How did you make the window?AndakRainor wrote:Is there any way to deactivate the throwing of mouse item ? I made a small window where I would like to drag and drop items, but when I click on it the mouse item is thrown.
Here is a simple option that restricts throwing, but not dropping; and calls a function when clicked.
Code: Select all
useTrigger = true     --auto-spawns a connected floor_trigger on the tile
windowActive = false  
function click_action(bool)
		if bool then
	--_________________________  Change script to suit
		
			local item = getMouseItem()
			if item then
				hudPrint("You clicked the window with a "..item.go.name..".")
			end
	--_________________________
		end	
end
_createWindow = function(context)
				if not context.mouseDown(2) and party.facing == self.go.facing 
				and party.x == self.go.x and party.y == self.go.y
				and party.elevation == self.go.elevation  --can be commented out
				then
						local dir, result = context.button(self.go.id.."window", 0, 0, context.width, context.height * .6)
						if result then
						 click_action(context.mouseDown(3))
						end
				end
			end	
function _setWindowActive(bool)
	windowActive = bool
	print(bool)
end
function activate()
	windowActive = true
end
function deactivate()
	windowActive = false
end
function toggleWindowActive()
	windowActive = not windowActive
end
if useTrigger then
	self.go:spawn('floor_trigger').floortrigger:addConnector('onToggle', self.go.id, "toggleWindowActive")
end
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defineObject{
	name = "party",
	components = {
		{
			class = "Party",
			onMove = function(self, dir)  end,
			onDrawGui = function(self, context) window2.script.createWindow(context) end,
		},
		{
			class = "Light",
			name = "torch",
			range = 12,
		},
	},
	editorIcon = 32,
	placement = "floor",
}Then position and face the script _entity to indicate the tile and direction where the window is. Activate the effect
either via script using one of the setter functions, or via the built in trigger/plate (which is automatically spawned by default).


 
 




