06/04/14, 03:23 PM | #21 |
Lua Code:
Lua Code:
Lua Code:
Then each unique texture name would be Root. So everything imported from Esohead would go into Root. When a player loots a node, and it's in a unique location then the node would be evaluated against Root first. If it's not in Root and there is a unique location name, log it under the unique location name. I Am going to adapt Harvester to do this since it's not HarvestMap nobody will loose important data. Then I want to add that feature you have to grab the lorebook locations, and have it report the location names so I can collect them and hopefully some translations. Then I would have three keys, and when I know the Zone "therift" and SubZone "blessedcrucible7_base" then I only have to evaluate the location name. Last edited by Sharlikran : 06/04/14 at 03:46 PM. |
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06/04/14, 06:46 PM | #22 | |
I think that you are making it overly complicated. If you use texture names you don't need location name.
Lua Code:
Last edited by Garkin : 06/04/14 at 06:50 PM. |
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06/04/14, 07:58 PM | #23 |
Let me play with it. I wana try my idea. Can you help with something?
This is the string I have, "stonefalls/davonswatch_base" Lua Code:
textureName = "stonefalls/davonswatch_base" Lua Code:
textureName = "stonefalls/davonswatch_base/davonswatch" Lua Code:
textureName = "stonefalls/stonefalls_base" Lua Code:
Q1) Did I do it right? Q2) Why does 3 work in all cases. I tried a 2 for the first example with only v1, and v2 and I got a number and a string. |
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06/04/14, 08:36 PM | #24 | |
Lua Code:
Lua Code:
Last edited by Garkin : 06/04/14 at 09:00 PM. |
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ESOUI » Developer Discussions » Lua/XML Help » Help with Complex Array. |
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