I have a couple ideas swimming around in my head, but before I start yammering away, I thought I'd dive into the lua files and see what can be done...
and I was thoroughly confused. A lot is familiar, and I've successfully change classes, skills/talents and new maps. What I'm looking to do is ad another depth to the game to allow for another game type.
in hunting for the lua files responsible for things like inventory and UI 'boxes'...not seeing much or I'm missing it.
1) Is the LuaDoc info all the functions available to use with the T-Engine?
2) If I were wanting a secondary inventory, say a 'bag of holding' or 'memory space'... Where on earth would I start defining that??? I can't seem to find something like it. I thought I'd treat it like a store, but that opened up a whole other can of worms like "can a store be selected from the inventory or a hot-key"????
I hope I've tried to explain myself enough. Any help or points in the direction to read stuff would be awesome.
Also...what keys can be used? like the F1-12 keys???
A question about modules and how far can they go
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- Low Yeek
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Re: A question about modules and how far can they go
You're treating the engine as a "classic" game engine like the neverwinter games and such, this is not how TE4 was designed.
TE4 provides building blocks, but it always try very hard to not be "contaminated" with game stuff.
Inventories ? there are many ways you can do that, for a bag of holding you could have an actual Object that implements the ActorInventory class for example, or you can make it up yourself it's easy too.
Dialogs stuff is in engine.ui.*
The best way to learn to to check for how T4 (the game module) does things, for *very* specific things, because it's so huge otherwise.
TE4 provides building blocks, but it always try very hard to not be "contaminated" with game stuff.
Inventories ? there are many ways you can do that, for a bag of holding you could have an actual Object that implements the ActorInventory class for example, or you can make it up yourself it's easy too.
Dialogs stuff is in engine.ui.*
The best way to learn to to check for how T4 (the game module) does things, for *very* specific things, because it's so huge otherwise.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Low Yeek
- Posts: 9
- Joined: Thu Aug 18, 2011 8:00 pm
- Location: Las Vegas, Nevada, US
- Contact:
Re: A question about modules and how far can they go
Yeah, looking at it now, that is EXACTLY how I'm approaching it... Been doing lots of modding for other games so maybe I should unlearn some philosophies 
