#modules

1 messages · Page 10 of 1

hearty flint
#

I think I can put the timeout only if the player is not in playerList

tulip lily
#

Or he could simply choose the shaman before changing the map, it's not like new players will be shaman if there isn't a func to randomize

hearty sentinel
tulip lily
whole tide
#

stonks mini-game

civic burrow
#

lmao

cobalt saffron
#

./room #aurora0ping

tulip lily
#

Interesting, used the time difference of what? I mean, to calculate the ping.

cobalt saffron
#

Hidden bonus

tulip lily
#

Hm

cobalt saffron
#

The private module use cheese

#

There is a third option

tulip lily
#

Well, everything that depends on the client to trigger a lua event can become an option, just calculate the time difference.

cobalt saffron
#

👍

flat gorge
#

What happened to the elimination module?

civic burrow
#

how so

flat gorge
# civic burrow how so

I have to enter in its room code to play, it's not displayed on the room list anymore.

civic burrow
#

Ah yeah, it's been demoted to semi-official :c

#

it works as usual, but it won't appear in the room list

flat gorge
#

:C

whole tide
#

@hearty flint u need find way make #flood gameplay shorter it take for ever to wait others to win

hearty flint
#

I'm thinking about water rising faster with time

whole tide
#

try doing that and test it

dusty horizon
#

the boomba submodule of #anime0boomba is broken, after a while playing in the room in game mode it stops and stays with shaman

#

players need to create another room to continue playing until it breaks again

whole tide
#

#anime0boom its broken yea

#

its break all time , i really love this module

#

but it has bad maps

tulip lily
#

@hearty flint the new xml property doesn't help you with #Flood?

hearty flint
#

I'm still thinking of a way to prevent

tulip lily
#

It's because now, if I understood it correctly, you can define which objects shaman has in inventory from the map xml using shaman_tools="type1, type2..."

hearty flint
#

my idea is to use the current totem delete system when the room is created (when the room is created and the playerList is still loading) and use the new xml method in other rounds

tulip lily
#

Yeah, look at announcements

hearty flint
#

omg i loved it

inner carbon
#

I'm unsure if that's a whitelist inclusion or just extending the list of shaman objects

#
  • if it affects skills
hearty sentinel
#

trying to see if we can access BOMBS XD

#

interesting

hidden trail
#

Paper plane builds let's GOOO

hearty sentinel
#

THE MAGIC BOX DUDE

#

LOO

#

poisson is more back than ever LOL

#

we can have now NAILS

#

wow i can set to divine and use nails

#

muahahah

#

or use rough plank LOL

hidden trail
hearty sentinel
#

i also need to test all ids

#

there is a sample in #maps but what if i add all ids

#

imagine deleted objects are out there

#

WOW

#

you can also use skin items without own skin items

hearty flint
#

😱

#

we love tig now

hearty sentinel
#

yep you can use skin items

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without own them

#

what if we add neghative ids

#

what could happen

hearty flint
#

can we set the object limit?

hearty sentinel
#

infinte

#

as long as xml dies

hearty flint
#

1 gb of xml

wide shard
#

bombs dont explode 😦

wide shard
#

when they added paper planes the replaced the rune physics with paper plane physics

wide shard
# hearty sentinel there is a sample in <#501743390174740480> but what if i add all ids

There is nothing really interesting other than some weird stuff like spawning the shamans totem as an object I don’t think. I’ve tried to spawn a ton of overflow object IDs with lua and most of them don’t spawn anything - however this might be changed because one of the object IDs that did not spawn before (2015 halloween box) now does spawn with the update, so who knows

hearty flint
#

we can't use conjuration item 😦

hearty sentinel
#

magic box

tulip lily
high badge
#

yep we can't make conjuration maps

tulip lily
random kraken
#

does anyone knwo the name for the pacman module?

#

know*

whole tide
random kraken
#

oh ok ^^

fresh parcel
#

Can we get mods for module #perguntas? I think there's a lot of people that won't let others enjoy it due them giving the answers to others, specially if theyre 2, they'll just give sham to each other.

hearty flint
#

I think in this case you can use /ban to kick from the room

civic burrow
#

:c

fresh parcel
civic burrow
#

To solve (a bit) of this problem I made it so that the room can have room admins

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like #perguntas0Ease#5833

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so you get a few commands to skip shaman etc

whole tide
civic burrow
#

nice concept for shittons of players

whole tide
#

yea

grim citrus
# whole tide

now u just need to add throwables (with a cooldown) that make platforms fall and you've got spleef

whole tide
#

cool idea

stray belfry
#

looks fun!

civic burrow
#

@stray belfry PLUM PLUM

stray belfry
#

hi it’s me :D

chilly tulip
#

OMG, have pastebein? please

whole tide
#

not yet sadly the mini-game not done

chilly tulip
#

Ohhh, okay ❤️

chilly tulip
whole tide
azure nebula
#

Arka Mousoid

polar galleon
whole tide
#

can't do that name

#

already taken

whole tide
ivory kelp
#

:D

whole tide
#

that your mini game

#

ican't take that name

ivory kelp
#

no problem, let's work together on this

fresh parcel
still locust
ivory kelp
#

Yes xd

whole tide
dusty horizon
#

I went to test the Mario Bros minigame and it crashes a lot, a few seconds after I enter the server crashes for me ;-;

whole tide
dusty horizon
#

f :')
will it be if i can't play it then?

woeful geyser
whole tide
woeful geyser
#

screm Oh ma gawd

#

Thamk!!

whole tide
#

yw

whole tide
#

@hearty flint how they can use anvil ?

hearty flint
#

anvil is not disabled

whole tide
#

ah

obtuse latch
hearty flint
#

idk, I'll disable in this next update

obtuse latch
#

okkk then can we have more build time? so the limit wont be only 2mins(in !config)

dreamy osprey
#

seems interesting

whole tide
dreamy osprey
#

ok

oblique terrace
#

Is it possible to stylise a P5-mechanic map with PNG illustrations for each part of its grounds to make a simple Halloween map? (I'm not a lua dev, but still an artist)

hearty sentinel
#

use lua="" tag

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in grounds xml

woeful geyser
civic burrow
#

@woeful geyser noob

open crypt
#

@civic burrow more noob

woeful geyser
#

@civic burrow Isawmommy

open crypt
#

LOL

woeful geyser
#

Why did u tell me I'm noob!!!

civic burrow
#

@open crypt have you told @woeful geyser what happened?

woeful geyser
#

👀 Huh what

woeful geyser
#

I am definitely missing something cz_sus

civic burrow
#

🤫

open crypt
#

👀

civic burrow
#

Santa will tell you soon

woeful geyser
#

How soon is soon.. 👀

civic burrow
#

ask her.

open crypt
#

as soon as I know what you're talking about 😂

#

I should sleep for real

civic burrow
#

what a liar.

