Ahmm is the "x" Here from "table.x" Is the name of my variable? One more thing is what should i put inside script.getDraft():getId()? it's my time again to comeback here i want a refreshLobby wrote: ↑23 Jun 2020, 17:24Code: Select all
-- Let's use a unique, own key for the table that we will create within a storage table local key = script:getDraft():getId() -- Let's get our personal storage table within the city storage table (will be created if it doesn't exist) local table = Util.optStorage(City.getStorage(), key) -- Let's put something into it; this should still be there after saving the city, ending the game, and then coming back table.x = 42
Lua chatbox
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Re: Lua chatbox
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Re: Lua chatbox
Nice comeback!
The x is the name of the "variable" that is stored inside the table. For illustration how tables work (they are basically containers that contain variables, so to speak):
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local table = {} -- Creates a new, empty table table.x = 42 print(table.x) -- Will output 42
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You can just use it like that in order to use the id of your plugin as key. Alternatively, you can use any unique string, e.g.:
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local key = 'd3020030-1aa0-477e-a04f-0801e3546329'
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Re: Lua chatbox
@Lobby can the value of a variable that is in process such as in script:update() would be stored insidr tables even if it is pre-defined from local declaration .... I think it the game should read and used the value of the variable that is in pre-defined in var-declaration than the saved values
Here's my example
Here's my example
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local var = 0 function script:init() Loadstate() -- loading variable stored ingame end function script:nextMonth() var = var + 50 end function script:update() SaveState() -- saving var values end
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Re: Lua chatbox
Yeah, it's possible. As the saveState() is a function, it will call all body of the function. Please notice the upvalue of vars.rjroldan1 wrote: ↑17 Oct 2020, 17:51can the value of a variable that is in process such as in script:update() would be stored insidr tables even if it is pre-defined from local declaration .... I think it the game should read and used the value of the variable that is in pre-defined in var-declaration than the saved values
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local foo -- declare empty variable local function getStorage() return Util.optStorage(TheoTown.getStorage(), key) end local function saveState() local storage = getStorage() storage.foo = foo end local function loadState() local storage = getStorage() foo = storage.foo or 'value' -- if storage.foo is nil, foo will be set to 'value'. if storage.foo isn't nil, foo will be set to storage.foo end function script:init() loadState() end function script:nextMonth() foo = 'anotherValue' saveState() -- will store the new value of foo to storage.foo end
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For simply method, you can use script:finishInformationDialog(x,y,level,dialog)
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-- script.lua function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText(...) dialog.content:addListBox{...} dialog.controls:addButton{...} end
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// building.json [ { "id":"buildingId", // body "script":"script.lua" } ]
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Re: Lua chatbox
ian` wrote: ↑18 Oct 2020, 05:42For simply method, you can use script:finishInformationDialog(x,y,level,dialog)
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-- script.lua function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText(...) dialog.content:addListBox{...} dialog.controls:addButton{...} endInteractive Lua editor
If those dialog are exactly the same as List box in GUI give me some example im clueless what is inside the object "{}"
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Re: Lua chatbox
So you want make a thing like gui example in Dev tool plugin by Lobby?
Actually you can look at gui example post for the complete code.
Actually you can look at gui example post for the complete code.
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local function showDialog() -- Body of dialog that will show when tool is clicked end function script:event(x,y,lvl,event) if event == Script.EVENT_TOOL_ENTER then GUI.get'cmdCloseTool':click() -- close the build mode showDialog() -- call the dialog end end
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Re: Lua chatbox
ian` wrote: ↑18 Oct 2020, 20:38So you want make a thing like gui example in Dev tool plugin by Lobby?
Actually you can look at gui example post for the complete code.
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local function showDialog() -- Body of dialog that will show when tool is clicked end function script:event(x,y,lvl,event) if event == Script.EVENT_TOOL_ENTER then GUI.get'cmdCloseTool':click() -- close the build mode showDialog() -- call the dialog end endInteractive Lua editor
I used
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function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText("Haha") dialog.content.parent:addListBox{ x = 10, y = 10, width = -10, height = -10 } local entry = listBox:addCanvas{h=30} local lbl = entry:addLabel{ text = 'This is entry ' width = -30 } local cmd = entry:addButton{ x = -35, width = 30, icon = Icon.OK, onClick = function() Debug.toast('Clicked on entry ') end } dialog.controls:addButton{ x = -35, width = 30, icon = Icon.OK, onClick = function() Debug.toast('Clicked on entry ') end } return false end
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Re: Lua chatbox
I'd also used :
These works but doesn't have canvas neither parent and how to add list item inside of these?
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function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText("Haha") dialog.content:addListBox{ x = 10, y = 10, height = -10, width = -10 } dialog.controls:addButton{ x = -35, width = 30, icon = Icon.OK, onClick = function() Debug.toast('Clicked on entry '..i) end } end
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Re: Lua chatbox
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Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local panel = addPanel { width = 30, height = 30 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = addLine("City name", 10) local textframe = dialog.content:addTextFrame { text = [[E!]] } end local sidebar = GUI.get('sidebarLine') local button = sidebar:getFirstPart():addButton { width = 20, height = 20, onClick = function(self) aci() end } end --But why is the text frame not showing in the dialog?
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Last edited by 1Code on 19 Oct 2020, 22:32, edited 1 time in total.
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Re: Lua chatbox
And also, why is the above code isn't working*
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Re: Lua chatbox
My question is why did you put dialog.content:addButton{} if you want to show only the textframe?
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Re: Lua chatbox
Based on what I've understood in your codes you want to have text inside the button?
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local line = addLine('City name:', 10) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end }
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Re: Lua chatbox
Still doesn't workrjroldan1 wrote: ↑20 Oct 2020, 08:15Based on what I've understood in your codes you want to have text inside the button?
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local line = addLine('City name:', 10) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end }Interactive Lua editor
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Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = addLine('City name:', 10) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function(self) Debug.toast('City Name') end } end local sidebar = GUI.get('sidebarLine') local button = sidebar:getFirstPart():addButton { width = 20, height = 20, onClick = function(self) aci() end } end
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Re: Lua chatbox
Sorry i forgot it's...
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local line = dialog:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end }
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Re: Lua chatbox
Code: Select all Reset
Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } --local root = GUI.getRoot() local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local panel = addPanel { width = 30, height = 30 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = dialog:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end } line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function(self) Debug.toast('City Name') end } end local sidebar = GUI.get('sidebarLine') local button = sidebar:getFirstPart():addButton { width = 20, height = 20, onClick = function(self) aci() end } end
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Re: Lua chatbox
Code: Select all Reset
Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } --local root = GUI.getRoot() local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local panel = addPanel { width = 30, height = 30 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = addLine('button',26) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end } line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function(self) Debug.toast('City Name') end } end end
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I edited some @Jeremiah Stephens i dont know how about side bar