Erhmm... don't get ahead of yourself, editing and adding new things to a LUA engine isn't even describable to making your own emulator@^^ post.
Erhmm... don't get ahead of yourself, editing and adding new things to a LUA engine isn't even describable to making your own emulator@^^ post.
Last edited by Clain; 02-27-2009 at 12:29 AM.
I think GUAEngine is a great name
GPL-Engine([G]astric[P]enguins [L]ua-[Engine]), as name maybe.
Why do I need a signature?
Hmm just a few suggestions:
maybe a learnall function?
so like:
:LearnAll()
and in the brackets could be the class ID.
Assuming you are writing this to learn more about utilizing C++ and Lua functionality and syntax, why not write a reflection system that efficiently allows a scripter to use all functions within the core just like C++ scripting does?
toLua++ - binding c/c++ code to lua
Rasterbar Software | Products | luabind
Boss specific commands such as
Bosscast()
Bossmoveto() etc
Yes a mount Function would be amazing
also, a script that opens up a vendor, like an actual vendor.
Sounds awesome Gastric can't wait!
-Zesty
Formerly Known as Wickedshadow/KingMitch
The following commands have been created and will be included in the first release:
Mount(model);
EquipWeapons(equip1, equip2, equip3);
SetBindPoint(x, y, z, mapid, zoneid);
SendVendorList(pUnit);
GiveXp(xp);
GetMoney();
AddCoinage(gold,silver,copper);
CanRemoveCoinage(gold,silver,copper);
CanRemoveGold(gold);
CanRemoveSilver(silver);
RemoveCoinage(gold,silver,copper);
RemoveGold(gold);
RemoveSilver(silver);
Sounds good.
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The Gua Engine has been released!
http://www.mmowned.com/forums/emulat...ua-engine.html
eDIT me being stupid
Last edited by Padlockcode; 03-02-2009 at 07:32 PM.