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Archive for April, 2020 (2020/04)

HeroScribe Pem’s Fork update

When I was chatting (in our Discord channel) to Spiffy about working on the Lua code, I noticed that in Quest 3, to find Ulag’s position (left top), is kind of kludge.  HeroScribe GUi doesn’t show it, so you have to count the squares in the GUI and/or search the XML to figure it out.  So I added it in the GUI.  It’s a small update, but it’s a great example where updating HeroScribe GUI is useful for writing the Lua code.  This will be used in HQBase-03-LairoftheOrcWarlord_US.xml’s function monster_dies(left, top) to determine whether the spawned monster is Ulag, and also for monster_dies(left, top).

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Contributions from Spiffy coming; Lua related

Spiffy has joined (he emailed me from this blog).  I created a Discord channel that we’ve been using, and also wrote some new user wiki doc in the project’s bitbucket on how to setup the project (build/run), and how to use the git/bicketbucket flow (ie he will work in a separate git branch, then create a bitbucket pull request).

It’s been a while since I did any updates on HeroQuest UE4 (distractions from day job and personal life), but Spiffy has inspired me to do some more work this past week (amidst COVID-19 WFH), and also to help him to ramp up on implementing Lua code for quest-specific game rules/logic.  My recent changes include.  Fix crash when UMD is not plugged in.  Improve Lua support for _on_exit().  And Spiffy will implement more Quest-specific game logic using Lua.

Spiffy