open crypt
#

so confused :3

woeful geyser
#

:c

civic burrow
#

she lying

woeful geyser
#

Santa... come back grabhandL screamcry grabhandR

open crypt
#

what am I missing, @civic burrow? 😭

woeful geyser
#

come back Isawmommy... grabhandL screamcry grabhandR

civic burrow
#

lmao the emoji

#

idk santa said she doesnt wanna tell you

woeful geyser
open crypt
#

liar

woeful geyser
#

This makes me even more curious what's this about...

civic burrow
#

😂

pshhh don't tell snow yet

woeful geyser
#

Uh oh

#

I believe it's something related to Christmas? 🤔

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Honestly I've no idea

azure nebula
#

whisper me, i'll keep the secret tfm_shades

civic burrow
trim summit
high badge
#

they're trying to keep the isawmommy event a secret, but i got them this time tfm_shades

woeful geyser
#

LOL

civic burrow
#

Happy programmers day!!!!!!!!!!!!!!!!!!!! @ here

civic burrow
mighty hatch
#

E

#

@merry parcel

mild sage
#

@icy wave

icy wave
#

lool

mild sage
#

nub

toxic geyser
#

That’s some big brain thinking

rustic monolithBOT
#

plus0 The command is disabled in this channel.
You can use this command in #bot and in country channels.

ripe jackal
#

👀

woeful geyser
civic burrow
#

no lol

#

definitely not.

#

she hasn't told you yet?

woeful geyser
#

No... 😭

#

Now I'm even more curious... @open crypt PLS TELL MEEEEE

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Have been waiting for almost 3 weeks

civic burrow
#

😂

#

damn i think she's never telling you then

#

what a friend..................

woeful geyser
#

🥺

#

Will she tell me one day...

woeful geyser
cobalt saffron
#

the day of the dead is a recycled lua event

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not the new one

#

i believe it takes months to make a lua event

#

so this event might be for another theme

mild sage
#

hey

severe ledge
grim sierra
#

is the #madchess module still working?

icy wave
tawdry slate
lapis shale
#

Madchess never was a module, it was a hidden gamemode.

As for it being available, it was removed a few months ago.

whole tide
woeful geyser
#

Omg new level??

whole tide
#

yep

#

but not for the current mario

stray belfry
#

wow pls

obtuse latch
whole tide
#

tell me guys if i had any ideas wana share about mario maps

civic burrow
#

nice

mild sage
#

I think my Lua is broken. Can someone help

#

See, I just removed a boolean parameter for a function that starts the player table, now it throw weird errors each time I run the script. I don't understand what isAlive = false has to do with tfm.exec.newGame when I have disabled autoNewGame...

#

the "true" print is to check the value of one of those isAlive after I already set it to true, because when I try to use, it throws nil on functions. But it somehow printed the next time I runned the script when I removed the print

civic burrow
#

if you don't share the script there's no way to guess

mild sage
#

Haha sorry, I already got the help. Thanks anyways

#

Well, I do have another problem

#
keys = {
    0, -- [lArrow + A] left
    1, -- [uArrow + W] up
    2, -- [rArrow + D] right
    3, -- [dArrow + S] down
    32, -- [SPACE]
    67, -- [C]
    71, -- [G]
    72, -- [H]
    75, -- [J]
    80, -- [P]
    85, -- [U]
    88, -- [X]
    90 -- [Z]
}

function eventNewPlayer(playerName)
    room.total_players = room.total_players + 1
    for i, key in ipairs(keys) do
        system.bindKeyboard(playerName, key, true, true)
        system.bindMouse(playerName, true)
    end

    startPlayer(playerName)
end

am I doing something wrong? The system.bindKeyboard doesn't seem to work or the eventKeyboard

civic burrow
#

eventNewPlayer won't trigger for players that already are in the room, so you'll need to loop it for the current players too

#

And you shouldn't bindMouse for every key :P

mild sage
civic burrow
#

then eventKeyboard should trigger

#

ah

#

you should pass name, not player

mild sage
#

Hmm. Now it works. Thank you very much

dusty horizon
#

o module cannonup não reconhece alguns jogadores mesmo não sendo souris e sendo jogador com conta validada -'

#

só tava eu e outro jogador

open crypt
#

@civic burrow

civic burrow
# dusty horizon

Oi! O módulo verifica duas coisas para assumir que um jogador é, de fato, um jogador: não ser souris (não iniciar com *) e o tempo de registro ser maior ou igual a 5 dias.

#

Se isso ainda não fizer sentido, me manda o nickname dos jogadores para eu checar

civic burrow
#

When you can just sit and chill sunglas

lapis beaconBOT
#

dynoSuccess Wildrix#7245 was banned

fallow birch
#

why did wildrix get banned lol

hearty flint
#

scam link

fallow birch
#

Lmao rip

mild sage
#

yes my friends use scam link... stupids friends

#

They are already hacked for entering discordn

arctic lance
#

bruh

rocky glade
#

people thinking ohh free nitro and then enters their login information facepalmz 101 how to get hacked..

sick arch
#

if something is too good to be true, it probably is a lie

lone stream
# civic burrow

Aqui é sobre o evento da pinhata né, q tá escrito "br-4"

civic burrow
#

sim

lone stream
#

Nossa, num quebra não?

civic burrow
#

oq

lone stream
#

O script, sei lá como é rodado

civic burrow
#

new power!

whole tide
#

nice nuke mate

civic burrow
#

Sooooooo, I'm needing someone with plenty of available time to help us with creativity in event development [gameplay and general ideas]. Let me know privately if you're interested, and if the spot isn't occupied already we'll talk!

hidden trail
#

Sooooooo, I'm needing somemany with plenty of available time to help me with creative arts and designing skills! Will need help with some background and sprites designs foooor an event! Let me know privately if you're interested (with some of your previous work), and if the spot isn't occupied already we'll talk!

#

Totally didn't copy Bolo

hidden trail
#

Ohh and if you are wondering about what kinda event this would be, I'll reveal after we both agree to work together 😉 Don't wanna spoil

hearty flint
#

👀

old kelp
silk hawk
#

Now you can play new semi-official module #amongmice!
https://www.youtube.com/watch?v=9HIR6BXQQgs

whole tide
#

The module video trailer look so good. I will try this module soon. Great job

woeful geyser
#

Ooh cool :o

dire fiber
#

What about a new Lua Event but the theme is Christmas.
Some examples: Having 3 maps, one of them is the general one, where you get special missions to complete. The other map will be for the missions.
If there is gonna be new items, get a NPC in the first map I mentioned. Completing the missions will give rewards that will help to get the new orb/title/badge.
The other map, could be like the snowboarding but instead of boards, could be some points to help to get the rewards.

