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I'm making a spell for dink. The animation that the missile brain will use is a picture of a explosion that expends and shrinks once along with it's harbox. This should result in a skill that damage monsters far away fewer times than those close to it. But it looks like only the first frame in the sequence acully deal damage (The frame with the smallest hardbox).
Is the problem my scripting or is it impossible to make a missile damage things without moving?
I'm making a spell for dink. The animation that the missile brain will use is a picture of a explosion that expends and shrinks once along with it's harbox. This should result in a skill that damage monsters far away fewer times than those close to it. But it looks like only the first frame in the sequence acully deal damage (The frame with the smallest hardbox).
Is the problem my scripting or is it impossible to make a missile damage things without moving?
void use(void) { If(&form < 2) { freeze(1); say("*Casting the spell*", 1); &magic_level = 0; draw_status(); //We don't want dink to take damage. sp_nohit(1, 1); //first we get dinks cordinates &x = sp_x(1, -1); &y = sp_y(1, -1); //And create a explotion &m1 = create_sprite(&x, &y, 17, 899, 1); sp_seq(&m1, 899); sp_frame(&m1, 1); sp_speed(&m1, 6); sp_strength(&m1, 10); sp_que(&m1, -500); wait(1500); unfreeze(1); //Sequence is over, let's make dink hit-able sp_nohit(1, 0); } else { say("I can't cast spells in Shadow Form!", 1); } } void arm(void) { preload_seq(899); &magic_cost = 500; &magic_level = 0; int &x; int &y; } void disarm(void) { &magic_level = 0; kill_this_task(); } void pickup(void) { Debug("Player now owns this item."); kill_this_task(); } void drop(void) { Debug("Item dropped."); kill_this_task(); }