alaskiden Posted February 17, 2013 Author Share Posted February 17, 2013 When I make a spell for class only for example I make a wizard spell, and then make the item so the person can learn the spell. I make a wizard and get the item but then it says this is for warriors only? I then check and it says that both the item and spell says Wizard. ??? Link to comment Share on other sites More sharing options...
abhi2011 Posted February 17, 2013 Share Posted February 17, 2013 This is a known bug. Not sure if there is a bug fix tut for this. But check out the Tutorial -> Source -> Bug fixes board. Link to comment Share on other sites More sharing options...
alaskiden Posted February 17, 2013 Author Share Posted February 17, 2013 Thanks! I thought it was something I did horribly wrong. Haha! Link to comment Share on other sites More sharing options...
Daneta Posted February 18, 2013 Share Posted February 18, 2013 if u cant find a tortorial then make the opeste put the spell for warrior and it will me for the magicen Link to comment Share on other sites More sharing options...
escfoe2 Posted February 28, 2013 Share Posted February 28, 2013 I just fixed this myself lol. Robin accidentally had two important statements in the wrong place. No worries. Not a problem. The class box SHOULD have a 'None' option. But it doesn't, and I'll show you why. In Client>modGameEditors>SpellEditorInit change this code:```' build class combo.cmbClass.AddItem "None".cmbClass.Clear```to```' build class combo.cmbClass.Clear.cmbClass.AddItem "None"```The 'None' option was added but then immediately removed. Without the 'None' option, your selection is returning the wrong index. so if you have:WarriorsWizardsand you select Wizards, it's going to return that you selected Warriors because it doesn't account for the missing 'None'. Hope this is understood. I believe this will solve your problem… Did for me. Link to comment Share on other sites More sharing options...
abhi2011 Posted March 1, 2013 Share Posted March 1, 2013 The topic is about 15 days old Link to comment Share on other sites More sharing options...
MrIce Posted March 1, 2013 Share Posted March 1, 2013 > The topic is about 15 days oldAND STILL its unsolved, so the guy posted the fix did right eh? preatty helpful for others that has the same issue. Link to comment Share on other sites More sharing options...
Solstice Posted March 5, 2013 Share Posted March 5, 2013 Which engine was this for?? CS:DE? Link to comment Share on other sites More sharing options...
abhi2011 Posted March 5, 2013 Share Posted March 5, 2013 > Which engine was this for?? CS:DE?I believe for all engines. Link to comment Share on other sites More sharing options...
escfoe2 Posted March 21, 2013 Share Posted March 21, 2013 I made the fix in **EO - Event System 2.3** to be exact. This doesn't mean the same backwards code isn't in any other versions though. I also threw this little fix into a tutorial quite like my post after replying to this topic. Link to comment Share on other sites More sharing options...
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