Reply to Re: Picking stuff up so it never comes back
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void talk(void) { freeze(1); if (&story < 7) { say("Hey, a skull! I wonder what it's doing here...", 1); } if (&story == 7) { say_stop("A skull is a type of bone, right?", 1); wait(500); //following line will make the sprite invisible for now //you are still able to talk to it though //so we will have to remove it later. (If we do it now the script will crash as //it's attached to that sprite.) sp_nodraw(¤t_sprite, 1); //now increese the global &wdbone += 1; //And let's make sure it doesn't come back int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) { editor_type(&hold, 1); } //That will make it stay gone.. say_stop("`%<Got Skull>", 1); wait(500); say_stop("That brought my total number of bones up to &wdbone", 1); unfreeze(1); //Now.. the sprite is still here, even though it's invisible and wont come back. //let's remove it. //but first make sure it's not hard, if it was before. sp_hard(¤t_sprite, 1); draw_hard_map(); sp_kill(¤t_sprite, 1); } unfreeze(1); }
Another way would be adding a void main with:
if(&wdbone > 1) { sp_hard(¤t_sprite, 1); draw_hard_map(); sp_kill(¤t_sprite, 1); }
NOTE: I haven't tested those scripts so you might wanna read them through for typos.
EDIT: I also thought the editor_type(¤t_sprite, 1); would work at first but appearntly sp_editor_num isn't the same as the sprite number. Weird.