Reply to Re: Dink with Lua scripting
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I greatly prefer the second method, which I will henceforth name the best choice choice menu or bccm).
I'm guessing you can input any condition in the add:choice method as a second parameter? And combinations of AND, OR, NOT?
Also, I had one extra question/suggestion that I was thinking about this morning. We know we're able to utilize strings in the LUA code. This is great for many reasons (choice menu's being one of them), but I was thinking about using strings to let the player enter his name. Some d-mods in the past have allowed letter input through various means (with LUA it would be quite easy), but I realize that the variables still only exist in the LUA code, not the DinkC code and definitely not, most importantly, in the save file.
So, you could enter a name but as far as I understand it won't be saved. So my question/suggestion is, would it be possible to (on game save) also save the variables usd in LUA to a seperate encrypted file (possibly same name as the save but with a different extention)? Preferably it would load these variables again the next time the game starts and if that's not possible, at least allows us to read from them manually.
Too bad your time has become limited again, but I think we all understand how that goes Hopefully it won't cause you to give up on the project, it's a really great thing to look forward to!
I'm guessing you can input any condition in the add:choice method as a second parameter? And combinations of AND, OR, NOT?
Also, I had one extra question/suggestion that I was thinking about this morning. We know we're able to utilize strings in the LUA code. This is great for many reasons (choice menu's being one of them), but I was thinking about using strings to let the player enter his name. Some d-mods in the past have allowed letter input through various means (with LUA it would be quite easy), but I realize that the variables still only exist in the LUA code, not the DinkC code and definitely not, most importantly, in the save file.
So, you could enter a name but as far as I understand it won't be saved. So my question/suggestion is, would it be possible to (on game save) also save the variables usd in LUA to a seperate encrypted file (possibly same name as the save but with a different extention)? Preferably it would load these variables again the next time the game starts and if that's not possible, at least allows us to read from them manually.
Too bad your time has become limited again, but I think we all understand how that goes Hopefully it won't cause you to give up on the project, it's a really great thing to look forward to!