#

(Idc about pings so dw)

mild sage
#

not working as I expected, lol...

dire fiber
#

Lol

mild sage
fallow birch
#

whats that

mild sage
#

ray casting

#

semi 3d

fallow birch
#

ok

drowsy cedar
# mild sage

Nice 👀
Edit (because I don't want to ping without need) : I should attempt implementing ray-marching just for fun. The examples of it on YT are teasing me heh

hearty sentinel
mild sage
#

I'll try to make something like Doom

tulip lily
#

Some time ago with the help of Bolo I had done a raycast calculation for projectiles

#

The shorter the distance the bullet hits the target, the greater the damage (Max: 65)

#

I just wanted eventLoop to be faster, I could make a minigame shooter without any issue.

#

Is it possible to make a "fake 3D" using the lua api?

mild sage
#

I suggest to use images instead of joints, because they're faster, and also since we want to make a shooter, we will be short in runtime (limit 40ms per 4s) because of the raycasting. So you can't throw too many rays. I threw 50 there, but I can increase to 80 by using images. We'll need some calculation of the shoots and the player values but those ones should be no problem at all

Still with all of this the minigame would run at max 2 FPS as the Event Loop. Any faster and it crashes

hearty sentinel
#

unless you get it hosted so you can have more runtime

#

and use special task system to not avoid it

tulip lily
#

I had the idea of ​​a workaround for the eventLoop, I will test it later and if it works I send to you

hearty sentinel
#

doubt it

#

unless is some tricky system still will trigger 40ms warning

#

how the ping rooms works could have those workarounds but still would just trigger 40ms

hearty flint
#

👏

whole tide
misty crane
#

The second update works with any shaman object?

#

Or only for ballons

woeful geyser
flat vergeBOT
#

🌙 Lua update! What's new?

plus1 Added speed parameter to attachBalloon.
plus1 Added options table parameter to addShamanObject with fixedXSpeed and fixedYSpeed.
plus1 Added +physicObjectId option to target parameter on addImage.

civic burrow
#

(I forgot to use the server)

misty crane
#

Alr ty

lone stream
civic burrow
#

não é pb

lone stream
tulip lily
#

Tá escrito #public-announcements (anúncios públicos)

lone stream
civic burrow
#

👆

mild sage
#

does this mean something? Like a huge Transformice API update in the future? tfm_sad t_hearts

sick arch
#

No

#

Just someone winning jackpot

#

I think you can ask @/santa on how theyve coded the bot

mild sage
#

I see you got a master's degree in jokes

flat vergeBOT
#

🌙 Lua update! What's new?

Added new lua command ui.setBackgroundColor("#RRGGBB")

civic burrow
#

this is so nice uwu

tawdry slate
civic burrow
#

i think it should use 0xXXXXX but it's nice still

open crypt
whole tide
hidden trail
#

my little pony

obtuse latch
#

MY LITTLE PONY AAAAAAAAAAAAAA~

hidden fjord
#

New background color stuff?

tulip lily
lone stream
hidden fjord
whole tide
#

Hello guys, I have been working on DeathMaze maps and updated all the buttons , the buttons now are lua based not mechanic so no more glitchy buttons .
I just want to ask something. Would you prefer hide off screen in image 1 or open view in image 2 ?

grim citrus
#

2

civic burrow
#

2

dull condor
#

2

obtuse latch
#

2

hidden fjord
grim citrus
# hidden fjord

what kind of game were u planning to make with this, it’s amazing

hidden fjord
#

No idea, this just for fun

grim citrus
#

pokemon in the future?

mild sage
#

where i can see all modules?

azure nebula
mild sage
#

nice semi-oficcial modules do not appear in modules

azure nebula
#

don't they? 🧐

hidden trail
#

Not in module list but you can still play them

mild sage
civic burrow
#

really nice

#

i miss the fire tho

mild sage
#

I'll add

#

it's bugged xd

whole tide
#

nice work

hearty flint
#

ooooh cool

woeful geyser
#

woaaa cool!

woeful lance
whole tide
#

@hidden trail did they meet up ?

woeful lance
#

why not?

hidden trail
high badge
#

#bodykudo
#bolodefchoco
#heniyengui
#laagaadoo
#mousetat
#ninguem
#sebaisseba
#shamousey
#toculabs (really should be taco labs)
#tortuegreen
Quite the semi-official name modules lol

civic burrow
#

A member can have their own lab module

#

SADLY in my time i couldn't pick a custom on like tocus :c

open crypt
civic burrow
#

yes

#

for testing

azure nebula
#

#santasmagoria when?

whole tide
#

#PinkUnicorn i think

obtuse latch
#

love my city

dire fiber
obtuse latch
#

the fish

hollow prism
#

sad parkour moments
(that goes in this chat right)

civic burrow
#

Can be here xD

tawdry slate
hidden fjord
tawdry slate
#

whats the idea behind it?

#

how do you update it like that

hidden fjord
#

Not allowed

#

But timers can actually do it

#

Soloplayer modules exploiting the limits of Lua and the game engine/physics are a possibility

#

A game within a game, curretly a concept but soon a reality

mild sage
mild sage
mild sage
#

I can't share... but I can load the script in my tribehouse and invite you

mild sage
#

I can't, I'd want to

mild sage
mild sage
#

because [REDACTED]

gilded kettle
whole tide
#

Hey guys, I'm working on new DeathMaze maps and thanks to @halcyon arrow he is welling to help and create the ultimate DeathMaze script. So I'm just asking for some help with idea's, which things can be add to the Mazes that make them more fun in your opinion ? example, size big mouse, size small mouse, teleport.

woeful geyser
#

Portals maybe? uga and definitely big and small mice

azure nebula
#

If aie is On - you can add speed boosters and springs which can lead to death

#

Design the maze in such a way that it can be completed without death

#

Not only "buttons" but cheese and/or hole far from spawn

civic burrow
#

Hmmmm

#

Add tokens that will link two mice!

#

add explosions

#

with acid ceiling

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so they need to spirit-fly but never touching the ceiling to reach a button

woeful geyser
flat vergeBOT
#

Everyone, please welcome Santa#0010 as the newest Module Team member!

hidden trail
#

pro

woeful geyser
#

Pro Santa congrats!!

abstract rivet
whole tide
#

So, Santa answer module suggestion & questions too ? tfm_blush

civic marlin
#

hi funcorpers

whole tide
civic marlin
#

thank you

#

thanks*

whole tide
#

np

whole tide
#

So, the new level for Mario is almost done. This map is really complicated & fun, I just hope it can handle the massive amount of players in funcorp. All what left now is @halcyon arrow to work on new Mario script, but he is busy these days. So all what we can do is wait for him ☺️ btw tell me what do you think about the map & what things you want Pshy to add in the script ?

grim citrus
#

naz that looks so great

civic burrow
#

quite impressive indeed

#

are the traps dynamic?

whole tide
#

every thing is mechanic

whole tide
civic burrow
#

nice

#

By dynamic I mean... can they be anywhere in the map or you need to put it in the code?

whole tide
#

they are xml

#

i can just place them any where

#

the firestick its dynamic grounds(acid) with image of a firestick i took it from super mario bros. then attached a JR joint with power to it

viscid crypt
#

That's so nostalgic, nice map!

