The Dink Network

Reply to Missile brain Question

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
December 20th 2009, 10:35 AM
custom_iplaydink.gif
iplaydink
Peasant He/Him Sweden
Hmm.. 
Solved, thanks

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();
}