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Reply to Re: Dink with Lua scripting, first public alpha

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May 26th 2014, 01:27 PM
peasantm.gif
shevek
Peasant They/Them Netherlands
Never be afraid to ask, but don't demand an answer 
get_item is not in my DinkC reference (3.1, and there's more that isn't in there), so I didn't know it existed. Yes, this seems to allow what I asked for.

Anyway, I'd still like to have something like dink.items and dink.magic, which are tables with 16 and 8 elements respectively, each element being a table of 3 elements: script name, sequence and frame.

It may be more useful for debugging than anything else, especially given that get_item exists, but debugging is a good thing to support, too. However, that means that it's also quite acceptable (and probably easier to implement) to define get_inventory and get_magic functions which return such tables. The main difference would be that these returned tables cannot be used to make changes to the active state.

By the way, do you support global variables of non-int type (obviously non-saved and lua-only)? (The wiki isn't very informative yet. )