Search found 54 matches
- Tue Mar 04, 2014 2:50 am
- Forum: Help Forum
- Topic: Damage Counter script errors
- Replies: 43
- Views: 26029
Re: Damage Counter script errors
It has added the terminal hits - chances are your regex trigger for capturing critical hits, is either not catching right, or is capturing a different string than you have in the critNames table
- Tue Mar 04, 2014 12:36 am
- Forum: Help Forum
- Topic: Damage Counter script errors
- Replies: 43
- Views: 26029
Re: Damage Counter script errors
Any errors showing up when you get a critical hit?
- Mon Mar 03, 2014 11:10 pm
- Forum: Help Forum
- Topic: Damage Counter script errors
- Replies: 43
- Views: 26029
Re: Damage Counter script errors
Change the "CritCounter:AddCrit(type)" function to this: function CritCounter:AddCrit(type) if not self._enabled or not type then return end type = self._critNames[type] self._critTable[type] = self._critTable[type] + 1 self._critLast[type] = 0 self:Save() end Then go and get a critical hi...
- Mon Mar 03, 2014 9:19 pm
- Forum: Help Forum
- Topic: Damage Counter script errors
- Replies: 43
- Views: 26029
Re: Damage Counter script errors
Looks like you spelt surprising wrong in there somewhere.. If you can find that, it should work l
- Mon Mar 03, 2014 4:17 am
- Forum: Help Forum
- Topic: Damage Counter script errors
- Replies: 43
- Views: 26029
Re: Damage Counter script errors
Hi Nobelestone, Sorry I haven't replied - its been quite a while since I've played (and longer still since I wrote that script). What you might want to try and do is go to your mudlet profile directory, and delete the CritCounter.lua file you find there. That gets loaded in each time you start up mu...
- Mon Jun 13, 2011 5:39 am
- Forum: Help Forum
- Topic: Anyone have a Wormholes script?
- Replies: 3
- Views: 4571
Re: Anyone have a Wormholes script?
Here's a old one of mine. It doesn't take into account WORM SEEKing, and the successful warp trigger is made for a vibrating stick..but it'll keep track of warps you've gone through, and show them whenever you enter a room with a warp. Edit: Oh, just realized it is built for ATCP. If you're using GM...
- Wed Jun 01, 2011 9:11 pm
- Forum: Mudlet Development
- Topic: Package system development [2.0-rc6-pre1]
- Replies: 6
- Views: 8332
Re: Package system development
Forgot to add, in case whoever is in charge of building it doesn't know how - if you do want to compile with static linking to the runtime library, just change Project Properties -> C/C++ -> Code Generation -> Runtime Library to one of the non-dll options.
- Wed Jun 01, 2011 6:49 pm
- Forum: Mudlet Development
- Topic: Package system development [2.0-rc6-pre1]
- Replies: 6
- Views: 8332
Re: Package system development
Easy fix: Just download the Visual Studio 2010 redistributable from here.
It probably should be bundled in with the windows install (or the install fixed so it doesn't need it).
It probably should be bundled in with the windows install (or the install fixed so it doesn't need it).
- Mon May 23, 2011 11:31 pm
- Forum: Mudlet Development
- Topic: table.save relative to Mudlet home directory
- Replies: 2
- Views: 3104
Re: table.save relative to Mudlet home directory
]Yeah, I do have it lowercase to go fit with convention: function table.saveRelative(relPath, saveTable) if string.char(getMudletHomeDir():byte()) == "/" then _sep = "/" else _sep = "\\" end local saveFile = getMudletHomeDir() .. _sep .. relPath table.save(saveFile, sav...
- Mon May 23, 2011 11:57 am
- Forum: Mudlet Development
- Topic: table.save relative to Mudlet home directory
- Replies: 2
- Views: 3104
table.save relative to Mudlet home directory
Because of the ability to now register the sysExitEvent and sysLoadEvent functions, I've created table.LoadRelative() and table.saveRelative() to easily save and load tables relative to the mudlet home directory: function table.SaveRelative(relPath, saveTable) if string.char(getMudletHomeDir():byte(...