Invisible cannons can be bowsers flame when nearing the end of the stage.

hollow prism
#

wait mario??? yoooo

hollow prism
#

welp just found out through a comment on a wiki that ffa race is no longer a thing

#

it was realy fun too :{

#

is there anything like it?

#

wait nvm its still up what

#

well join me in *#ffarace i guess (edit: never mind ive been in here for like half an hour and no ones showed up)

flat vergeBOT
#

Current bugs happening in the modules are due to an internal patch Tig made a few days ago. we've contacted him, all we have to do now is to wait :P

hidden fjord
#

What bug

hearty flint
#

Tig doing Tig things

flat vergeBOT
#

Bugs mentioned yesterday should be fixed now ↑ Let us know if you find anything

flint tulip
#

lua

mild sage
#

🌙?

dire fiber
#

I wanted to know how to create dephilante maps in editor, since there is a space limit.

white schooner
#

from what i was able to pick out from this channel i think they are made in a sort of external editor of sorts, but i have no idea what it's called

azure nebula
#

Its called Miceditor and its in #maps pinned msg

tough token
#

hi, can I make a shaman mode like in survival for my module?

civic burrow
#

yes

tough token
#

how

dull condor
#

Coding things

covert sedge
tough token
#

how

#

I want the cannonballs to be the first in the shaman's things

civic burrow
#

Only possible with p10 maps

young socket
#

can’t you modify xml to change shaman inventory..?

hidden fjord
#

Yes

#

shaman_tools=""

#

Inside first id cannon ball

tough token
tough token
#

how can i rotate cannon balls in shaman inventory?

hidden fjord
#

Not ppossinle

tough token
#

i found the way: 😄
if write "shaman_tools="17,17,17"" it rotates

#

but i cant add arrow (arrow code is 0?)

young socket
hidden fjord
tulip lily
young socket
#

oh i had no idea that existed lmao!

tough token
young socket
#

probably because 0 = noval

#

hm ..

#

and none of them have alt ids huh ?

tough token
#

I check 0..1000 ids no one is arrow

mild sage
#

That's odd

young socket
#

can you post the xml you are editing ?

#

it might be an invalid function

tough token
#

tomorrow

#

Functon in xml?

young socket
#

like the command

mild sage
#

Trying to introduce arrows into shaman_tools?

young socket
#

don't shaman have arrows automatically or can you actually remove them

tough token
young socket
#

i'm not too sharp on xml

#

but

tough token
#

When i set shaman tools arrow disappear

young socket
#

oh huh

#

Arrow (repeats back from 0) : 65536

#

try that id

mild sage
#

lmao it goes all the way up to 2^16

tough token
#

Okay, but i think it will not work

young socket
#

that's the closest thing

#

after available item ids

mild sage
#

I found something else while searching the arrow

tough token
tulip lily
#

maybe try adding the arrow before the cannons, i don't think you can change the order

#

shaman_tools="0, 17, 17, 17"

mild sage
#

It doesn't work

#

Arrows are bugged

young socket
#

those

#

😭

#

bin made an insufferable map filled with them in the shaman inv

#

have to scroll for actual usable items

#

i might be able to find the mapcode

#

@7871514

tulip lily
#

Lol

#

but what are they? is it possible to spawn?

young socket
#

they are just placeholders i believe

#

you can spawn them but nothing happens

#

they don’t have a display or hitbox

#

.. at least collision wise .. i actually haven’t tried to anchor them but i doubt it works since they’re basically null

mild sage
#

If you're running a script this could work for placing arrows. Is not the same icon but at least it places them

sham_tools= ""
sh_obj = {17, 17, 17, 41}
for i in next, sh_obj do
  val = sh_obj[i]
  sham_tools = sham_tools..val..(i==#sh_obj and "" or ",")
end
tfm.exec.newGame('<C><P shaman_tools="'..(sham_tools)..'" /><Z><S><S L="800" P="0,0,0.3,0.2,0,0,0,0" T="6" Y="385" X="400" H="30" /></S><D><T X="400" Y="370" /></D><O /></Z></C>')

function eventSummoningStart(playerName, objectType, xPosition, yPosition, angle)
    if objectType == sh_obj[4] then -- The object that represents the arrow
        tfm.exec.addShamanObject (0, xPosition, yPosition, angle)
    end
end
mild sage
young socket
#

hmmm

tough token
#

haha, nice way

#

but it will not be possible to save it as a map for the tribe :(

sterile nexus
#

Hello, I am modifying a lua, but when you die or when someone new comes they do not appear on the map, could someone help me?

civic burrow
#

eventNewPlayer triggers when someone joins

#

eventPlayerDied triggers when someone dies

#

you can put some logic there

mild sage
#

You have to respawn them

sterile nexus
#

yes

tough token
#

hello, is there an opportunity to offer lua in #module?

civic burrow
#

How so?

whole tide
tough token
#

sorry, maybe my English is bad, I want to upload the module if it possible

civic burrow
#

upload where?

tough token
#

to #module section

civic burrow
#

You mean to upload the code in this channel?

tough token
#

to game

civic burrow
#

You need to showcase your module to a Module Team member and they need to approve it, then an admin needs to approve it, and only then it can become playable in rooms. After a few months and if it has a decent activity, then it finally can appear in the #module list

tough token
#

okay, can i show it to you? 🙂

civic burrow
#

Sorry, I'm extremely busy this morning :c Maybe later? You can send it through the forums too

tough token
#

should I send the gameplay video or code or both?

civic burrow
#

Just the code with instructions should do

tough token
#

should I create a new thread on the forum or how?

civic burrow
#

can be either there or on discord

#

with the code and instructions

young socket
#

any1 wanna play prophunt

open crypt
#

me totally not trying to #bouboum here

woeful geyser
#

hehe

hidden fjord
open crypt
hidden fjord
#

last time i played

#

bomb worked

#

but it was so unstable

open crypt
#

Is that a module inside TFM? Or actual Bouboum?

hidden fjord
#

a module

open crypt
#

@civic burrow you said there was no bouboum-like module 😩

hidden fjord
#

he also made this

#

and this

#

theya re anyways unstbale

#

probably only singleplayer modules

open crypt
#

What was it again...?

hidden fjord
#

the projects are interesting but the updated codes are private

open crypt
#

Oh.. Bang! Bang! 😂

hollow prism
#

oh! worms

hollow prism
hidden fjord
#

no

#

only semi-3d

#

with raycast

#

classic doom does not use raycast

hollow prism
#

O

#

makes sense

#

its got more true 3d enviroments form what ive seen with like. different heights of stuff

hidden fjord
#
DoomWiki.org

The Doom rendering engine is the core of the game engine that powers Doom and its sequels, and that is used as a base to power other games by id Software licensees, notably Heretic, Hexen, and Strife. It was created by John Carmack, with auxiliary functions written by John Romero, Dave Taylor, and Paul Radek.[1] Originally developed on NeXT comp...

