Orillian

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  • in reply to: Wayward 1.9.1 changelog (Russian) #4945
    Orillian
    Member

    Thanks for that! The more people that can see what’s changing the better!

    O.

    in reply to: What changed? #4669
    Orillian
    Member

    No worries about your grammar, English is my native language and I don’t do much better! 😛

    As for the home base type idea…..maps are currently independent of the player and you could theoretically save them away from the rest. We don’t have anything in place for that at the moment, but it wouldn’t be all that hard to convert the save load mod to just save world maps.

    O.

    in reply to: What changed? #4666
    Orillian
    Member
    /**
     * Change the current tile
     * @param newTile object (object variables: type (required), strength, mindur, maxdur)
     * @param changeX int
     * @param changeY int
     * @param stackTiles boolean <---if you set this to false or leave it off it will overwrite the current tile, true stacks.
     */
    function changeTile(newTile, changeX, changeY, stackTiles)

    examples:

    changeTile({type: 'cobblestone'}, player.x, player.y, true);
    changeTile({type: 'cobblestone', mindur: 8, maxdur: 12}, player.x, player.y, false);

    Hope that helps.

    O.

    • This reply was modified 10 years ago by Orillian.
    in reply to: My game so far #4646
    Orillian
    Member

    Sharknado!

    in reply to: [Beta 1.7] Possible Bugs #4645
    Orillian
    Member

    I actually changed this again. :/ the first attribute is an object like what I used for item passing.

    So changeTile({type:'dirt'}, xLocation, yLocation, false); Is the minimum requirement.

    You can add strength properties, mindur, maxdur to the tile object prior to passing it into changeTile.

    Currently giving a tile a preset min/max durability only does something if it’s a wall, floor or door.

    if StackTiles is set to true it stacks the tile on top of the current tile. if false it overwrites the tile at that location.

    So the tile object that can be passed in looks like the following.

    tile: {
        type: 'tiletype',
        strength: integer,
        maxdur: integer,
        mindur: integer <= maxdur,
    }

    Hope that helps.

    in reply to: (Bug) Stone Water Still Half Full or Half Empty? #4460
    Orillian
    Member

    I’m hoping these issues will be fixed in 1.7 with the updated item management code in place. We did a lot of work to fix many of the item inconsistencies. Especially around special items like water stills that get placed in the environment.

    O.

    Orillian
    Member

    This should be fixed in 1.7 now. See todo list for an updated list of current bug fixes.

    O.

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