View Full Version : CyUnit.setMoves()


Belizan
Jan 24, 2006, 04:55 AM
So, I recently was doing a little modding and tried to do...


pUnit.setMoves(0)


And was boggled when it didn't work. I had the proper pUnit, but no change in movement points occured. I solved the problem by using finishMoves() instead, but... What's up with that?

The Great Apple
Jan 24, 2006, 08:07 AM
Something is really weird with the way setMoves, and getMoves work. I think all works as it should, until you get to zero moves, where instead of 0, the number of moves given by pUnit.getMoves() is 60.

I have no idea why it does this.