#

not sure which system could be faster

#

probably this one because it's so old it couldn't be very complex

civic burrow
whole tide
silk hawk
#

Still working on zombie game! XD

obtuse latch
obtuse latch
whole tide
mild sage
#

Although if you ask me I'll send the buggy code xd

civic burrow
#

code reasons

sonic mortar
civic burrow
#
-- Higher hierarchy
local function higher(x)
    return string.gsub(x, "(%-?%d+%.?%d*e?%-?%d*) ([%*/]) (%-?%d+%.?%d*e?%-?%d*)", function(a, o, b)
        if o == "*" then
            return a * b
        else
            return a / b
        end
    end, 1)
end

-- Lower hierarchy
local function lower(x)
    return string.gsub(x, "(%-?%d+%.?%d*e?%-?%d*) ([%+%-]) (%-?%d+%.?%d*e?%-?%d*)", function(a, o, b)
        if o == "+" then
            return a + b
        else
            return a - b
        end
    end, 1)
end

local eval = function(x)
    local r
    repeat
        x, r = higher(x)
    until r == 0
    repeat
        x, r = lower(x)
    until r == 0

    return x:gsub("e.+", '')
end

local check = function(a, b)
    return math.abs(a - b) <= .5
end

local o = { ' + ',' - ',' * ',' / ' }
for i = 1, 99999 do
  local s, ev
  repeat
   s = math.random(-999,999) .. o[math.random(#o)] .. math.random(-999,999) .. o[math.random(#o)] .. math.random(-999,999) .. o[math.random(#o)] .. math.random(-999,999)
   ev = eval(s)
  until tonumber(ev)
  local r = tostring(load("return " .. s)()):gsub("e.+", '')

  if not check(ev, r) then
    print("`" .. table.concat({i, s, ev, r}, "\t") .. "`")
    break
  end
end
#

Just had the worst experience coding this chunk of bizarreness and I really don't wish anyone ever need to use this

mild sage
plucky tendon
shut crest
whole tide
#

cute

hidden fjord
#
eventTextAreaCallback = function(textAreaId, playerName, eventName)
    if eventName == "closeDialog" then
        ui.removeTextArea(textAreaId, playerName)
    end
end

eventContactListener = function(playerName, groundId, contactInfos)
    if groundId == 1 then
        ui.addTextArea(groundId, "<a href='event:closeDialog'><font size='14' face='MS Gothic'>A nice library</font></a>", playerName, 50, 300, 700, 50)
    end
end

tfm.exec.newGame('<C><P /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" L="800" o="324650" X="400" Y="400" T="12" H="40" /><S P="0,0,0,0,0,0,0,0" L="70" contact="1" X="150" Y="312" T="12" H="135" /></S><D><DS Y="370" X="400" /><P X="150" Y="380" T="22" P="0,0" /></D><O /></Z></C>')``` I see the future in this feature
silk hawk
#

For the first time, I didn't say much about the game I am programming.
The game is about a world ruled by zombies where survivors leave the safety of their home behind the walls and set out to find other uninfected mice.
Find out why the world has failed to overcome the plague, why all communication has failed, what has happened to others.

The goal of the game is to survive with your team of up to six members for as long as possible in the world of zombies. By exploring the map, mining, growing crops or making items, you will get the materials, food, upgrades and weapons you need to survive the next day.

whole tide
azure nebula
#

cut the rope tfm edition honk

whole tide
#

damn danila you know every game out there

open crypt
#

@civic burrow look this hotness ^

civic burrow
#

Noice!

whole tide
#

Actually, its @halcyon arrow script the one he made for Deathmaze. I just edit it for this mini-game

azure nebula
#

you are both pro and creative!

whole tide
#

❤️

woeful geyser
#

I LOVE THAT

#

Excited to play it when it comes out pls

whole tide
#

looool

#

it won't work as mass players

#

group of friends can work

woeful geyser
#

lol yeahh I understand

hidden fjord
#

The new event should also be used in shaman objects

flat vergeBOT
#

🌙 Lua update! What's new?

plus1 1.684: print() can now pretty print lua table.
plus1 1.684: Added third parameter to tfm.exec.freezePlayer() to display or not ice on mice.
plus1 1.684: Added new lua event eventContactListener. Use it with contactListener property in tfm.exec.addPhysicObject() or with contact="id" in xml map. Event is called when a player collides with the ground.

civic burrow
hidden fjord
#

isn't the ground already it

civic burrow
#

no because it's tied to either contactListener or contact

hidden fjord
#

if i make several dynamic grounds that act like shaman objects

civic burrow
#

you can't set an attribute to a shaman object, so you could just spawn 100 grounds and have hundreds of packets being sent every second

#

there's a big diff

hidden fjord
#

why the shaman object is resource intensive and not a dynamic object that act the same as a shaman object it makes no sense

civic burrow
#

The event only triggers for the objects you've flagged as "hey trigger for this one", that's not a thing for shaman objects

hidden fjord
#

but it could be

#

not resource intensive?

civic burrow
#

Depends on your POV. In this case you assured that all of these grounds are gonna be used, unlike shaman objects that... would always trigger it

hidden fjord
#

why it would always trigger it if it should behave like the grounds

mild sage
#

it's only triggered when a player collides with it, every dynamic object should only send packet when the collision with player happens, there's no difference in grounds and shaman objects

civic burrow
#

The difference is the attribute...

hidden fjord
#

why would a new atribute that behaves the same way is problematic

whole tide
#

Did I go too far or you like what you see ?

dull condor
#

Yes

mild sage
civic burrow
hidden fjord
# plucky tendon

reworking how this works to use the new contact listener feature

#

this means we will be able to get a RPG inside tfm

#

how the system works is and will be secret as not allowed to explain how the smooth is obtained

