In the docs, setentityglobal() seems to be missing the "name" argument.
Aha, thanks for catching that.
Ghhrrghwww.
I
LOVE like LUA quite much, so I had to post here.
So I post.
That project looks quite charming!
Make terraria with it.
Shoot me a PM to get access to the closed alpha and make it yourself!
Also, I'm hoping to get into something like an open beta rather soon.
Anyway, update! I apologize for changing the names of some commands, it was all for the sake of consistency and ease of understanding.
1.1.0a
Added "randomfloat" and "objectcompare".
Added "getentityimagesize", "getentityimagewidth", and "getentityimageheight".
Added a lot of new tags to various commands.
Changed Lua command tag from "handles" to "handle", from "messages" to "message", "entitytile" to "enttile", "scripts" to "script", and "data" to "gamedata".
Changed "datasave", "dataread", "dataremove", "dataexists", "getdatatable" to "gamedatasave", "gamedataread", "gamedataexists", "getgamedatatable".
Changed the returned value for "getentityhandle" when no handle exists from a blank string to nil. (Though I don't know whether Lua even cares about this difference.)
Changed the name of the function "getmessagename" to "getmessagetitle".
Changed "requestfile" to take a boolean rather than an integer argument for whether to restrict the directory.
Renamed "initializemap" to "initmap", "deinitializemap" to "freemap", and "initializemapmask" to "initmapmask".
Removed "togglegamestate", which was an artifact of an earlier gamestate system.
Renamed "filepos" to "getfileposition" and "fileseek" to "setfileposition".
Fixed several weirdnesses pertaining to the behavior "requestfile", and made the extensions argument optional.
Fixed file path weirdness with "setquicksavepath".
Fixed string library commands being nil after loading a saved game.
Fixed a bug that would cause the object pointer with the greatest value to potentially get overwritten by the next created object.