Code: Select all
local npc = Actor.new {
name = [[Liron, rider of Tolan]],
display = 'B',
color = colors.C_U,
image = 'npc/bronze_thunderlord.png',
}

Moderator: Moderator
Code: Select all
local npc = Actor.new {
name = [[Liron, rider of Tolan]],
display = 'B',
color = colors.C_U,
image = 'npc/bronze_thunderlord.png',
}
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tiles=game.level.map.tiles
[sound F/X: source diving] Ah, okay, yeah, I think I know how to get that wedged in there. Thanks.darkgod wrote:As for your problem you mean to say the problem is that Liron is too small a letter ?
You can fix that by superloading dialogs.Chat:init and changing the ActorFrame initializations to pass in addition to their parameters:
…? Am I doing it wrong?darkgod wrote:That's because your level tiles is configured rather differently from the rest.
(shrug) No worries; I already had to do surgery on the chat dialog to get it to work with ActorTalents:talentDialog(). And you probably don't want to know what I've done to the Map…darkgod wrote:Ther superloading is not that great and at an addon level i'd scream bloody murder but at a mod level it's only jsut super fugly
Na…? Am I doing it wrong?
Code: Select all
action = function(self, t)
local chat = Chat.new("artifice", self, self, {player=self, slot=3, chat_tid=t.id, tool_ids=artifice_tool_tids})
local d = chat:invoke()
d.key:addBinds{ EXIT = function()
game:unregisterDialog(d)
end}
local tool_id, m_id = self:talentDialog(d)
artifice_tools_setup(self, t)
self:updateModdableTile()
return tool_id ~= nil -- only use energy/cooldown if a tool was prepared
end,
[sound F/X: source diving] Well, yeah, for a single-stage chat, I don't doubt it. When you get into chats with multiple jumps, though, like my "do-you-really-want-to-wear-the-One-Ring?" chat, the special unload() method gets lost unless you propagate it manually across Chat:regen().darkgod wrote:As for chat and talents, why ? It already works fine.