That's great, thanks!
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That's great, thanks!
@bmos - I have added the logic of having a single "full moon" or "new moon" as well. For those who need for story reasons e.g. "3 days of a full moon", I also added a duration which extends this single day to a number of days (beware of even day durations... this might or might not calculate into one day less). Existing moons might cause an error the first time the DB.xml is loaded due to the missing duration value. It will be set to "1" once the configuration was opened. Let me know if you encounter any issues.
After the latest update I've been getting the following script error everytime I try to edit the moon phases, and they no longer display at all.
Anyone have any ideas?Quote:
Script Execution error: [string “button_moon”]:14: attempt to call field ‘populateMoonPhaseDisplay’ (a nil value)
I also get the same error, I have a game tomorrow so will dig around to see, I wonder if it's unpopulated default in the string, that seems to be happening a lot at the moment across various extensions
I think it needs a line added to utility_calendar.xml
After <windowclass name="calendar_main" merge="merge">
Code:<script file="utility/scripts/calendar_log.lua" />
Is there a tutorial I can find to learn how to edit .xml files?
In terms of learning to change xml and lua files for creating/modifying extensions, there are these two:
Jeff's Excruciatingly Simple Extension Tutorial
[Tutorial] Creating a Basic Extension
Also, here a copy with the edit added :)
Thanks so much for the tutorial information and taking the time to update the extension. It works perfect!
Thanks so much for updating this! I've been slowly moving my ETU game over to Unity, and I don't know what I'd have done without my moon tracker!
Cheers!
- Toko!