#

but with the new contact listener i get rid of the old math formula

#

erasing all the perfomance issues

hidden fjord
mild sage
#

I love it

hidden fjord
#

I will make it open source if I can't progress with it

dull condor
#

@Indexinel#5948 Bro this is awesome

#

I was testing out some scripts

#

You guys are amazing

#

Keep up with the good work

mild sage
#

Thanks t_love

grim citrus
whole tide
#

ofc res

#

I’m on making maps stage now

#

when i hit 20 map i will send u the script

tulip lily
inner carbon
#

the pretty print provided is... not pretty

#

and in some occasions, not understandable

tulip lily
inner carbon
#

not a screenshot, but the raw output

#
{
  angle=0
  vx=0
  type=207
  id=1003
  {
  }
  colors={
  angle=0
  vx=0
  type=207
  id=1003
  {
  }

  vy=0
  ghost=false
  baseType=2
  y=86
  x=250
}
#

in some parts it gets the {} wrong too

#

haven't played with it that much really

tulip lily
#

Bruh ,_,

#

Certainly not the best way to view a table

inner carbon
tulip lily
#

Good, but I think I liked the new event better, detecting collisions with floors can bring new opportunities for minigames

inner carbon
#

yep

open crypt
inner carbon
#

😎

tulip lily
#

lol

open crypt
tulip lily
#

👀 🍿

inner carbon
#

power abuse

#

report

open crypt
#

two more days of Nitro 😭

inner carbon
#

ill talk to mama matza

open crypt
#

so I'll use this:

open crypt
civic burrow
#

delphilante

whole tide
#

del

civic burrow
#

phi

potent thicket
#

Lante

hidden fjord
#

experiment of grounds with web

#

will mice collide to web?

whole tide
#

also water ?

hidden fjord
#

no

civic burrow
#

no 4 both

whole tide
#

ah

mild sage
#

Guys, can anyone help me?

mild sage
mild sage
mild sage
civic burrow
#

750?

mild sage
#

When the first call happen, I guess because of new game starting

hidden fjord
#

Great

whole tide
#

Hey everyone, could you help me find a name for this game? The theme of this game is about helping a chicken to reach it eggs by cutting ropes and move grounds in other levels so the door for the win can be unlock. If you have a name don't hesitate to share. Thanks all ❤️

civic burrow
#

"the chicken that crossed the road"

open crypt
whole tide
#

Interesting names "Cut the Egg"

#

It sound brutal

civic burrow
#

for the module name though you couldn't use #cut or #egg since it needs at least 5 characters, so maybe #chicken? or #cuttheegg #cutegg #eggcut 😂

whole tide
#

too much egg cutting 😂

open crypt
#

#chickegg

civic burrow
#

or #nugget since the chicken crashes the eggs

whole tide
#

pls their is no chicken crush it eggs

tame granite
#

#happyhen

azure nebula
#

Not really a suggestion but I like Hit the rope Jack!

#

As for module name: everyone is focused on eggs and chickens but i'd pick a name that reflects the gameplay

open crypt
#

well, Cut the Rope is a bit... too spot on 😂

#

Pick the Rope.

stray belfry
#

“Save the eggs!”

tulip lily
dull condor
#

Crossy Road

#

I miss that game

flat vergeBOT
#

🌙 Lua update! What's new?

plus_added New function tfm.exec.setAieMode(enable, sensibility, targetPlayer)
plus_added New function system.setLuaEventBanner(bannerId) [events only]

tulip lily
#

Interesting, if I had continued with #disaster I could have done some interesting things

#

It would be interesting if there was a way to modify the floors of the map through Lua without needing the floor to have a defined id, this was a problem in #disaster
I needed to copy the XML, author and code, put it in a table and add the ids myself so I don't have to load the map 2x in a row

hearty flint
#

Isn't #parkour like that?

tulip lily
#

Like what?

hearty flint
#

nvm

#

it's because #parkour get the nails on the map, but apparently doesn't replace the xml

#

i got confused

tawdry slate
#

the latest lua updates brought a ton of improvements

#

tigs doing well

civic burrow
covert sedge
#

lmao

whole tide
#

yea, I hope he bring new things to mapeditor as well

whole tide
tulip lily
#

Lol

inner carbon
#

iirc circuit does that

#

or used to, when it worked

inner carbon
tulip lily
#

... newGame only works every 3 seconds

inner carbon
#

if your game isn't fast-paced enough to need to load 1 map every 30s it'll be fine

tulip lily
#

it would be 6 seconds in total, the first to get the map xml and again to load the modified xml

inner carbon
#

yes; that's correct, but are you going to load a map right away after you load the one with the modified xml?

#

what could also be a good idea if you don't want to load maps twice, is to make a specific room in which you can try out your map, and the game would directly just give you the output xml

#

you then save that as the map and that'd be a valid map that you can load in your module

tulip lily
#

? no, what I meant is: If the player doesn't create the map with the xml containing lua ids on the floors you would have to first load the map to get its xml and then via script edit the xml and load the map again to be able to modify the map floors

#

The other solution is to already leave the xml of the map in a table and load the xml

#

It would be more practical to be able to edit any floor on the map without necessarily having an ID, maybe a floor table

#

In the first version of Disaster what I did to be able to make the floors fall or turn to lava was load the map, get the xml and modify it and wait for 3 seconds to load again.
In the second version I already did a little better, when someone sent me the map I copied the code, the xml and the author's name and stored it in a table with the xml already modified so I just had to load it and put the information

civic burrow
#

newGame(xml) doesn't have the 3s timer

#

only newGame(code)

tulip lily
#

Hm, so they changed, I clearly remember v1 of the disaster appearing 2x the 3s timer on the screen

halcyon arrow
#

it does, but not if you are the only mouse in the room

silver eagle
#

i’m reading the messages n i got lost with so much infos n i don’t understand anything lol

tough token
#

where can i get images for "tfm.exec.addImage"?

tough token
#

can i get full list of images

civic burrow
#

Nope, you need to submit the ones you'd like to use and the module team will reply to your message with the codes

tough token
#

okay thanks

austere turret
#

Is there a way to disable the 3 2 1 countdown at the start of a map ?

mild sage
#

No

civic burrow
#

load xml

mild sage
#

it still displays the countdown

austere turret
#

i'm getting countdown with newGame(xml)

#

only with 2+ players though

civic burrow
#

oh weird

tulip lily
#

The countdown just doesn't appear when you load the map alone in the room, if there are two players the countdown appears even with xml, that's why I said it was strange because I clearly remember Disaster in v1 appearing 3s twice in a row

#

But it would be interesting if we could disable the countdown with a new parameter in newGame

hearty flint
#

@tig

civic burrow
#

All my previous lua events are now semi-official modules that can be played in tribe houses!

  • evt_carnival_trio
  • evt_chaostmas
  • evt_halloween_muertos
  • evt_lua_coder **
  • evt_new_year_balloon
  • evt_noel_cadeaux **
  • evt_pizzeria **

The pizzeria one, exclusively, will not have its round ended.

Note: None of them will let you unlock any reward or consumable.

** Won't save any data.

whole tide
#

wow, u made all these events

lone stream
tulip lily
#

Cool

silk hawk
#

Now you can play a new semi-official module called #rivals!

Official forum topic: https://atelier801.com/topic?f=6&t=896790
Youtube trailer: https://www.youtube.com/watch?v=z1U7FWWtybA

Have fun!

