Reply to Re: Idea: Creating scripts that are extremely versatile
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Here is one I attach to a pebble or blade of grass.
void main ()
{
if(&level == 1) { preload_seq(131); sp_seq(&current_sprite,131); sp_script(&current_sprite,"en-pill"); }
if(&level == 2) { sp_seq(&current_sprite,651); sp_script(&current_sprite,"en-slim"); }
if(&level == 3) { sp_seq(&current_sprite,537); sp_script(&current_sprite,"en-bonc"); }
if(&level == 4) { sp_seq(&current_sprite,133); sp_script(&current_sprite,"en-pill2");
}
if(&level > 4) { sp_seq(&current_sprite,609); sp_script(&current_sprite,"en-bong");
}
}
works like a charm
(without that "amp" in there. What's with that anyway??)
void main ()
{
if(&level == 1) { preload_seq(131); sp_seq(&current_sprite,131); sp_script(&current_sprite,"en-pill"); }
if(&level == 2) { sp_seq(&current_sprite,651); sp_script(&current_sprite,"en-slim"); }
if(&level == 3) { sp_seq(&current_sprite,537); sp_script(&current_sprite,"en-bonc"); }
if(&level == 4) { sp_seq(&current_sprite,133); sp_script(&current_sprite,"en-pill2");
}
if(&level > 4) { sp_seq(&current_sprite,609); sp_script(&current_sprite,"en-bong");
}
}
works like a charm

(without that "amp" in there. What's with that anyway??)