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In addition, none of these LUA functions appear to work:
Game.MessageBox(...) Game.InvokeMsgBox(...) Game.Log(...) Game.atom_getpar(...) Plz fix. Thank you! |
Those are certainly all source code fixes, and as we don't have access, you'll have to wait for 1C to fix those (should they choose to). Better to report those in the Bugs thread.
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if receiver_human and not receiver_glot then |
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I wasn't optimizing for speed, since that is no doubt a non-issue with something like this. More just for how clarity and ease of debugging. Calling in additional functions to do your logic like that makes the code slightly weightier. And then, any edit to an external source should generally be simple so as a diff is easy to understand. Seeing: Code:
Blah blah < bleh bleh Code:
Blah blah >= bleh bleh Er, not that any of this really matters... I've just been doing code reviews at work recently and it has me thinking about Ivory Tower code production stuff. |
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if receiver_human and not receiver_glot then Code:
if receiver_human and not receiver_glot and (skill_power("weakness_lore", 2) > 0) then |
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Lol, thanks. :) I'll try not to hurt myself making the change.
Edit: Aaand... it works! Wolves took the crit. If anybody needs a crit tester save, you can use this one. Just talk to the berserker guy to fight him - he knows doom. What I have been doing is running the maiden out to grab the chest and then casting summon nature's ally in the hex in front of her. When it's the hero's turn he'll cast doom on the wolves and then his black knight will run up and smack them for a crit (or the sense weakness bug, if you don't put in the fix). And you probably know this but the save goes in your my documents\my games\KBWoTN saves folder. |
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Any hope to fix the famous battle crash using viking buffer troop? |
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if receiver_human and not receiver_glot and (skill_power("weakness_lore", 2) > 0) then |
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