• This is a module game based on the principle of Rivals of Aether or Super Smash Bros, so your goal is to defeat all your opponents. All the players starts on the random map with three lives and 0% damage. The more damage you get, the harder it will be to stay alive! After you fell of the map you lose one life and the damage resets. You can use...

▶ Play video
civic burrow
#

#powers 2.0 XD

static meadow
#

transformice smash bros

hearty flint
#

:o

azure nebula
#

Why /watch doesn't work in some semi-official modules?

hidden trail
#

Modules can disable watch command if they want

azure nebula
#

oh no! It's a crime against humanity

hidden trail
#

Guess I'm a criminal then 👀

civic burrow
#

yeaah disabling watch is bad :P

tulip lily
#

lol

whole tide
#

Hello everyone. I updated my thread, you can check it now!!

  • New game called Chicken Puzzle.
  • New Death Maze maps.
  • New Fall Mice maps for Funcorp and non-Funcorp.
  • New Space Run maps & fixed the shortcut maps.
  • Chicken Puzzle & Death Maze are now working on Pshy_merge script created by @halcyon arrow

https://atelier801.com/topic?f=6&t=896069&p=1#m1

azure nebula
#

What is Pshy_merge script and why it's good?

whole tide
#

Its amazing

azure nebula
#

Can I change mouse's outfit using /lua in tribehouse?

hidden fjord
#

No

azure nebula
#

Sad

wintry swan
#

Can i use /lua to lag the tribe house

tulip lily
civic burrow
cobalt saffron
#

setPlayerGravityScale(playerName, scale) ?

civic burrow
#

yes

cobalt saffron
#

no

#

it does nothing

open crypt
# cobalt saffron it does nothing

tfm.exec.setPlayerGravityScale("Santa#0095", 1) is the standard scale...

to fly in the air, try setting the scale to -1.
to make yourself heavier, scale is 2 or higher.
to make yourself lightweight, between 0.0x and 0.9x

cobalt saffron
#

isn't it better world gravirt

open crypt
#

setWorldGravity is for entire map, setPlayerGravity is per player.
apart from that, it seems to be pretty much overlap yes

cobalt saffron
#

who overlaps who

mild sage
#

setPlayerGravity is over the current gravity or independent?

cobalt saffron
#

no idea

#

tfm.exec.setPlayerGravityScale('Minstens#0000', -1)
tfm.exec.setWorldGravity(0, -10)

#

this forces objects to fly away

#

but you stay like average gravity

#

now time to test water

#

water in zero gravity condition pulled player up

#

will this do the opposite

#

nope water is strong

#

none of the commands affect water

mild sage
cobalt saffron
#

yep

#

not usefull

#

because if you want world gravity 0

#

and player gravity 10

#

it won't work

mild sage
#

You can put a value very small and do some math

#

world gravity 0.00000001 and player gravity 10^9

cobalt saffron
#

it won't wo¨rk

mild sage
#

Sí funciona, pero con valores más pequeños

#
local xml = '<C><P F="1" /><Z><S><S L="800" P="0,0,0.3,0.2,0,0,0,0" T="6" Y="380" X="400" H="40" /></S><D><DS X="402" Y="346" /></D><O><O Y="185" C="10" X="201" P="20" /><O Y="239" C="10" X="337" P="-10" /><O Y="170" C="1" X="437" P="-40" /><O Y="252" C="2" X="686" P="20" /><O Y="304" C="2" X="180" P="-10" /><O Y="268" C="3" X="504" P="40" /><O Y="178" C="4" X="289" P="110" /><O Y="178" C="10" X="612" P="-50" /><O Y="300" C="1" X="376" P="0" /><O Y="344" C="6" X="472" P="0" /><O Y="80" C="6" X="518" P="0" /></O></Z></C>'

local m = 3
local v = 1 * (10^(-m))
local p = 10^(m+1)

function eventNewGame()
    tfm.exec.setWorldGravity(0, v)
    for playerName, _ in next, tfm.get.room.playerList do
        eventNewPlayer(playerName)
    end
end

function eventNewPlayer(playerName)
        tfm.exec.respawnPlayer(playerName)
    tfm.exec.setPlayerGravityScale(playerName, p)
end

function eventPlayerDied(playerName)
        eventNewPlayer(playerName)
end

tfm.exec.disableAutoNewGame()
tfm.exec.newGame(xml)
abstract abyss
#

@hidden fjord we talked in dm, but it’s closed now, so could we decide this question to the end? kaboom

hidden fjord
#

Can give you only poisson

abstract abyss
bold flint
#

I made a game and tested it in the tribe house. How do I make it a module?

civic burrow
#

Show it to a module team member and if it's good enough it might become semi-official!

bold flint
#

Where can I contact a module member?

open crypt
#

you can either contact us in-game, forum or even Discord

#

do you want to report issues of a module? or questions about Module Team in general?

bold flint
#

Should I post the game script here?

whole tide
#

you can contact @open crypt

bold flint
#

Okay, thx

azure nebula
ebon dirge
#

big

azure nebula
#

all other buttons/keys are in weird places

whole tide
#

do skip

#

i think this a bug

azure nebula
#

6th maze almost as complicated as Miroslavchik's 5th flopmouse2flopmouse1

ebon dirge
civic burrow
whole tide
azure nebula
lone stream
whole tide
#

oh, I think i haven’t uploaded the updated map

#

cuz i fixed that map

#

thx for showing that

#

and the green box should reset your size

#

not make u bigger

azure nebula
#

It'd make sense

whole tide
#

is their any bugs else where ?

azure nebula
#

Idk if this place is meant for big mice but w/o this shortcut I don't see any other ways to complete map w/o deaths. So no need to fix it, the map is already is soooooooo hard

#

I didn't play other maps because these two got me tired

whole tide
#

yea that is a sc , I need to fix that too

#

u must take the big resize

azure nebula
#

But is there a way to return your original size without death? I don't remember, I'm already offline

#

Because you can't grab red button that makes you small while you're biggie

whole tide
#

you right, when i made this map i haven’t implemented the original resize

#

i did that only for map 9

azure nebula
#

I'd leave this shortcut unchanged tbh

#

As I said: the road to the last button is too hard

#

Especially this place under resize button where you have to be very precise to not hit the ceiling (red area on screenshot)

stuck dune
#

How can I access the Death Maze? Looks like a lot of fun C:

stuck dune
#

Thank you!!

whole tide
#

@azure nebula So, I fixed the size bonuses in the maps and add resize to normal in all mazes that have re-size small/big. and edited maze 7 at the acid jumping, also ended the shortcut. edit map 9 after pressing button 2 now u can wj up. Thanks for pointing and reporting these to me.

azure nebula
#

Good job! I still haven't played the rest of the maps

#

Did you update script in the forum?

whole tide
#

yes I have

#

its the same link btw

whole tide
#

I made a map that can work in Pshy_bonuses mini-game, the idea of the map is to stay alive on top of the train facing death coins and other bonuses created by @halcyon arrow . The train detach it carts one by one while u need to stay on top and survive. So, what do u think guys do have any ideas I can implement on the map, or its fine like this.

whole tide
lone stream
mild sage
#

That looks so cool

lone stream
#

how many lua updates

#

miracle...

whole tide
#

@halcyon arrow check the new nightmode

lone stream
#

must be nice

#

was waiting for this

civic burrow
lone stream
tulip lily
#

Now it remains for Bolo to explain the new addImage prefixes e.e

mild sage
#

New? o.o

civic burrow
#

I'll only post the new stuff tomorrow in the supposedly final patch

tulip lily
#

:v

flat vergeBOT
#

🌙 Lua updates!

