Search found 4 matches
- Fri Jan 11, 2013 2:57 am
- Forum: Modding
- Topic: General Dungeon Editor glitches and problems
- Replies: 167
- Views: 133712
Re: General Dungeon Editor glitches and problems
guys I've made hundreds of functions and I just keep the names short, like cStep1 instead of crossStep1 and the like, that way I can still put the modifiers at the end and still see them. You get about 9 characters you can see in the drop down Some peope have a (typically very useful) habit of nami...
- Mon Jan 07, 2013 12:57 pm
- Forum: Modding
- Topic: General Dungeon Editor glitches and problems
- Replies: 167
- Views: 133712
Re: General Dungeon Editor glitches and problems
Thanks for that, works like a charm. :)Komag wrote:don't destroy mouse item or make a junk item, but rather setMouseItem(nil)
But I still feel that getMouseItem():destroy() should be fixed, at least for the sake of others trying to so the same.
- Thu Jan 03, 2013 12:48 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 322053
Re: EDITOR Feature Requests (not bugs!)
I don't supose there would be any chance for creating our own AI Brains? It'd be much easier to implement NPCs and scripted battles if this were posible.
- Thu Jan 03, 2013 12:34 pm
- Forum: Modding
- Topic: General Dungeon Editor glitches and problems
- Replies: 167
- Views: 133712
Re: General Dungeon Editor glitches and problems
Calling getMouseItem():destroy() leaves a corupted, but functioning item still on the mouse. Calling any further script functions on the item, returns a "bad item" error. This is true even if the party puts the item down or into their inventories. Calling party:getChampion(1):insertItem(<s...