Loading screen
VOID MAIN(VOID)
{
freeze(1);
&player_map = 174;
sp_x(1, 309);
sp_y(1, 175);
stop_entire_game();
blah
load_screen();
draw_screen();
draw_status();
fade_up(0);
unfreeze(1);
script_attach(1000);
kill_this_task()
}
This scrpt seems to work properly except for the bottom 3rd. The screen just won't load, please help!
{
freeze(1);
&player_map = 174;
sp_x(1, 309);
sp_y(1, 175);
stop_entire_game();
blah
load_screen();
draw_screen();
draw_status();
fade_up(0);
unfreeze(1);
script_attach(1000);
kill_this_task()
}
This scrpt seems to work properly except for the bottom 3rd. The screen just won't load, please help!
take out the 0 in the brackets of fade_up
you might also try something somewhere after the stop_entire_game that lets it return to the game
you might also try something somewhere after the stop_entire_game that lets it return to the game
I'm not sure if it works, (since I've never tested) but choice commands at least do the job. Why do you want to stop the whole game in the first place?
Well, at one point in my d-mod, it allows you to determine what a spell will do depending on how high your magic is. I don't want monsters killing Dink while he chooses his spell. One other thing, I was creating this script:
VOID MAIN(VOID)
{
stop_entire_game();
fade_down();
say_stop("Time's up! Your score was: &score",1);
wait(2000);
say_stop("I'd say your rating is:
wait(2000);
if (&score < 20)
{
say_stop("Pascifist",1);
return;
}
if (&score > 20)
{
say_stop("Retired Swordsman",1);
return;
}
}
... I was going to continue, but ran into a big problem. If I did, if (&score > 30), it would all run together because 30 is still higher than 20. Worse than that, they wouldn't run together, it would just say "Retired Swordsman" because of the return command. I guess I could do something like it could check if it's higher than the needed amount but lower than the next higher.. Oh.. My brain is throbbing.. Please help with my dillemma! EDIT: Nevermind, I figured it out..
VOID MAIN(VOID)
{
stop_entire_game();
fade_down();
say_stop("Time's up! Your score was: &score",1);
wait(2000);
say_stop("I'd say your rating is:
wait(2000);
if (&score < 20)
{
say_stop("Pascifist",1);
return;
}
if (&score > 20)
{
say_stop("Retired Swordsman",1);
return;
}
}
... I was going to continue, but ran into a big problem. If I did, if (&score > 30), it would all run together because 30 is still higher than 20. Worse than that, they wouldn't run together, it would just say "Retired Swordsman" because of the return command. I guess I could do something like it could check if it's higher than the needed amount but lower than the next higher.. Oh.. My brain is throbbing.. Please help with my dillemma! EDIT: Nevermind, I figured it out..