Need help with a spell script
So I've been trying to incorporate this mana system into my D-Mod. To do this, I've edited the fireball script. The mana system itself works perfectly like this, but I've run into a problem. Whenever I change screens, random sprites begin randomly disappearing. It makes no sense whatsoever. I've managed to track it down to the sp_kill(&t1, 1); command. If I remove it from the loop, it'll stop removing the sprites, but I need that command to make the mana system work. And I can't seem to find any other command that would serve the same purpose, except for sp_active(&t1, 0);, but in that case it'll start removing the sprites, as well. I've tried everything and I'm really stumped. Anyone know what could be causing this?
Here's the whole fireball script:
Here's the whole fireball script:
void use( void )
{
&mydir = sp_dir(1, -1);
if (&mana > 2)
{
//disallow diagonal fireballs for now
if (sp_dir(1, -1) == 1)
sp_dir(1, 4);
if (sp_dir(1, -1) == 3)
sp_dir(1, 6);
if (sp_dir(1, -1) == 7)
sp_dir(1, 4);
if (sp_dir(1, -1) == 9)
sp_dir(1, 6);
&basehit = sp_dir(1, -1);
&basehit += 320;
sp_seq(1, &basehit);
sp_frame(1, 1); //reset seq to 1st frame
sp_kill_wait(1); //make sure dink will punch right away
sp_nocontrol(1, 1); //dink can't move until anim is done!
&magic_level = 0;
draw_status();
&mholdx = sp_x(1, -1);
&mholdy = sp_y(1, -1);
//freeze(1);
wait(100);
if (&mydir == 1)
{
&mholdx -= 30;
&junk = create_sprite(&mholdx, &mholdy, 11, 504, 1);
sp_seq(&junk, 504);
sp_mx(&junk, -6);
sp_my(&junk, +2);
}
if (&mydir == 4)
{
&mholdx -= 30;
&junk = create_sprite(&mholdx, &mholdy, 11, 504, 1);
sp_seq(&junk, 504);
sp_dir(&junk, 4);
}
if (&mydir == 6)
{
// &mholdy -= 10;
&mholdx += 30;
&junk = create_sprite(&mholdx, &mholdy, 11, 506, 1);
sp_seq(&junk, 506);
sp_dir(&junk, 6);
}
if (&mydir == 3)
{
&mholdx += 30;
&junk = create_sprite(&mholdx, &mholdy, 11, 506, 1);
sp_seq(&junk, 506);
sp_mx(&junk, +6);
sp_my(&junk, +2);
}
if (&mydir == 2)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 502, 1);
sp_seq(&junk, 502);
sp_dir(&junk, 2);
}
if (&mydir == 7)
{
&mholdx -= 30;
&junk = create_sprite(&mholdx, &mholdy, 11, 504, 1);
sp_seq(&junk, 504);
sp_mx(&junk, -6);
sp_my(&junk, -2);
}
if (&mydir == 8)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 508, 1);
sp_seq(&junk, 508);
sp_dir(&junk, 8);
}
if (&mydir == 9)
{
&mholdx += 30;
&junk = create_sprite(&mholdx, &mholdy, 11, 506, 1);
sp_seq(&junk, 506);
sp_mx(&junk, +6);
sp_my(&junk, -2);
}
//create fake shadow effect
playsound(17, 8000,0,&junk,0);
sp_timing(&junk, 0);
sp_speed(&junk, 6);
sp_strength(&junk, 20);
sp_range(&junk, 10);
//this makes it easier to hit stuff
sp_flying(&junk, 1);
sp_script(&junk, "dam-fire");
//when the fireball hits something, it will look to this script, this way
//we can burn trees when appropriate
&mshadow = create_sprite(&mholdx, &mholdy, 15, 432, 3);
sp_brain_parm(&mshadow, &junk);
sp_que(&mshadow, -500);
//will be drawn under everything
//set fireball to not be able to damage Dink or the shadow
sp_brain_parm(&junk, 1);
sp_brain_parm2(&junk, &mshadow);
&mana -= 3;
goto loop;
}
unfreeze(1);
goto loop;
}
void disarm(void)
{
&magic_cost = 0;
sp_kill(&t1, 1);
kill_this_task();
}
void arm(void)
{
Debug("Preloading fireball");
int &basehit;
int &mholdx;
int &mholdy;
int &junk;
int &mshadow;
int &mydir;
&magic_cost = 100;
preload_seq(322);
preload_seq(324);
preload_seq(326);
preload_seq(328);
preload_seq(502);
preload_seq(504);
preload_seq(506);
preload_seq(508);
//tree burn
preload_seq(20);
//explosion
preload_seq(70);
int &t1;
loop:
sp_kill(&t1, 1);
&t1 = say_xy("&mana / 100", -50,455);
sp_kill(&t1, 0);
wait(200);
goto loop;
}
void pickup(void)
{
Debug("Player now owns this item.");
kill_this_task();
}
void drop(void)
{
Debug("Item dropped.");
kill_this_task();
}It kills random sprites because when you change screens, the text sprite &t1 stops existing. "&t1" (or &crap, or &text, or any variable name) is just a stand-in for the sprite's sprite number, so when you change screens, it kills some sprite that just happens to have the same sprite number that &t1 had.
To fix, you could do something like this:
If &crap doesn't equal &player_map, that means they changed screens during the wait(200), &t1 doesn't exist anymore, and so we shouldn't try to kill it.
Alternatively, this might work:
To fix, you could do something like this:
loop:
if (&crap == &player_map)
sp_kill(&t1, 1);
&t1 = say_xy("&mana / 100", -50,455);
sp_kill(&t1, 0);
int &crap = &player_map
wait(200);
goto loop;If &crap doesn't equal &player_map, that means they changed screens during the wait(200), &t1 doesn't exist anymore, and so we shouldn't try to kill it.
Alternatively, this might work:
loop:
&t1 = say_xy("&mana / 100", -50,455);
sp_kill(&t1, 200);
wait(200);
goto loop;