What's new? [24/02]
• Lua events can now give up to 5 golden tickets per day per player (one max for each event load).
• Lua events can now give up to 20 shellcoins per day per player.
• New function tfm.exec.setPlayerGravityScale(playerName, scale)
• [bugfix] By calling the lua function tfm.exec.removeCheese on dodue mode, cheese are removed correctly from the back of the mouse.

What's new? [04/03]
• [bugfix] The function tfm.exec.setAieMode should work with maps that have the aie attribute.
• Added the ~ prefix on target in the function tfm.exec.addImage to add an image in the interface container, meaning that UI components are displayed in the order they are executed by the script.
• Added the = prefix on target in the function tfm.exec.addImage to add an image in the specified object while keeping its current appearance. (similar to #)
• New function tfm.exec.setPlayerNightMode which enables the night mode for the targeted player.

mortal ember
digital igloo
#

^^

tulip lily
#

@civic burrow can you explain what would be the properties of the table of the 2nd argument of addNPC? The first one I guess would be the NPC Name*

flat vergeBOT
#

🌙 Lua update! What's new?

• New function tfm.exec.addNPC(name, settings) to place a NPC in the map.
• New function eventTalkToNPC(playerName, npcName) which is triggered when a player clicks on the NPC.
• Golden tickets and shellcoins have now their own limit, so they don't affect other consumables.

open crypt
#

according to ingame's luahelp

civic burrow
tulip lily
#

Got it, I discovered a property already, title but when clicking on the npc nothing happens

#

Oh

#

Interactive

civic burrow
#

title = 200, look = "dressing code", [broken] x = 100, [broken] y = 100, [broken] female = true, -- title gender lookLeft = false, lookAtPlayer = true, interactive = true, -- triggers eventTalkToNPC(player, npc)

hidden fjord
#

Can it load npc looks

open crypt
#

if fixed, yes

#

Tig's aware of the bugs

tulip lily
#

Yeah, I tested x and y and he was born at coordinates 0

hidden fjord
#

No

#

Event looks

#

Mirolle nerta

civic burrow
#

you can only pass the dressing code

open crypt
#

^

hidden fjord
#

Meh

civic burrow
#

Meh?? It's much better!

tulip lily
#

Hm, the event only receives the name of the npc, in that case it would be good to create a table to store the config of all npcs

civic burrow
#

I can make shadows of each player now

#

:muahahhaha:

tulip lily
#

Another thing I was sure could bug: you can spawn village npcs if you put their name

civic burrow
#

oh thats new

tulip lily
#

Oh but the store doesn't open

#

Just load the look

open crypt
#

spawn village npc's?

civic burrow
#

I think it's a nice feature then

open crypt
#

now I'm curious

tulip lily
#

Yep

#

The npc store does not open but the look loads if you put his name

civic burrow
#

hmm no

hidden fjord
#

OH

tulip lily
#

Hm, Buffy loads

hidden fjord
#

OHJHHHJ

#

IT WOORKS

civic burrow
#

it doesn't load for me

tulip lily
#

... I will send print

civic burrow
#

ah ok

#

i cant pass any setting

tulip lily
#

yup

open crypt
#

it works for me @civic burrow 😂

civic burrow
#

only the x,y

tulip lily
#

If you pass look configuration it overrides

cobalt saffron
#

YEEEES I'M HAPPY NOW

tulip lily
civic burrow
#

yeah we are not reporting it

#

just make sure it doesn't do anything on interactive=true

cobalt saffron
#

finally i will replace the old images

tulip lily
#

There is no need, since to click it needs to be iterative and if it is iterative it only triggers the lua event, the store does not open

open crypt
#

LOL

tulip lily
open crypt
#

I miss that good old event :c

cobalt saffron
#

and load random event dialogs

tulip lily
#

Now I'm excited about the possibilities, I could even make a special npc that opens the minigame store instead of having a button on the screen

cobalt saffron
#

no more resource intensive loops that moves an image

tulip lily
#

yup

#

But it lacks a function to close this feature with a flourish

#

updateNPC to be able to activate the character movement system, or at least reset

#

X and Y

#

Coords

cobalt saffron
#

simulate player movement is harder

#

never seen a npc do that

#

only the skeleton

#

and they not even npc just entities or objects

tulip lily
#

is not necessary, the game client receives a boolean which indicates to the system when a player is moving, and the npcs follow the same class as the player...

#

When the movement indicator is active, the movement animation starts and the x and y coordinates update towards the indicated movement

#

I've already tested it off... Cough cough... You can control an npc as if it were a normal mouse and the animation works normal, I've also tested it with the server telling the npc to move and it worked...

#

.isMovingRight and .isJumping come from a sync packet that the server receives and broadcasts to the rest of the room, so the function could simulate this:

#
tfm.exec.updateNPC(name, {isMovingRight? = boolean, isMovingLeft? = boolean, isJumping? = boolean, look? = string, title? = number})

-- And movePlayer can work on NPC to change X and Y coordinates

-- ? = Optional
mild sage
#

NPC?, LET'S GOO

cobalt saffron
#

look

#

muahaha

tulip lily
#

Nice

cobalt saffron
#

can newplayers see the npc?

tulip lily
#

Good question :v

#

I hope it's not like addPhysicObject that only appears for those who were already in the room

cobalt saffron
#

have tried admin titlea?

#

wow they work

#

gives pink titles

#

finally we can make former admin statues

civic burrow
#

nice everything is working now

open crypt
#

😂

cobalt saffron
cobalt saffron
#

they are suggestions

civic burrow
#

ah ok

tulip lily
#

It's a suggestion based on tests I did when messing with servers >.>

#

By the way, can someone test movePlayer with the name of an npc and see if it works? It might work for updating the x and y coordinate of the npc

cobalt saffron
tulip lily
tame granite
#

also we can spawn multiple npcs with the same name

tulip lily
#

Hm, thx

tame granite
tulip lily
#

Yes, if you name it it doesn't update so I wanted a function to animate the npc and another to change its coordinates