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[lua] rewrite logic to spawn skull NMs in Eldieme Necropolis #7011
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✨ Thanks for the PR! ✨ This is a friendly automated reminder that the maintainers won't look at your PR until you've properly completed all of the checkboxes in the pre-filled template. |
end | ||
end | ||
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local eldiemeGlobal = { |
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local nameOfTheTable =
{
This applies for all tables and such
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sorry about that
@@ -72,7 +75,7 @@ local eldiemeGlobal = | |||
-- gates are grouped in groups of five. even numbered groups share one animation, while odd numbered groups share the other. | |||
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local animEven = (npc:getAnimation() == xi.anim.OPEN_DOOR) and xi.anim.CLOSE_DOOR or xi.anim.OPEN_DOOR | |||
local animOdd = (npc:getAnimation() == xi.anim.OPEN_DOOR) and xi.anim.OPEN_DOOR or xi.anim.CLOSE_DOOR | |||
local animOdd = (npc:getAnimation() == xi.anim.OPEN_DOOR) and xi.anim.OPEN_DOOR or xi.anim.CLOSE_DOOR |
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This was properly aligned
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It's my auto formatter
/cry
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npc:setAnimation(xi.anim.OPEN_DOOR) | ||
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--unlight brazier after five minutes | ||
npc:timer(300000, function() | ||
npc:setAnimation(xi.anim.CLOSE_DOOR) | ||
end) |
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Just so you are aware in the future, there is literally a function specifically to open a door, wait a specified number of seconds, and then close the same door, performing all 3 of these functions with one invocation without any seconds to milliseconds conversion or potential snags you can hit by invoking timer()
directly. There is also a matching function to do a the reverse (closing a default open door, and then reopening it after a timeout).
npc:openDoor(300)
would have done exactly what you did here in a single line.
I affirm:
What does this pull request do?
This PR makes the following changes when lighting the tallow candles in Eldieme Necropolis:
This PR should fix the following issues that are present in the current code:
I looked at this capture: https://www.youtube.com/watch?v=8bOepLkqArA
Steps to test these changes