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Thanks to Kyle, I now have an excellent sword which burns trees.
Although I am facing another problem. I'm trying to make it so when I punch a pillar (¤t_sprite), a rock (&temp6hold) falls and hurts the enemy (&temphold). Well, to a certain point, it works perfectly, but after the rock has moved down, the script just completely stops working. Weird thing is, if I remove the move_stop -line, it works perfectly again. Here's the script:
void main( void )
{
freeze(¤t_sprite);
sp_hitpoints(¤t_sprite, 300);
sp_brain(¤t_sprite, 9);
}
void talk(void)
{
say("This pillar looks weak.", 1);
}
void hit(void)
{
playmidi("45.mid");
}
void die(void)
{
sp_hard(¤t_sprite, 1);
sp_nohit(¤t_sprite, 1);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
editor_type(&hold, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
&pillars += 1;
sp_speed(&temp6hold, 6);
freeze(&temp6hold);
sp_que(&temp6hold, 800);
sp_nodraw(&temp6hold, 0);
move_stop(&temp6hold, 2, 268, 1);
hurt(&temphold, 300);
wait(300);
sp_nodraw(&temp6hold, 1);
move_stop(&temp6hold, 8, 12, 1);
}

Although I am facing another problem. I'm trying to make it so when I punch a pillar (¤t_sprite), a rock (&temp6hold) falls and hurts the enemy (&temphold). Well, to a certain point, it works perfectly, but after the rock has moved down, the script just completely stops working. Weird thing is, if I remove the move_stop -line, it works perfectly again. Here's the script:
void main( void )
{
freeze(¤t_sprite);
sp_hitpoints(¤t_sprite, 300);
sp_brain(¤t_sprite, 9);
}
void talk(void)
{
say("This pillar looks weak.", 1);
}
void hit(void)
{
playmidi("45.mid");
}
void die(void)
{
sp_hard(¤t_sprite, 1);
sp_nohit(¤t_sprite, 1);
int &hold = sp_editor_num(¤t_sprite);
if (&hold != 0)
editor_type(&hold, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
&pillars += 1;
sp_speed(&temp6hold, 6);
freeze(&temp6hold);
sp_que(&temp6hold, 800);
sp_nodraw(&temp6hold, 0);
move_stop(&temp6hold, 2, 268, 1);
hurt(&temphold, 300);
wait(300);
sp_nodraw(&temp6hold, 1);
move_stop(&temp6hold, 8, 12, 1);
}