Reply to Re: Writing sprite to map.dat?
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If you're planning on having many randomised screens and don't want to place the sprites, then you'll want to store the data (e.g. locations) for each screen in editor_num/seq/frame and attach a generic script to all screens that reads the editor_num/seq/frame to place/create the sprites in the saved positions. It'll be tricky depending on just how much you want to be random.
Editor_num/seq/frame allows you to save stuff across screen changes (and is saved in the save file) without using globals. But you can only access it on the relevant screen.
You just have to make sure using the editor_ stuff doesn't interfere. Note there doesn't have to be a sprite number X to use editor_seq(X,...)
If you want an example of this I had the enemies save their health if you left and returned to a screen in MouseDink (or maybe it was just the bonca, can't remember). I think that is similar to what you are asking. I could have had the health randomly chosen to begin with and the random choice would have been remembered upon leaving and re-entering the screen.
Editor_num/seq/frame allows you to save stuff across screen changes (and is saved in the save file) without using globals. But you can only access it on the relevant screen.
You just have to make sure using the editor_ stuff doesn't interfere. Note there doesn't have to be a sprite number X to use editor_seq(X,...)
If you want an example of this I had the enemies save their health if you left and returned to a screen in MouseDink (or maybe it was just the bonca, can't remember). I think that is similar to what you are asking. I could have had the health randomly chosen to begin with and the random choice would have been remembered upon leaving and re-entering the screen.