quick action bar, log journal, and a spellbook script, picked I don't remember where, that the spells must be learned before used, another hook used for a boulder projectile, and a hook with an item that allow the champion a resistance against physical damage.
This start to be a total mess
That's why I wanted something more easy to implement like a "simple" item.
I ve already tried the notebook but I can't turn or moves when it is opened, there is something wrong with the onMove and onTurn hooks. Then I'm not really sure of what I'm doing when adding it, seems that quick bar, the spell book and the journal works. By the way Ihave spawn 2 large notebooks, one to store the notes, the other to store the scrolls, works great, but I always can't move or turn.
maybe can you help or someone else?
here is my init.lua
-- This file has been generated by Dungeon Editor 1.3.7
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import custom assets
--import "mod_assets/framework/framework.lua"
-- load desired framework modules
--fw_loadModule('timers')
--fw_loadModule('grimq')
--fw_loadModule('data')
--fw_loadModule('help')
--fw_loadModule('fw')
--fw_loadModule('fw_default_hooks')
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
--
--wallsets
import "mod_assets/scripts/mine/mine_objects.lua"
import "mod_assets/scripts/mine/mine_wall_sets.lua"
import "mod_assets/scripts/mine/mine_materials.lua"
import "mod_assets/scripts/mine/mine_sounds.lua"
import "mod_assets/scripts/sx_yuleland.lua"
import "mod_assets/scripts/northern_dungeon_materials.lua"
import "mod_assets/scripts/northern_dungeon_objects.lua"
import "mod_assets/scripts/northern_dungeon_wall_set.lua"
import "mod_assets/scripts/outdoor.lua"
import "mod_assets/southern_temple/scripts/wall_sets.lua"
-- dm pack
import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
--
-- items
import "mod_assets/grim_vsword/grim_fbox.lua"
import "mod_assets/grim_vsword/gor_coin.lua"
import "mod_assets/grim_vsword/grim_coinslot.lua"
import "mod_assets/grim_vsword/grim_firestaff.lua"
import "mod_assets/grim_vsword/dm_food.lua"
import "mod_assets/grim_vsword/dm_keys.lua"
import "mod_assets/grim_vsword/dm_gems.lua"
import "mod_assets/oliveitem/oliveitems.lua"
import "mod_assets/oliveitem/tech_box/tech_box.lua"
import "mod_assets/oliveitem/anvil.lua"
import "mod_assets/pandafox_assets/black_armor/black_armor.lua"
import "mod_assets/throwing_hammer/scripts/items.lua"
import "mod_assets/throwing_hammer/scripts/materials.lua"
import "mod_assets/books/tome.lua"
import "mod_assets/rocketlauncher/rocketlauncher.lua"
-- Import Oriental Weapons
import "mod_assets/oriental_weapons/oriental_weapons.lua"
--
-- objects
import "mod_assets/lol_gobelins/scripts/objects.lua"
import "mod_assets/lol_gobelins/scripts/materials.lua"
import "mod_assets/grim_bed/grim_bed.lua"
import "mod_assets/scripts/statuemove.lua"
import "mod_assets/scripts/glass_walls_and_secret_doors.lua"
import "mod_assets/scripts/flooded_dungeon.lua"
import "mod_assets/scripts/customalcoves.lua"
import "mod_assets/log_desk/log_desk.lua"
import "mod_assets/glasswall/glasswall.lua"
import "mod_assets/scripts/fusion_reactor.lua"
import "mod_assets/oliveitem/particle/sphere_particles.lua"
--wall plaques
import "mod_assets/wall_plaques/scripts/wall_plaques.lua"
-- odinsball industrial machine object
import "mod_assets/plugins/sh_ob_wallset/sh_ob_scripts/sh_ob_wallset_materials.lua"
import "mod_assets/plugins/sh_ob_wallset/sh_ob_scripts/sh_ob_wallset_objects.lua"
--
-- boulder with party hook
import "mod_assets/boulder/scripts/boulder_party.lua"
--
-- monsters
import "mod_assets/plugins/beholder/beholder.lua"
import "mod_assets/dragon/dragon.lua"
import "mod_assets/plugins/cultist/scripts/monsters.lua"
import "mod_assets/plugins/cultist/scripts/materials.lua"
import "mod_assets/plugins/skeleton_warrior_sword/skeleton_warrior_sword.lua"
import "mod_assets/plugins/human_bowman/human_bowman.lua"
import "mod_assets/swarm/scripts/init.lua"
--
-- special script
import "mod_assets/dx_sky_system/dx_sky_system.lua"
-- stone skin bracelet
defineObject{
name = "party",
class = "Party",
editorIcon = 32,
onDamage = function(champion,dmg,type)
if recursing then recursing = false return true end
if champion:getItem(10) and champion:getItem(10).name == "primal_bracelet" then
if type == "physical" then
recursing = true
champion:damage(math.ceil(dmg*.85),type)
return false
end
end
return true
end
}
-- spellbook
cloneObject{
name = "party",
baseObject = "party",
onCastSpell = function(caster,spell)
return spellbook_script.checkSpellbook(caster,spell)
end,
}
--
import "mod_assets/plugins/locks/keys_and_locks_collection.lua"
-- notebook JW
import "mod_assets/notebook/init_framework.lua";
--quickbar et journal book JW
cloneObject{
name = "party",
baseObject = "party",
onDrawGui = function(g)
-- Start NoteBook Mod Hook
if ( nb_main_script ~= nil and nb_main_script.onDrawGui ~= nil ) then
nb_main_script:onDrawGui(g);
end
-- End NoteBook Mod Hook
mdConversationList.onDraw(g);
qb_script.onDrawGui(g);
-- end
--}
end,
onMove = function(party, direction)
-- Start NoteBook Mod Hook
if ( nb_main_script ~= nil and nb_main_script.isNoteBookShowing() ) then
return false;
end
-- End NoteBook Mod Hook
end,
onTurn = function(party, direction)
-- Start NoteBook Mod Hook
if ( nb_main_script ~= nil and nb_main_script.isNoteBookShowing() ) then
return false;
end
-- End NoteBook Mod Hook
end,
onRest = function(party)
-- Start NoteBook Mod Hook
if ( nb_main_script ~= nil and nb_main_script.isNoteBookShowing() ) then
return false;
end
-- End NoteBook Mod Hook
end,
}
--
and there is this script for a boulder
cloneObject{
name = "party",
baseObject = "party",
onProjectileHit = function(champion, projectile, amount)
if projectile.name == "boulder" then
party:playScreenEffect("damage_screen")
shootProjectile("boulder",party.level,party.x,party.y,party.facing, 3,0,0,0,10,0,1000,party,false)
damageTile(party.level, party.x, party.y, projectile.facing, 6, "physical", 9999)
end
return true
end,
}