Diarandor
Diarandor
To allow to lift/carry/throw custom entities, or more in general any kind of entity, I propose the following Lua API events/functions. It would also be nice to allow enemies and...
Since an enemy may have several sprites, it would be nice to allow choosing if a given sprite can attack the hero or not. The syntax could be: `enemy:set_sprite_can_attack(sprite, [can_attack])`...
This bug was explained here: https://github.com/solarus-games/children-of-solarus/issues/60 It produces slowness when tons of straight movements are being created, applied to Lua lists, and then destroyed. Note that I could be wrong...
Add functions to bring menus to front or back: sol.menu.bring_to_front/back(menu, [other_menu]) If other_menu is nil, menu would be put in front/back of all the other menus with the same context....
If the delay in "sol.timer.start([context], delay, callback)" is given by a variable and we change its value, and then we restart the timer with "return true", the old delay is...
It would be incredibly useful to add some new menu events: 1) menu:on_map_changed(map) 2) menu:on_opening_transition_finished(destination) 3) menu:on_suspended(suspended) 4) menu:on_paused() and menu:on_unpaused() and maybe others...
Liftable destructibles without "wall" ground cannot be lifted. It should be liftable independently of the ground type. We may need the liftable feature in this case to code the iron...
Sometimes we use the command of an item when the item cannot be used; in these cases nothing should happen. However, the engine restarts the hero, which is annoying and...
More customization for enemy:immobilize(). The best option is to use a table parameter: enemy:immobilize(properties_table) 1) Add "time" parameter to enemy:immobilize(), like this: enemy:immobilize({time = ...}), where "time" is the time...
If I minimize the game on Android, I get an error message that closes Zelda Mystery of Solarus DX (I am using an old version of the game) and for...