Ruin0x11
Ruin0x11
These are used for displaying the location of adventurers and allies that have jobs in player-owned buildings.
The instanced quest system in vanilla is pretty brittle. You can also only ever have a single instanced quest active at one time, and it will always be cleared when...
Elona Extender has a bunch of additional features for showing an item's enchantments and other info in the inventory screen. What if we wrapped that logic into an interface so...
Okay, here's a design flaw if I ever saw one: When accessing an asset from the table returned by `UiTheme.load()` for the first time, the game window will pretty much...
Instead of: ```lua function MyList:choose() self.chosen = true end function MyList:update(dt) self.chosen = false end ``` ```lua function MyLayer:init() self.list = MyList:new() self.win = UiWindow:new() end function MyLayer:update(dt) if self.list.chosen...
I have no clue how the logic defined by the map types system should be handled. The way we do it now (by using `map:has_type("world_map")`) works, and there's no shame...
Having lots of state in random places is bad when you end up removing whole areas, because you need extra logic to deal with the cleanup of that state so...