Search found 4 matches

by torrentails
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...
by torrentails
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

Komag wrote:don't destroy mouse item or make a junk item, but rather setMouseItem(nil)
Thanks for that, works like a charm. :)

But I still feel that getMouseItem():destroy() should be fixed, at least for the sake of others trying to so the same.
by torrentails
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.
by torrentails
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...