Script problem
Dink starts on a screen, walks into his house, and then goes out again, but then the script starts again. I've tried with stories and such.
Here is the script
-
void main( void )
{
if (&story == 0)
{
freeze(1);
wait(100);
say_Stop("Finaly home from town. ", 1);
move_stop(1, 8, 190, 0);
fade_down();
script_attach(1000);
&player_map = 97;
sp_x(1, 320);
sp_y(1, 350);
load_screen();
draw_screen();
draw_status();
fade_up();
freeze(1);
&story = 1;
}
if (&story == 1)
{
freeze(1);
say_Stop("Looks like the mailman has been here. ", 1);
move_stop(1, 8, 255, 1);
move_stop(1, 4, 244, 0);
move_stop(1, 8, 133, 1);
say_stop_xy("`1You must come out to the woods.", 0, 20);
say_stop_xy("`1I will meet you there.", 0, 20);
say_stop_xy("`1Sincerely Gregor", 0, 20);
wait(500);
say_Stop("Who is Gregor?. ", 1);
move_stop(1, 2, 265, 1);
move_stop(1, 6, 315, 0);
move_stop(1, 2, 370, 1);
fade_down();
script_attach(1000);
&player_map = 129;
sp_x(1, 350);
sp_y(1, 202);
load_screen();
draw_screen();
draw_status();
fade_up();
freeze(1);
move_stop(1, 6, -5, 0);
move_stop(1, 6, 325, 0);
move_stop(1, 8, -5, 0);
}
}
Here is the script
-
void main( void )
{
if (&story == 0)
{
freeze(1);
wait(100);
say_Stop("Finaly home from town. ", 1);
move_stop(1, 8, 190, 0);
fade_down();
script_attach(1000);
&player_map = 97;
sp_x(1, 320);
sp_y(1, 350);
load_screen();
draw_screen();
draw_status();
fade_up();
freeze(1);
&story = 1;
}
if (&story == 1)
{
freeze(1);
say_Stop("Looks like the mailman has been here. ", 1);
move_stop(1, 8, 255, 1);
move_stop(1, 4, 244, 0);
move_stop(1, 8, 133, 1);
say_stop_xy("`1You must come out to the woods.", 0, 20);
say_stop_xy("`1I will meet you there.", 0, 20);
say_stop_xy("`1Sincerely Gregor", 0, 20);
wait(500);
say_Stop("Who is Gregor?. ", 1);
move_stop(1, 2, 265, 1);
move_stop(1, 6, 315, 0);
move_stop(1, 2, 370, 1);
fade_down();
script_attach(1000);
&player_map = 129;
sp_x(1, 350);
sp_y(1, 202);
load_screen();
draw_screen();
draw_status();
fade_up();
freeze(1);
move_stop(1, 6, -5, 0);
move_stop(1, 6, 325, 0);
move_stop(1, 8, -5, 0);
}
}
Well, &story is 0 and then it becomes 1. Immediately after that, there's an if-statement to check if &story is 1 (which is now the case) so the script continues with the other cutscene. Placing it like:
if (&story == 1)
{
&story = 2;
}
if (&story == 0)
{
&story = 1;
}
would force the player to re-enter the screen to let the other one happen, instead of right after the first one.
if (&story == 1)
{
&story = 2;
}
if (&story == 0)
{
&story = 1;
}
would force the player to re-enter the screen to let the other one happen, instead of right after the first one.