when a script function is triggered it receives the sender of the message as first argument
default party can be customized (create a save game, rename it as default_party.dat and copy it to mod_assets folder)
Item:getStackSize() - it does work but it's not in the list
Also a small request:
In the scripting reference and the asset definitions reference, would it be possible to add anchors to each of the entities / categories and then have a small index at the top so you can jump to those things faster? Those could then also better be linked in the forums etc.
Would be really great to have that
What I also wanted to ask:
in the save games and variables section, it's written that "static" assets won't get saved (last paragraph). I have found that this isn't the case (or at least for the things I tried yet) and my spawned stuff does carry over when saving and loading.
Did you change the saves that this is accomodated now?
Montis wrote:What I also wanted to ask:
in the save games and variables section, it's written that "static" assets won't get saved (last paragraph). I have found that this isn't the case (or at least for the things I tried yet) and my spawned stuff does carry over when saving and loading.
Did you change the saves that this is accomodated now?
Yeah, the save game doc is out of date and contains wrong info. Thanks for pointing that out!
Oh I see.
You have to go through all the options available ie wall_button 1 through to whatever until none are available and then the button can be deleted. Would be nice if the delete key worked straight away instead of the laborious route actually required.