by Grump642 on 27 Dec 2008 18:23
I decided to merge this with what I had. Main difference in treasure_manager was
function CTreasure:populate_stashes()
for k,v in pairs(self.treasure_info) do
if v.done == false and v.active == false then
self:stash_slitams(k)
end
end
end
function CTreasure:stash_slitams(k)
local v = self.treasure_info[k]
local obj = alife():story_object(v.target)
if obj ~= nil then
--'news_manager.send_treasure(v.name)
--' Ïîìåòèòü íà êàðòå
--'local text = "%c[255,238,155,23]"..game.translate_string(v.name).."\\n".."%c[default]"..game.translate_string(v.description)
--'level.map_add_object_spot_ser(obj.id, "treasure", text)
--' Ñãåíåðèòü âåùè
for kk,vv in pairs(v.items) do
if ammo_section[vv.section] == true then
se_respawn.create_ammo(vv.section,
obj.position,
obj.m_level_vertex_id,
obj.m_game_vertex_id,
obj.id,
vv.prob)
else
for i=1,vv.prob do
alife():create(vv.section,
obj.position,
obj.m_level_vertex_id,
obj.m_game_vertex_id,
obj.id)
end
end
end
--' Ïîìåòèì òàéíèê êàê âûäàííûé
--'self.treasure_info[k].active = true
--'self.treasure_info[k].done = true
else
printf("TREASURE %s, target doesnt exist", k)
end
end
This was at the end of the file that I was using. Believe it was supposed to stop empty stashes bug. Will this script, added to yours, harm yours. No crashes when added, but otherwise?