Code: Select all
function lightup1()
if torch_holder_apothecary:hasTorch() == false then
torch_holder_apothecary:addTorch()
end
end
I think I may give up on remake my LOG1 mod if this kind of thing happens with nearly every script. Maybe I should just try a part 2 in LOG2 and finish part 1 in LOG1 alone. Does anyone still play LOG1 mods?
EDIT:
oh here's the original LOG1 script which worked using a teleporter as a "torchSensor," but teleporters apparently don't have the script "isActivated()" anymore.
Code: Select all
function lightup1()
if torchSensor:isActivated() then
spawn("torch_holder", party.level, 5, 13, 0, "torch_holder_8")
torch_holder_8:addTorch()
torchSensor:deactivate()
else
return false
end
end